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Author SHA1 Message Date
suzmii 1931852e9e 补齐打开/选择目录入口的提权拒绝记忆清除
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- aclElevation:新增唯一入口 clearAclElevationDenials()(Tauri 环境判断 + 命令失败只吞掉,旁路动作不影响本次操作)
- useRecentProjects:rememberRecentWorkspace / refreshRecentWorkspace 改用该共享入口,删掉本地同名实现
- useHomeProjectCreation:openProject 入口先清除拒绝记忆再 inspect,覆盖行内打开、运行中项目入口与文件选择器选择目录;此前只挂在「打开/新建成功之后」,用户点了打开会撞上 120s 冷却直接失败且不弹 UAC
- appSurface/home.suite:新增断言「用户动作先 clear 再 inspect」,并做逆向确认(去掉该调用即红)
- docs:decision-log 写清前端唯一入口与必须挂的四个入口,pitfalls 记录 leader 失效接管这条残余边界
2026-09-24 12:56:47 +08:00
suzmii 9034b8a2d3 合并 master 到 fix/acl-elevation-single-flight
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- 合入 origin/master(dcb4f2a1c):DirectProject 过程卡读秒粒度与样式修复(#508)
- pitfalls.md 冲突按「两边都保留」解决:ACL 单飞条目置顶,其后保留上游 2026-09-24 读秒条目
- 本次合并未改动 ACL 单飞实现(含刚收口的 key 归一化与冷却基准改动)
2026-09-24 12:08:58 +08:00
suzmii 3480a2f331 评审收口:闸门 key 归一化路径写法 + 冷却改从结果落库时刻算起(#498)
- acl_repair_gate:冷却基准从 leader 起跑时刻改为结果落库时刻;UAC 被挂着几十秒到两分钟时,120s 拒绝冷却不再提前过期,避免紧跟的自动整表重查立刻再弹一次
- config:新增 windows_acl_repair_gate_key,闸门 key 的路径半边先去掉 \\?\ / \\?\UNC\ 前缀再统一小写;最近项目列表里同一项目实测同时存在 \\?\C:\... 与 C:\... 两种写法,按原始字符串做 key 会让同一个目录弹两次 UAC
- tests/acl_repair_gate:补「冷却从结果落库时刻算起」与「路径写法归一成一个 key」两条用例;两条都做过逆向确认(改回修复前语义即失败)
- docs:decision-log 与 pitfalls 补记 key 归一化、冷却基准,以及真机复现的三个坑(DENY 要加在祖先的父目录、夹具路径必须落在 Managed 放行范围内、提权子进程会按 repair target 再校验 scope)
2026-09-24 12:05:42 +08:00
suzmii dcb4f2a1c1 Merge pull request '修复 AGC DirectProject 运行中过程卡的读秒粒度与样式' (#508) from fix/recover-100ms into master
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Reviewed-on: #508
2026-09-24 11:57:11 +08:00
suzmii 67d5ad6026 合并 master 到 fix/acl-elevation-single-flight
- 合入 origin/master(87e52860a):后台游戏审核弹窗、客户端维护态错误弹窗、发行入口同源路径等上游变更
- decision-log.md 冲突按「两边都保留」解决:单飞决策条目置顶,其后保留上游同日条目
- 本次合并未改动 ACL 单飞实现本身(acl_repair_gate.rs / config.rs / useRecentProjects.ts 无冲突)
2026-09-24 11:47:33 +08:00
suzmii e80279c174 修复 AGC DirectProject 运行中过程卡的读秒粒度与样式
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- apps/ai-game-creator-shell/src/view/project-development/chat/components/DirectProjectConversation/DirectProjectConversation.tsx 的 DirectTurnElapsed 改用对话侧共享时钟 useLiveNow(100ms),删掉组件自带的 1000ms setInterval 与 now state:耗时文案不足一分钟保留一位小数,秒级 tick 会让小数位一秒才动一格
- apps/ai-game-creator-shell/src/styles.css 重写 .project-chat-process-card:去掉旧面板遗留的 78px 最小高度与 9px 行距,收敛为单行状态条(padding 8px 12px)
- apps/ai-game-creator-shell/src/styles.css 状态点与扫光改走 --platform-accent(原先写死绿色),标题提到 --platform-text-strong,耗时改 --platform-text-base 并加 tabular-nums
- apps/ai-game-creator-shell/src/styles.css 删除两条永不命中的选择器(卡片渲染在消息列表外,规则却写着 …message-list > .project-chat-process-card)与已无 <p> 渲染的多行摘要样式
- apps/ai-game-creator-shell/src/styles.css 过程卡与最后一条消息之间补 12px 上间距,原先 margin 简写把它清零
- apps/ai-game-creator-shell/tests/directProjectProcessStatus.test.tsx 新增读秒粒度回归用例与「无运行中回合不订阅时钟」用例
- apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts 与 tests/AgentMessageContent.test.tsx 的选择器契约同步到现行 DOM 结构
- docs/project-memory/shared-memory/pitfalls.md 记录「刷新粒度必须与显示精度同格」这条复发坑
2026-09-24 11:47:32 +08:00
suzmii f056c8a325 Merge remote-tracking branch 'origin/master' into fix/acl-elevation-single-flight
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2026-09-23 20:13:56 +08:00
suzmii d94ee96836 补一条用例:Rust 侧取消 UAC 的稳定标记同样不触发重试
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- tests/recentProjectsHook:AGC_ACL_ELEVATION_DENIED 这类失败只检查一次,钉住 Rust 错误标记与前端「不可重试」判定之间的契约
2026-09-23 20:11:34 +08:00
suzmii c079003719 Merge remote-tracking branch 'origin/master' into fix/acl-elevation-single-flight
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
#	docs/project-memory/shared-memory/pitfalls.md
2026-09-23 19:59:41 +08:00
suzmii af099abbfa AGC ACL 提权修复按目标做 single-flight,避免并发重复弹 UAC
- 新增 acl_repair_gate:以 (规范化 repair target, scope) 为 key 的进程级 single-flight 与结果冷却(成功 30s / 失败 15s / 用户取消 120s),等待窗口 60s 超时按失败关闭
- acl_repair_gate:leader 异常退出由 RAII 兜底记为失败并唤醒全部等待者,避免等待者被永久挂住
- config:提权修复改经闸门执行;用户取消 UAC 统一返回稳定标记 AGC_ACL_ELEVATION_DENIED,不再依赖中文文案判定
- commands/main:新增 clear_game_creator_acl_elevation_denials,供用户主动操作时解除拒绝记忆
- useRecentProjects:识别新的稳定标记;打开/新建项目与重命名刷新时清除提权拒绝记忆
- tests/acl_repair_gate:并发只执行一次、冷却复用、清除后可重试、follower 超时、leader panic 唤醒等待者
- docs:decision-log 与 pitfalls 记录 single-flight 取舍与未做项
2026-09-23 19:44:06 +08:00
18 changed files with 908 additions and 110 deletions
@@ -0,0 +1,245 @@
//! ACL 提权修复目标的并发去重与结果记忆。
//!
//! 同一目标被并发请求时只允许一次真实提权,其余调用等待并复用同一结果;
//! 结果在冷却窗口内直接复用,其中用户拒绝(UAC 取消)的窗口最长,
//! 避免自动重试把用户反复拽回安全桌面。
use std::collections::HashMap;
use std::hash::Hash;
use std::sync::{Condvar, LazyLock, Mutex};
use std::time::{Duration, Instant};
/// 一次提权修复的结果。用户拒绝与修复失败必须可区分:前者不该被重试。
#[derive(Clone, Debug, Eq, PartialEq)]
pub(crate) enum AclRepairOutcome {
Repaired,
Denied(String),
Failed(String),
}
#[derive(Clone, Debug, Eq, PartialEq)]
pub(crate) enum AclRepairGateResult {
Executed(AclRepairOutcome),
Reused(AclRepairOutcome),
/// leader 在等待窗口内仍未结束(例如 UAC 无人应答);调用方按失败关闭处理。
WaitTimedOut,
}
#[derive(Clone, Copy, Debug)]
pub(crate) struct AclRepairPolicy {
pub(crate) success_cooldown: Duration,
pub(crate) denial_cooldown: Duration,
pub(crate) failure_cooldown: Duration,
pub(crate) wait_timeout: Duration,
}
impl AclRepairPolicy {
fn cooldown_for(&self, outcome: &AclRepairOutcome) -> Duration {
match outcome {
AclRepairOutcome::Repaired => self.success_cooldown,
AclRepairOutcome::Denied(_) => self.denial_cooldown,
AclRepairOutcome::Failed(_) => self.failure_cooldown,
}
}
fn retention(&self) -> Duration {
self.success_cooldown
.max(self.denial_cooldown)
.max(self.failure_cooldown)
}
}
struct Entry {
running: bool,
outcome: Option<AclRepairOutcome>,
recorded_at: Option<Instant>,
}
pub(crate) struct AclRepairGate<K> {
entries: Mutex<HashMap<K, Entry>>,
settled: Condvar,
}
impl<K: Clone + Eq + Hash> AclRepairGate<K> {
pub(crate) fn new() -> Self {
Self {
entries: Mutex::new(HashMap::new()),
settled: Condvar::new(),
}
}
/// 以 `key` 为粒度执行一次提权修复:并发调用只会有一次真正执行,
/// 其余调用等待并复用结果;冷却窗口内直接复用上一次结果。
pub(crate) fn run<F>(
&self,
key: K,
now: Instant,
policy: &AclRepairPolicy,
execute: F,
) -> AclRepairGateResult
where
F: FnOnce() -> AclRepairOutcome,
{
let wait_deadline = Instant::now() + policy.wait_timeout;
let mut entries = lock(&self.entries);
loop {
match entries.get(&key) {
Some(entry) if entry.running => {
let remaining = wait_deadline.saturating_duration_since(Instant::now());
if remaining.is_zero() {
return AclRepairGateResult::WaitTimedOut;
}
let (guard, _) = self
.settled
.wait_timeout(entries, remaining)
.unwrap_or_else(|poisoned| poisoned.into_inner());
entries = guard;
}
Some(entry) => {
let reusable = entry.outcome.clone().zip(entry.recorded_at).filter(
|(outcome, recorded_at)| {
now.saturating_duration_since(*recorded_at)
< policy.cooldown_for(outcome)
},
);
match reusable {
Some((outcome, _)) => return AclRepairGateResult::Reused(outcome),
None => break,
}
}
None => break,
}
}
prune(&mut entries, now, policy);
entries.insert(
key.clone(),
Entry {
running: true,
outcome: None,
recorded_at: Some(now),
},
);
drop(entries);
let guard = LeaderGuard {
gate: self,
key: key.clone(),
armed: true,
};
let outcome = execute();
guard.complete(outcome)
}
/// 用户主动操作后允许重新尝试提权:清掉「被拒绝」的记忆。
pub(crate) fn clear_denials(&self) {
let mut entries = lock(&self.entries);
entries.retain(|_, entry| {
entry.running || !matches!(entry.outcome, Some(AclRepairOutcome::Denied(_)))
});
drop(entries);
self.settled.notify_all();
}
#[cfg(test)]
pub(crate) fn is_running(&self, key: &K) -> bool {
lock(&self.entries)
.get(key)
.is_some_and(|entry| entry.running)
}
}
impl<K> Default for AclRepairGate<K>
where
K: Clone + Eq + Hash,
{
fn default() -> Self {
Self::new()
}
}
struct LeaderGuard<'a, K: Clone + Eq + Hash> {
gate: &'a AclRepairGate<K>,
key: K,
armed: bool,
}
impl<K: Clone + Eq + Hash> LeaderGuard<'_, K> {
fn complete(mut self, outcome: AclRepairOutcome) -> AclRepairGateResult {
self.armed = false;
let mut entries = lock(&self.gate.entries);
entries.insert(
self.key.clone(),
Entry {
running: false,
outcome: Some(outcome.clone()),
// 冷却从「结果落库」时刻算起,而不是 leader 起跑时刻:UAC 弹窗可能被挂着
// 几十秒到两分钟,用起跑时刻会让 120s 拒绝冷却在用户应答前就过期,
// 紧接着的自动重查会立刻再弹一次。
recorded_at: Some(Instant::now()),
},
);
drop(entries);
self.gate.settled.notify_all();
AclRepairGateResult::Executed(outcome)
}
}
impl<K: Clone + Eq + Hash> Drop for LeaderGuard<'_, K> {
/// leader 异常退出时不能让等待者永久挂住:记成失败并唤醒全部等待者。
fn drop(&mut self) {
if !self.armed {
return;
}
let mut entries = lock(&self.gate.entries);
entries.insert(
self.key.clone(),
Entry {
running: false,
outcome: Some(AclRepairOutcome::Failed(
"AGC ACL 提权修复执行线程异常退出".to_string(),
)),
recorded_at: Some(Instant::now()),
},
);
drop(entries);
self.gate.settled.notify_all();
}
}
fn lock<T>(mutex: &Mutex<T>) -> std::sync::MutexGuard<'_, T> {
mutex
.lock()
.unwrap_or_else(|poisoned| poisoned.into_inner())
}
fn prune<K: Eq + Hash>(entries: &mut HashMap<K, Entry>, now: Instant, policy: &AclRepairPolicy) {
// 只是防止 map 随进程生命周期无限增长;窗口远大于冷却期即可。
let retention = policy.retention().saturating_mul(4);
entries.retain(|_, entry| {
if entry.running {
return true;
}
entry
.recorded_at
.is_none_or(|recorded_at| now.saturating_duration_since(recorded_at) < retention)
});
}
/// 提权修复的进程级闸门;key = (规范化目标路径, scope 名)。
pub(crate) type AclRepairKey = (String, &'static str);
pub(crate) static ACL_REPAIR_GATE: LazyLock<AclRepairGate<AclRepairKey>> =
LazyLock::new(AclRepairGate::new);
pub(crate) const ACL_REPAIR_POLICY: AclRepairPolicy = AclRepairPolicy {
success_cooldown: Duration::from_secs(30),
denial_cooldown: Duration::from_secs(120),
failure_cooldown: Duration::from_secs(15),
wait_timeout: Duration::from_secs(60),
};
/// 用户主动操作(打开/新建项目、重命名刷新)后调用:解除「被拒绝」记忆。
pub(crate) fn clear_acl_repair_denials() {
ACL_REPAIR_GATE.clear_denials();
}
@@ -1874,6 +1874,12 @@ pub(crate) fn read_game_creator_app_config() -> Result<GameCreatorAppConfigView,
game_creator_app_config_view(load_game_creator_app_config()?)
}
/// 用户主动操作(打开/新建项目、重命名刷新)后调用:解除 ACL 提权拒绝记忆。
#[tauri::command]
pub(crate) fn clear_game_creator_acl_elevation_denials() {
crate::config::clear_windows_acl_repair_denials();
}
static GAME_CREATOR_CONFIG_WRITE_LOCK: std::sync::Mutex<()> = std::sync::Mutex::new(());
#[tauri::command]
@@ -2789,15 +2789,50 @@ fn windows_acl_repair_argument_list(
.join(" ")
}
/// 用户取消 UAC 的稳定错误标记:调用方(前端)据此判定「不可自动重试」,
/// 而不是去匹配中文文案。
#[cfg(windows)]
pub(crate) const WINDOWS_ACL_REPAIR_DENIED_MARKER: &str = "AGC_ACL_ELEVATION_DENIED";
/// 用户主动操作(打开/新建项目、重命名刷新)后调用:解除提权拒绝记忆,
/// 使同一次会话内的显式重试仍能再次请求提权。
pub(crate) fn clear_windows_acl_repair_denials() {
crate::acl_repair_gate::clear_acl_repair_denials();
}
/// 闸门 key 的路径半边:`\\?\` 扩展长度前缀与 `\\?\UNC\` 必须先归一化,
/// 否则同一个物理目录的不同写法会算出不同 key,single-flight 就退化成「每种写法弹一次」。
/// 最近项目列表里同一项目会同时存在 `\\?\C:\...` 与 `C:\...` 两种形态,归一化后它们共用一次提权。
/// 这里只做前缀与大小写归一(不 `canonicalize`):待修复目标恰恰是「读不动的目录」,解析不可靠。
#[cfg(windows)]
pub(crate) fn windows_acl_repair_gate_key(
repair_path: &Path,
scope: WindowsAclRepairScope,
) -> crate::acl_repair_gate::AclRepairKey {
(
normalize_windows_policy_path(repair_path)
.to_string_lossy()
.to_lowercase(),
scope.wire_name(),
)
}
/// Starts a one-shot elevated copy of the current executable. The elevated
/// process performs only the allow-listed ACL repair command and exits with a
/// truthful status; UAC cancellation is never treated as success.
///
/// 同一 (规范化目标, scope) 的修复在进程内做 single-flight:并发调用只会有一次
/// 真实提权,其余等待并复用结果;冷却窗口内直接复用,避免自动重试反复弹 UAC。
#[cfg(windows)]
fn attempt_elevated_windows_acl_repair(
path: &Path,
target_user_sid: &str,
scope: WindowsAclRepairScope,
) -> Result<(), String> {
use crate::acl_repair_gate::{
AclRepairGateResult, AclRepairOutcome, ACL_REPAIR_GATE, ACL_REPAIR_POLICY,
};
if !scope.allows_path(path) {
return Err(format!(
"AGC ACL 提权目标不在当前用户允许的 {} 范围内:{}",
@@ -2805,13 +2840,53 @@ fn attempt_elevated_windows_acl_repair(
path.display()
));
}
let executable =
std::env::current_exe().map_err(|error| format!("定位 AGC ACL 修复程序失败:{error}"))?;
if !executable.is_file() {
return Err("AGC ACL 修复程序不存在".to_string());
}
let repair_path = windows_acl_repair_target(path, scope);
let nonce = create_windows_acl_repair_authorization(&repair_path, target_user_sid, scope)?;
let key = windows_acl_repair_gate_key(&repair_path, scope);
let gate_result =
ACL_REPAIR_GATE.run(key, std::time::Instant::now(), &ACL_REPAIR_POLICY, || {
run_elevated_windows_acl_repair_once(path, target_user_sid, scope, &repair_path)
});
match gate_result {
AclRepairGateResult::Executed(outcome) | AclRepairGateResult::Reused(outcome) => {
match outcome {
AclRepairOutcome::Repaired => Ok(()),
AclRepairOutcome::Denied(detail) => {
Err(format!("{WINDOWS_ACL_REPAIR_DENIED_MARKER}{detail}"))
}
AclRepairOutcome::Failed(detail) => Err(detail),
}
}
AclRepairGateResult::WaitTimedOut => Err(format!(
"AGC ACL 提权修复等待超时:同一目标的提权仍在进行中:{}",
repair_path.display()
)),
}
}
#[cfg(windows)]
fn run_elevated_windows_acl_repair_once(
path: &Path,
target_user_sid: &str,
scope: WindowsAclRepairScope,
repair_path: &Path,
) -> crate::acl_repair_gate::AclRepairOutcome {
use crate::acl_repair_gate::AclRepairOutcome;
let executable = match std::env::current_exe() {
Ok(executable) => executable,
Err(error) => {
return AclRepairOutcome::Failed(format!("定位 AGC ACL 修复程序失败:{error}"));
}
};
if !executable.is_file() {
return AclRepairOutcome::Failed("AGC ACL 修复程序不存在".to_string());
}
let nonce = match create_windows_acl_repair_authorization(repair_path, target_user_sid, scope) {
Ok(nonce) => nonce,
Err(error) => {
return AclRepairOutcome::Failed(format!("准备 AGC ACL 提权授权失败:{error}"));
}
};
let escaped_executable = executable.to_string_lossy().replace('\'', "''");
let arguments = windows_acl_repair_argument_list(
&repair_path.to_string_lossy(),
@@ -2834,19 +2909,20 @@ fn attempt_elevated_windows_acl_repair(
script.as_str(),
])
.creation_flags(0x0800_0000)
.status()
.map_err(|error| format!("启动 AGC ACL 提权修复失败:{error}"));
.status();
let _ = windows_acl_repair_authorization_path(&nonce).and_then(|authorization_path| {
fs::remove_file(authorization_path).map_err(|error| error.to_string())
});
let status = status?;
if status.success() {
Ok(())
} else {
Err(format!(
match status {
Err(error) => AclRepairOutcome::Failed(format!("启动 AGC ACL 提权修复失败:{error}")),
Ok(status) if status.success() => AclRepairOutcome::Repaired,
Ok(status) if status.code() == Some(1_223) => AclRepairOutcome::Denied(
"AGC ACL 提权修复被用户取消(exit code Some(1223)".to_string(),
),
Ok(status) => AclRepairOutcome::Failed(format!(
"AGC ACL 提权修复未成功(exit code {:?}",
status.code()
))
)),
}
}
@@ -107,6 +107,7 @@ fn register_non_canonical_asset_kind_reporter() {
// 用 #[cfg] 编译期门控:仅开发(debug)且非测试构建编入;生产 release 与 cargo test 下整体剔除。
include!(concat!(env!("OUT_DIR"), "/agent_runtime_prompt_bundle.rs"));
mod acl_repair_gate;
mod agent;
mod agent_native_tools;
mod analytics;
@@ -2687,6 +2688,7 @@ fn main() {
install_platform_account_session,
clear_platform_account_session,
read_game_creator_app_config,
clear_game_creator_acl_elevation_denials,
write_game_creator_app_config,
select_game_creator_model,
discover_game_creator_llm_models,
@@ -0,0 +1,331 @@
use super::*;
use crate::acl_repair_gate::{
AclRepairGate, AclRepairGateResult, AclRepairOutcome, AclRepairPolicy,
};
use std::sync::atomic::{AtomicUsize, Ordering};
use std::sync::Arc;
use std::time::{Duration, Instant};
fn test_policy() -> AclRepairPolicy {
AclRepairPolicy {
success_cooldown: Duration::from_secs(30),
denial_cooldown: Duration::from_secs(300),
failure_cooldown: Duration::from_secs(15),
wait_timeout: Duration::from_secs(5),
}
}
fn test_key(target: &str) -> (String, &'static str) {
(target.to_string(), "managed")
}
#[test]
fn concurrent_requests_for_one_target_run_the_repair_once() {
let gate = Arc::new(AclRepairGate::new());
let executions = Arc::new(AtomicUsize::new(0));
let started_at = Instant::now();
let handles = (0..8)
.map(|_| {
let gate = Arc::clone(&gate);
let executions = Arc::clone(&executions);
std::thread::spawn(move || {
gate.run(test_key("c:\\target"), started_at, &test_policy(), || {
executions.fetch_add(1, Ordering::SeqCst);
std::thread::sleep(Duration::from_millis(150));
AclRepairOutcome::Repaired
})
})
})
.collect::<Vec<_>>();
let results = handles
.into_iter()
.map(|handle| handle.join().expect("提权闸门线程不得 panic"))
.collect::<Vec<_>>();
assert_eq!(executions.load(Ordering::SeqCst), 1);
assert_eq!(
results
.iter()
.filter(|result| matches!(result, AclRepairGateResult::Executed(_)))
.count(),
1
);
assert_eq!(
results
.iter()
.filter(|result| matches!(
result,
AclRepairGateResult::Reused(AclRepairOutcome::Repaired)
))
.count(),
7
);
}
#[test]
fn different_targets_are_not_deduplicated() {
let gate = AclRepairGate::new();
let executions = AtomicUsize::new(0);
let now = Instant::now();
for target in ["c:\\one", "c:\\two"] {
let result = gate.run(test_key(target), now, &test_policy(), || {
executions.fetch_add(1, Ordering::SeqCst);
AclRepairOutcome::Repaired
});
assert!(matches!(result, AclRepairGateResult::Executed(_)));
}
assert_eq!(executions.load(Ordering::SeqCst), 2);
}
#[test]
fn denied_elevation_is_reused_for_the_denial_cooldown() {
let gate = AclRepairGate::new();
let key = test_key("c:\\denied");
let started_at = Instant::now();
let policy = test_policy();
let first = gate.run(key.clone(), started_at, &policy, || {
AclRepairOutcome::Denied("UAC 已取消".to_string())
});
assert!(matches!(
first,
AclRepairGateResult::Executed(AclRepairOutcome::Denied(_))
));
let inside_cooldown = gate.run(
key.clone(),
started_at + Duration::from_secs(60),
&policy,
|| panic!("拒绝冷却期内不得再次触发提权"),
);
assert!(matches!(
inside_cooldown,
AclRepairGateResult::Reused(AclRepairOutcome::Denied(_))
));
let after_cooldown = gate.run(key, started_at + Duration::from_secs(301), &policy, || {
AclRepairOutcome::Repaired
});
assert_eq!(
after_cooldown,
AclRepairGateResult::Executed(AclRepairOutcome::Repaired)
);
}
#[test]
fn successful_repair_and_failure_are_reused_for_their_own_cooldowns() {
let gate = AclRepairGate::new();
let policy = test_policy();
let started_at = Instant::now();
let repaired_key = test_key("c:\\repaired");
assert!(matches!(
gate.run(repaired_key.clone(), started_at, &policy, || {
AclRepairOutcome::Repaired
}),
AclRepairGateResult::Executed(AclRepairOutcome::Repaired)
));
assert_eq!(
gate.run(
repaired_key.clone(),
started_at + Duration::from_secs(29),
&policy,
|| panic!("成功冷却期内不得重复提权")
),
AclRepairGateResult::Reused(AclRepairOutcome::Repaired)
);
assert!(matches!(
gate.run(
repaired_key,
started_at + Duration::from_secs(31),
&policy,
|| { AclRepairOutcome::Repaired }
),
AclRepairGateResult::Executed(_)
));
let failed_key = test_key("c:\\failed");
assert!(matches!(
gate.run(failed_key.clone(), started_at, &policy, || {
AclRepairOutcome::Failed("提权修复退出码 1".to_string())
}),
AclRepairGateResult::Executed(AclRepairOutcome::Failed(_))
));
assert!(matches!(
gate.run(
failed_key.clone(),
started_at + Duration::from_secs(14),
&policy,
|| { panic!("失败冷却期内不得重复提权") }
),
AclRepairGateResult::Reused(AclRepairOutcome::Failed(_))
));
assert!(matches!(
gate.run(
failed_key,
started_at + Duration::from_secs(16),
&policy,
|| { AclRepairOutcome::Repaired }
),
AclRepairGateResult::Executed(_)
));
}
#[test]
fn cooldown_is_measured_from_the_recorded_result_not_the_leader_start() {
// 真机场景:UAC 弹窗被挂着几十秒到两分钟。若冷却从 leader 起跑时刻算,
// 120s 拒绝冷却会在用户应答前就过期,紧接着的自动重查立刻再弹一次。
let gate = AclRepairGate::new();
let key = test_key("c:\\slow-success");
let policy = AclRepairPolicy {
success_cooldown: Duration::from_millis(200),
..test_policy()
};
let executions = AtomicUsize::new(0);
let executed = gate.run(key.clone(), Instant::now(), &policy, || {
executions.fetch_add(1, Ordering::SeqCst);
std::thread::sleep(Duration::from_millis(400));
AclRepairOutcome::Repaired
});
assert_eq!(
executed,
AclRepairGateResult::Executed(AclRepairOutcome::Repaired)
);
let reused = gate.run(key, Instant::now(), &policy, || {
executions.fetch_add(1, Ordering::SeqCst);
panic!("冷却必须从结果落库时刻算起,不能用 leader 起跑时刻")
});
assert_eq!(
reused,
AclRepairGateResult::Reused(AclRepairOutcome::Repaired)
);
assert_eq!(executions.load(Ordering::SeqCst), 1);
}
#[cfg(windows)]
#[test]
fn repair_gate_key_merges_path_spelling_variants_of_one_target() {
use crate::config::{windows_acl_repair_gate_key, WindowsAclRepairScope};
use std::path::Path;
// 最近项目里同一项目会同时出现 `\\?\C:\...` 与 `C:\...` 两种写法(客户端列表实测),
// 不归一化就是两个 key -> 同一个目录弹两次 UAC。
let plain =
Path::new(r"C:\Users\dongy\AppData\Roaming\world.genarrative.ai-game-creator\projects");
let extended =
Path::new(r"\\?\C:\Users\dongy\AppData\Roaming\world.genarrative.ai-game-creator\projects");
let share = Path::new(r"\\server\share\projects");
let share_extended = Path::new(r"\\?\UNC\server\share\projects");
for scope in [
WindowsAclRepairScope::Managed,
WindowsAclRepairScope::UserSelected,
] {
assert_eq!(
windows_acl_repair_gate_key(plain, scope),
windows_acl_repair_gate_key(extended, scope)
);
assert_eq!(
windows_acl_repair_gate_key(share, scope),
windows_acl_repair_gate_key(share_extended, scope)
);
assert_ne!(
windows_acl_repair_gate_key(plain, scope),
windows_acl_repair_gate_key(share, scope)
);
}
assert_ne!(
windows_acl_repair_gate_key(plain, WindowsAclRepairScope::Managed),
windows_acl_repair_gate_key(plain, WindowsAclRepairScope::UserSelected)
);
}
#[test]
fn clearing_denials_allows_an_explicit_user_retry() {
let gate = AclRepairGate::new();
let key = test_key("c:\\denied-cleared");
let started_at = Instant::now();
let policy = test_policy();
gate.run(key.clone(), started_at, &policy, || {
AclRepairOutcome::Denied("UAC 已取消".to_string())
});
gate.clear_denials();
let retried = gate.run(key, started_at + Duration::from_secs(1), &policy, || {
AclRepairOutcome::Repaired
});
assert_eq!(
retried,
AclRepairGateResult::Executed(AclRepairOutcome::Repaired)
);
}
#[test]
fn followers_give_up_when_the_leader_never_finishes() {
let gate = Arc::new(AclRepairGate::new());
let key = test_key("c:\\slow");
let (release_sender, release_receiver) = std::sync::mpsc::channel::<()>();
let leader_gate = Arc::clone(&gate);
let leader_key = key.clone();
let leader = std::thread::spawn(move || {
leader_gate.run(leader_key, Instant::now(), &test_policy(), || {
let _ = release_receiver.recv_timeout(Duration::from_secs(5));
AclRepairOutcome::Repaired
})
});
let policy = AclRepairPolicy {
wait_timeout: Duration::from_millis(50),
..test_policy()
};
let follower = std::thread::spawn(move || {
gate.run(key, Instant::now(), &policy, || {
panic!("follower 不得自行执行提权")
})
});
let follower_result = follower.join().expect("follower 线程不得 panic");
assert_eq!(follower_result, AclRepairGateResult::WaitTimedOut);
release_sender.send(()).expect("放行 leader");
assert!(matches!(
leader.join().expect("leader 线程不得 panic"),
AclRepairGateResult::Executed(AclRepairOutcome::Repaired)
));
}
#[test]
fn leader_panic_releases_followers_instead_of_letting_them_wait() {
let gate = Arc::new(AclRepairGate::new());
let key = test_key("c:\\panicking");
let (entered_sender, entered_receiver) = std::sync::mpsc::channel::<()>();
let leader_gate = Arc::clone(&gate);
let leader_key = key.clone();
let leader = std::thread::spawn(move || {
leader_gate.run(leader_key, Instant::now(), &test_policy(), || {
entered_sender.send(()).expect("通知 follower");
panic!("提权执行线程异常退出");
})
});
entered_receiver
.recv_timeout(Duration::from_secs(5))
.expect("leader 已进入执行");
let follower_gate = Arc::clone(&gate);
let follower = std::thread::spawn(move || {
follower_gate.run(key, Instant::now(), &test_policy(), || {
panic!("follower 不得自行执行提权")
})
});
assert!(leader.join().is_err());
let follower_result = follower.join().expect("follower 线程不得 panic");
assert!(matches!(
follower_result,
AclRepairGateResult::Reused(AclRepairOutcome::Failed(_))
));
}
@@ -6127,6 +6127,7 @@ async fn background_agent_runtime_marks_unconverged_loop_budget_exhausted() {
fs::remove_dir_all(root).ok();
}
mod acl_repair_gate;
mod asset_delete;
mod asset_rename;
mod collaboration;
@@ -0,0 +1,23 @@
import { resolveTauriInvoke } from '../../app/tauri';
/**
* 用户主动操作(打开/新建项目、选择目录、重命名刷新)时调用:解除 Rust 侧的 ACL 提权拒绝记忆。
*
* Rust 侧闸门对「用户取消 UAC」有 120s 冷却,冷却期内同一目标的提权请求直接复用拒绝结果、
* 不再弹窗。所以只要入口是明确的用户动作,就必须先清掉这份记忆,否则用户会看到
* 「点了打开却立刻失败、也不问我要不要授权」。
*
* 零成本失败关闭:不在 Tauri 环境直接返回;命令失败也只吞掉(下一次用户操作会再试),
* 不能让「重置拒绝记忆」这种旁路动作影响本次操作本身。
*/
export function clearAclElevationDenials() {
const invoke = resolveTauriInvoke();
if (!invoke) {
return;
}
try {
void invoke('clear_game_creator_acl_elevation_denials').catch(() => {});
} catch {
// 命令缺失等同步异常同样不影响本次操作:这只是一次旁路清零。
}
}
@@ -54,6 +54,7 @@ import {
projectPathHasControlCharacter,
} from '../project-summary/projectSummary';
import { importDesignFiles } from '../project-workspace/importDesignFiles';
import { clearAclElevationDenials } from './aclElevation';
import {
ensureHomeWebCreationEnvironment,
HOME_WEB_PREFLIGHT_FAILURE,
@@ -614,6 +615,9 @@ export function useHomeProjectCreation({
mode: 'open' | 'create',
analytics?: ProjectOpenAnalytics,
) {
// 打开/新建是明确的用户动作:先解除 Rust 侧的提权拒绝记忆,否则 120s 冷却内
// 首条 inspect_local_project_directory 会直接复用「用户取消」的结果,既不弹 UAC 也打不开。
clearAclElevationDenials();
if (mode === 'create') {
await createProjectFromProjectPage(nextProjectPath);
return;
@@ -13,6 +13,7 @@ import {
isAbsoluteProjectPath,
projectPathHasControlCharacter,
} from '../project-summary/projectSummary';
import { clearAclElevationDenials } from './aclElevation';
import {
buildRecentProjectRows,
readRecentWorkspaces,
@@ -27,10 +28,12 @@ const RECENT_WORKSPACE_CHECK_RETRY_DELAYS_MS = [300];
const RECENT_WORKSPACE_FAILURE_RECHECK_DELAYS_MS = [15_000, 45_000, 120_000];
/**
* 提权/权限类失败不重试:Rust 侧会重新走 `Start-Process -Verb RunAs -Wait`
* 而提权闸门只存在于单次 invoke 内,重试等于在用户刚点「否」后再弹一次 UAC。
* 判据与 config.rs 的 `windows_acl_error_may_need_elevation` 同口径。
* 重试等于在用户刚点「否」后再弹一次 UAC。
* `AGC_ACL_ELEVATION_DENIED` 是 Rust 侧用户取消 UAC 的稳定标记(config.rs),
* 其余为 ACL/DACL 判据与历史文案,与 `windows_acl_error_may_need_elevation` 同口径。
*/
const RECENT_WORKSPACE_ELEVATION_ERROR_MARKERS = [
'AGC_ACL_ELEVATION_DENIED',
'DACL',
'权限',
'error 5',
@@ -223,7 +226,7 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
}, [recentWorkspaces, recentWorkspaceRefreshKey]);
function rememberRecentWorkspace(projectPath: string) {
// 用户主动打开或新建项目:解除提权类失败的跳过标记。
clearAclElevationDenials();
nonRetryablePathsRef.current.clear();
setRecentWorkspaces(writeRecentWorkspace(projectPath));
setRecentWorkspaceRefreshKey((current) => current + 1);
@@ -234,6 +237,7 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
if (!invoke) {
return;
}
clearAclElevationDenials();
nonRetryablePathsRef.current.delete(projectPath);
const inspection = await inspectRecentWorkspaceWithRetry(
invoke,
+39 -71
View File
@@ -2705,21 +2705,27 @@ textarea {
background: #fff;
}
/* 运行中状态条陶泥儿正在处理+ 右侧已耗时**单行**
它渲染在消息列表****紧贴输入盒上方见文件末尾 `.project-chat-conversation >
.project-chat-process-card` 那条所以这里只管这一行的几何与配色左右内缩与上下间距
由宿主的对话面板补卡片经历过多行摘要 + 单行标题的旧面板设计留下了 78px 最小高度
9px 行距摘要行在 DirectProject 收敛后已不存在那两个空位只剩空白
保持 grid单列而不是 flexheader 才会被拉满行宽已耗时的 `margin-left: auto` 才有
余量可以吃掉flex header 收缩到内容宽auto 边距恒为 0耗时只能贴着标题 */
.project-chat-process-card {
position: relative;
isolation: isolate;
display: grid;
gap: 9px;
min-height: 78px;
box-sizing: border-box;
margin-top: 12px;
padding: 12px 14px;
border: 1px solid #b9d8c5;
padding: 8px 12px;
border: 1px solid var(--platform-subpanel-border, #e1ccbb);
border-radius: 8px;
background: #f1f8f3;
background: var(--platform-neutral-bg, #fffdfa);
overflow: hidden;
}
/* 扫光用主色而不是白色高光底色是半透明白白色高光在它上面几乎看不见
正在处理于是只剩下一枚脉动点整条状态看着像静止的 */
.project-chat-process-card::after {
content: '';
position: absolute;
@@ -2729,7 +2735,7 @@ textarea {
background: linear-gradient(
90deg,
transparent,
rgb(255 255 255 / 28%),
color-mix(in srgb, var(--platform-accent) 18%, transparent),
transparent
);
pointer-events: none;
@@ -2752,27 +2758,44 @@ textarea {
.project-chat-process-card > header {
display: flex;
min-width: 0;
align-items: center;
gap: 8px;
}
/* 状态点主色 + 同色光晕原先写死绿色`#2f855a`工作台里那条想把它换成主色的覆盖规则
挂在 ` .project-chat-message-list > .project-chat-process-card` 而卡片渲染在列表****
那条规则一直没生效于是暖色面板上挂着一枚绿点 */
.project-chat-process-card > header > span {
width: 8px;
height: 8px;
flex: 0 0 auto;
border-radius: 50%;
background: #2f855a;
box-shadow: 0 0 0 4px rgb(47 133 90 / 14%);
background: var(--platform-accent, #2f855a);
box-shadow: 0 0 0 4px
color-mix(in srgb, var(--platform-accent) 16%, transparent);
animation: project-chat-process-pulse 1.2s ease-in-out infinite;
}
/* 标题是这张卡的唯一主信息它挂在过程层级12px / 次要色这里把它提到正文强色
否则整条状态在浅色底上只剩一片灰 */
.project-chat-process-card > header > strong {
min-width: 0;
overflow: hidden;
color: var(--platform-text-strong);
text-overflow: ellipsis;
white-space: nowrap;
}
.project-chat-process-elapsed {
margin-left: auto !important;
color: inherit;
margin-left: auto;
color: var(--platform-text-base);
font-size: inherit;
font-style: normal;
font-weight: 500;
white-space: nowrap;
/* 100ms 一跳:等宽数字才不会每跳一次就左右抖一下。 */
font-variant-numeric: tabular-nums;
}
@keyframes project-chat-process-pulse {
@@ -2792,37 +2815,6 @@ textarea {
}
}
.project-chat-process-card p {
margin: 0;
color: inherit;
font-size: inherit;
line-height: 1.55;
display: -webkit-box;
-webkit-box-orient: vertical;
-webkit-line-clamp: 1;
max-height: 1.55em;
white-space: pre-wrap;
overflow-wrap: anywhere;
overflow: hidden;
}
.project-chat-process-card p.is-expanded {
display: block;
max-height: 180px;
overflow: auto;
scrollbar-color: rgb(47 111 75 / 58%) transparent;
}
.project-chat-process-card p.is-expanded::-webkit-scrollbar-track,
.project-chat-process-card p.is-expanded::-webkit-scrollbar-corner {
background: transparent;
}
.game-workbench-chat .project-chat-process-card {
border-color: var(--platform-surface-border);
background: var(--platform-warm-bg);
}
.project-chat-surface .agent-runtime-status {
margin: 0;
}
@@ -9303,13 +9295,6 @@ iframe.preview-frame {
color: var(--platform-text-base);
}
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
> .project-chat-process-card {
width: 100%;
}
.game-workbench-chat .agent-runtime-status {
max-height: clamp(120px, 24dvh, 240px);
min-height: 0;
@@ -12124,24 +12109,6 @@ button.design-workspace-tree__entry:hover,
white-space: normal;
}
/* 执行过程卡在暖色皮肤下不再用绿色系:改成中性描边 + 暖底,主色只留给状态点与发送钮。 */
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
> .project-chat-process-card {
border-color: var(--platform-line-soft);
background: var(--platform-neutral-bg);
}
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
> .project-chat-process-card
> header
> span {
background: var(--platform-accent);
}
/* 设置浮层(新增):独立 backdrop + dialog,不再往面板下面追加内容。 */
.project-chat-settings-backdrop {
position: fixed;
@@ -12609,14 +12576,15 @@ button.design-workspace-tree__entry:hover,
justify-content: flex-end;
}
/* 过程卡任务执行中 / 正在思考中现在渲染在消息列表****紧贴输入盒上方固定在
输入框上面不随消息滚走它不再继承消息列表的左右 16px 内缩所以要自己补齐
才能与消息内容输入盒两侧对齐离开列表后列表的 padding-bottom 也不再作用于它 */
/* 过程卡陶泥儿正在处理现在渲染在消息列表****紧贴输入盒上方固定在输入框上面
不随消息滚走它不再继承消息列表的左右 16px 内缩所以要自己补齐才能与消息内容
输入盒两侧对齐离开列表后列表的 padding-bottom 也不再作用于它与最后一条消息的间距
同样由这里给 */
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-conversation
> .project-chat-process-card {
margin: 0 16px 8px;
margin: 12px 16px 8px;
}
/* 工具调用折叠块块头改成两行第一行图标 + 汇总超长省略第二行状态 + 用时箭头右侧跨两行
@@ -1,11 +1,7 @@
import {
type RefObject,
type UIEventHandler,
useEffect,
useState,
} from 'react';
import type { RefObject, UIEventHandler } from 'react';
import { AgentMessageContent } from '../../../../../../../../packages/shared/src/components/AgentMessageContent';
import { useLiveNow } from '../../../../../features/project-workspace/useLiveNow';
import type { DirectChatTurn } from '../../conversation/directTurnPresentation';
import { formatTurnDuration } from '../ToolCallGroup/toolCallGroupPresentation';
import { DirectProjectTurn } from './DirectProjectTurn';
@@ -82,17 +78,12 @@ export function DirectProjectConversation({
/**
* 运行中回合的已耗时。
*
* 计时器只属于这一小块:秒级 tick 不该把整份回合列表(Markdown、工具组、队列芯片)
* 一起重渲染
* 时钟订在**这一行**上(叶子节点),走对话侧唯一的 `useLiveNow`100ms):耗时文案不足
* 一分钟保留一位小数,秒级 tick 会让那个小数位一秒才动一格,看着像卡住不动
* 100ms 的 tick 也只重建这块文案,不牵动回合列表(Markdown、工具组、队列芯片)。
*/
function DirectTurnElapsed({ startedAt }: { startedAt: number }) {
const [now, setNow] = useState(() => Date.now());
useEffect(() => {
if (startedAt <= 0) return undefined;
setNow(Date.now());
const timer = setInterval(() => setNow(Date.now()), 1000);
return () => clearInterval(timer);
}, [startedAt]);
const now = useLiveNow(startedAt > 0);
if (startedAt <= 0) return null;
return (
<em className="project-chat-process-elapsed">
@@ -72,7 +72,6 @@ describe('AgentMessageContent', () => {
['.agent-tool-call-group'],
[
'.project-chat-process-card',
'.game-workbench-chat .project-chat-process-card',
'.game-workbench-chat .project-chat-surface.is-direct-codex .project-chat-conversation > .project-chat-process-card',
],
]) {
@@ -2883,6 +2883,9 @@ export function registerRecentProjectsTests() {
'厨房突围',
);
}
if (command === 'clear_game_creator_acl_elevation_denials') {
return undefined;
}
if (command === 'open_game_creator_workspace_window') {
return undefined;
}
@@ -2986,10 +2989,25 @@ export function registerRecentProjectsTests() {
{ projectPath: '/tmp/broken-status' },
);
// 打开是明确的用户动作:必须先解除 Rust 侧的提权拒绝记忆,再 inspect。
// 否则 120s 拒绝冷却内首条 inspect 直接复用「用户取消」的结果:既不弹 UAC,也打不开项目。
const callsBeforeOpen = invoke.mock.calls.length;
fireEvent.click(screen.getByRole('button', { name: '打开项目 厨房突围' }));
await waitFor(() => {
expect(screen.getByLabelText('陶泥儿项目对话')).not.toBeNull();
});
const openedCalls = invoke.mock.calls.slice(callsBeforeOpen);
const clearedAt = openedCalls.findIndex(
([command]) => command === 'clear_game_creator_acl_elevation_denials',
);
const inspectedAt = openedCalls.findIndex(
([command, args]) =>
command === 'inspect_local_project_directory' &&
(args as { projectPath?: string } | undefined)?.projectPath ===
'/tmp/ok-game',
);
expect(clearedAt).toBeGreaterThanOrEqual(0);
expect(inspectedAt).toBeGreaterThan(clearedAt);
expect(screen.getByLabelText('项目开发工作台')).not.toBeNull();
expect(invoke).not.toHaveBeenCalledWith(
'open_game_creator_workspace_window',
@@ -6336,7 +6336,7 @@ export function registerProjectWorkbenchFoundationTests() {
expect(styleNumber(editorRule, 'min-height')).toBe(96);
});
it('keeps workbench chat bubbles aligned without shrinking process cards', () => {
it('keeps workbench chat bubbles aligned and the process card inset with them', () => {
const styles = readFileSync(
repoPath('apps/ai-game-creator-shell/src/styles.css'),
'utf8',
@@ -6355,7 +6355,7 @@ export function registerProjectWorkbenchFoundationTests() {
)?.[1] ?? '';
const processCardRules = Array.from(
styles.matchAll(
/\.game-workbench-chat\s+\.project-chat-surface\.is-direct-codex\s+\.project-chat-message-list\s*>\s*\.project-chat-process-card\s*\{([^}]*)\}/gs,
/\.game-workbench-chat\s+\.project-chat-surface\.is-direct-codex\s+\.project-chat-conversation\s*>\s*\.project-chat-process-card\s*\{([^}]*)\}/gs,
),
(match) => match[1],
);
@@ -6371,10 +6371,10 @@ export function registerProjectWorkbenchFoundationTests() {
expect(userMessageRule).toContain('border-radius: 14px 14px 4px;');
expect(userMessageRule).toContain('background: var(--platform-warm-bg);');
expect(userMessageRule).toContain('color: var(--platform-text-base);');
// 执行过程卡有两条同选择器规则:第一条是几何(`width: 100%`),后面那条是 Codex 暖色
// 皮肤下的配色(把基础规则的绿系换成中性描边 + 暖底)。承重的是几何那条
expect(processCardRules.length).toBeGreaterThanOrEqual(1);
expect(processCardRules[0]).toContain('width: 100%;');
// 过程卡渲染在消息列表的**兄弟**位置(列表外,紧贴输入盒上方),拿不到列表的
// `padding: 14px 16px 0`,左右内缩与上下间距只能自己给:左右必须与列表的 16px 对齐
expect(processCardRules.length).toBe(1);
expect(processCardRules[0]).toContain('margin: 12px 16px 8px;');
});
it('enables the run presentation and renders registered images in the resource viewer', async () => {
@@ -0,0 +1,75 @@
// @vitest-environment jsdom
import { cleanup, render } from '@testing-library/react';
import { act, createRef } from 'react';
import { afterEach, expect, test, vi } from 'vitest';
import { DirectProjectConversation } from '../src/view/project-development/chat/components/DirectProjectConversation/DirectProjectConversation';
afterEach(() => {
cleanup();
});
const STARTED_AT = 1_800_000_000_000;
/**
* 读秒粒度:走对话侧唯一的 `useLiveNow``LIVE_TIMER_TICK_MS = 100`)。
*
* 状态条的耗时文案不足一分钟保留一位小数,刷新就必须是 100ms——按 1 秒一跳时,用户看到的
* 是一块「带小数却一格一格跳」的表,像卡住不动。这里用假时钟钉住粒度:把时钟改回 1000ms
* 时第二步即红。
*/
test('运行中状态条的读秒按 100ms 刷新:不足一分钟的耗时以 0.1 秒递增', () => {
vi.useFakeTimers();
try {
vi.setSystemTime(STARTED_AT);
const view = render(
<DirectProjectConversation
turns={[]}
messagesRef={createRef<HTMLDivElement>()}
historyHasMore={false}
nativeRunning
activeTurnStartedAt={STARTED_AT}
onLoadEarlierHistory={() => undefined}
onScroll={() => undefined}
/>,
);
const elapsed = () => view.getByText(/^ /u).textContent;
expect(elapsed()).toBe('已耗时 0.0秒');
act(() => {
vi.advanceTimersByTime(100);
});
expect(elapsed()).toBe('已耗时 0.1秒');
// 1 秒一跳的实现会停在上面的 0.1 秒:再走 400ms 必须继续往上加。
act(() => {
vi.advanceTimersByTime(400);
});
expect(elapsed()).toBe('已耗时 0.5秒');
} finally {
vi.useRealTimers();
}
});
/** 回合不在跑时不订阅时钟:否则空转的 tick 会持续重建状态条所在的那块视图。 */
test('没有运行中的回合时不订阅时钟', () => {
vi.useFakeTimers();
const spy = vi.spyOn(globalThis, 'setInterval');
try {
render(
<DirectProjectConversation
turns={[]}
messagesRef={createRef<HTMLDivElement>()}
historyHasMore={false}
nativeRunning={false}
activeTurnStartedAt={0}
onLoadEarlierHistory={() => undefined}
onScroll={() => undefined}
/>,
);
expect(spy).not.toHaveBeenCalled();
} finally {
spy.mockRestore();
vi.useRealTimers();
}
});
@@ -206,3 +206,30 @@ test('提权类失败不重试:不放大 UAC 弹窗', async () => {
});
expect(attempts).toBe(1);
});
test('Rust 侧取消 UAC 的稳定标记同样不触发重试', async () => {
let attempts = 0;
const invoke = vi.fn(
async (command: string, _args?: Record<string, unknown>) => {
if (command !== 'inspect_local_project_directory') {
throw new Error(`unexpected invoke ${command}`);
}
attempts += 1;
throw new Error(
'AGC_ACL_ELEVATION_DENIEDAGC ACL 提权修复被用户取消(exit code Some(1223)',
);
},
);
window.__TAURI__ = { core: { invoke } };
window.localStorage.setItem(
'genarrative-ai-game-creator.recent-workspaces.v1',
JSON.stringify(['/tmp/denied-elevation-project']),
);
const { result } = renderHook(() => useRecentProjects(vi.fn()));
await waitFor(() => {
expect(result.current.projectRows[0]?.status).toBe('检查失败');
});
expect(attempts).toBe(1);
});
@@ -1,5 +1,15 @@
# 决策记录
## 2026-09-23 ACL 提权修复按目标做 single-flight
- 背景:`windows_acl_repair_target` 对 Managed 作用域返回的是「第一个读取被拒的祖先」,同一祖先下的多个项目会解析到**同一个** repair target;而唯一的去重只是单次调用内的局部 `attempted_targets`。于是启动页一次挂载(≤8 个最近项目并发检查)会启动同样多次 `powershell -Verb RunAs`,用户看到叠在一起的 UAC 弹窗(issue #498)。
- 决策:新增进程级闸门 `acl_repair_gate`key = `(规范化 repair target, scope)`。并发调用只允许一次真实提权,其余等待并复用**同一结果**;结果在冷却窗口内直接复用(成功 30s / 失败 15s / 用户取消 120s),等待窗口 60s 超时按失败关闭。leader 异常退出由 RAII 兜底记为失败并唤醒全部等待者,避免等待者被永久挂住。
- 决策补充(key 归一化):key 的路径半边经 `windows_acl_repair_gate_key` 归一化——去掉 `\\?\` / `\\?\UNC\` 前缀并统一小写。最近项目列表里同一项目实测同时存在 `\\?\C:\...``C:\...` 两种写法(客户端 localStorage 实测),不归一化就是两个 key,同一个目录仍会弹两次 UAC。这里刻意只做前缀与大小写归一而不 `canonicalize`:待修复目标恰恰是「读不动的目录」,解析不可靠。
- 决策补充(冷却基准):冷却从**结果落库**时刻算起,不是 leader 起跑时刻。UAC 弹窗会被挂着几十秒到两分钟,用起跑时刻会让 120s 拒绝冷却在用户应答前就过期,前端 15s/45s/120s 的整表重查紧跟着再弹一次。
- 错误类型化:用户取消 UAC 的错误统一带稳定标记 `AGC_ACL_ELEVATION_DENIED`,前端据此判定「不可自动重试」,不再依赖中文文案匹配。
- 用户主动操作(打开/新建项目、文件选择器选择目录、重命名刷新)会调用 `clear_game_creator_acl_elevation_denials` 清除拒绝记忆,保证显式重试仍能再次请求提权。前端唯一入口是 `features/app-shell/aclElevation.ts``clearAclElevationDenials()`:最近项目 hook`rememberRecentWorkspace` / `refreshRecentWorkspace`)与打开/新建链路(`useHomeProjectCreation.openProject`,覆盖行内打开与 picker)共用它;漏挂入口会让用户「点了打开立即失败、也不问授权」。
- 未做:给提权子进程加有界等待(`Start-Process -Wait` 目前无超时)。理由:中断挂起的 UAC 流程比等待更糟,single-flight 已把并发弹窗收成一个,follower 的等待由 60s 窗口兜底。
## 2026-09-23 运行视窗:右下角全屏预览 + 没有内容就自动收起的信息栏
- 背景:运行页右下角缺一个把游戏画面放大到整屏的入口;运行视窗下方常驻「信息展示 / 数值微调」两张卡片,没有选中资源时就是两块空白,验收现场提出「没有功能就暂时隐藏」。
@@ -1,5 +1,23 @@
# 踩坑与排障记录
## 同一祖先下的多个项目会各自弹一次 UAC
- **现象**:AGC 启动页一次挂载出现多个叠在一起的 UAC 提权弹窗;用户点「否」后仍会被再问一次。
- **原因**`windows_acl_repair_target``src-tauri/src/config.rs`)对 Managed 作用域返回「第一个读取被拒的祖先」——同一祖先下的多个项目解析到**同一个** repair target;而唯一的去重是单次调用内的局部 `attempted_targets`,跨调用、跨线程都没有记忆。启动页一次并发检查 ≤8 个最近项目,就会并发启动同样多次 `powershell -Verb RunAs`
- **处理**:进程级 single-flightkey = `(规范化 repair target, scope)`)+ 结果冷却(成功 30s / 失败 15s / 用户取消 120s)+ 等待窗口 60s 超时按失败关闭;leader 异常退出由 RAII 兜底唤醒等待者。用户取消带稳定标记 `AGC_ACL_ELEVATION_DENIED`,前端据此不自动重试;用户主动操作会清除拒绝记忆。
- **不要踩的坑**:① 闸门 key 必须归一化 `\\?\` / `\\?\UNC\` 前缀——最近项目列表里同一项目实测同时存在 `\\?\C:\...``C:\...` 两种写法,按原始字符串做 key 会让同一个目录弹两次 UAC(`windows_acl_repair_gate_key`);② 冷却必须从**结果落库**时刻算起,用 leader 起跑时刻会让 120s 拒绝冷却在 UAC 被挂着两分钟时提前过期,紧接着的自动重查立刻再弹一次;③ 复现「多个项目共用同一 target」时,DENY 要写在祖先的**父目录**上靠继承落入祖先——`icacls` 直接加在容器自身实测只影响子项(容器自身 `GetFileAttributes` 仍成功),target 会退化成每个项目自己,repro 不出并发弹窗;④ 夹具路径必须落在 `game_creator_private_path_allows_auto_elevation` 放行范围内(runtime config dir / `.config/genarrative` / 打包 AppData / 带 `.agent/manifest.json` 的项目根),因为提权子进程会按 **repair target** 再校验一次 `scope.allows_path`,否则失败关闭。
- **验证**`src-tauri/src/tests/acl_repair_gate.rs`(并发只执行一次、冷却复用、拒绝冷却、清除后可重试、follower 超时、leader panic 唤醒等待者、冷却基准、路径写法归一)。真机复现(无需提权交互即可计数):在 Managed 放行范围内建 8 个带 `.agent/manifest.json` 的假项目 → 对共同祖先的**父目录** `icacls <父目录> /deny *<sid>:(OI)(CI)(RX)` → 挂载启动页,同时数 `powershell.exe` 里命令行带 `RunAs` 的进程数(`Start-Process -Wait` 会让它一直存活到用户应答)与 `consent.exe` 峰值:修复前 8 个并发请求,修复后 1 个;把同一目录的 `\\?\C:\...``C:\...` 两种写法一起塞进最近项目,还能验证 key 归一化是否生效(修复前 2 个、修复后 1 个)。
- **已知残余边界**:闸门只有 follower 的有界等待(60s),没有 leader 失效接管——若提权子进程真的挂死(`Start-Process -Wait` 无超时),该 key 会一直 `running`,之后所有同目标调用都按 60s 超时失败,`clear_game_creator_acl_elevation_denials` 也不清理 running,只能重启客户端恢复。需要更激进策略时再单独讨论(记 `started_at` + 硬上限接管)。
- **关联**`src-tauri/src/acl_repair_gate.rs``src-tauri/src/config.rs`、issue #498
## 2026-09-24 对话过程卡的读秒退回 1 秒一跳:刷新粒度必须与显示精度同格
- **现象**AGC DirectProject 对话区底部那条「陶泥儿正在处理 / 已耗时 12.4秒」的状态条,小数位一秒才动一格,看着像读数卡住;同一屏里工具卡片的耗时与资源生成侧栏的读秒都在正常走 0.1 秒,只有这一处不动。
- **原因**:耗时文案不足一分钟保留一位小数(`formatElapsedDuration`),刷新就必须是 100ms。这次改动方向本身是对的——把 clock 从整个聊天视图下移到耗时那一行,但顺手在组件里另写了一份 `setInterval(..., 1000)`,绕过了对话侧唯一的 `useLiveNow``LIVE_TIMER_TICK_MS = 100`);`team-conventions.md` 里「运行时用 100ms 叶子时钟刷新一位小数、终态冻结」这条约定当时已经写好,改动没有对齐它。
- **处理(现行口径)**:耗时文案的刷新一律走 `useLiveNow`,不在视图组件里另起 interval;tick 只订在显示耗时的那一行(叶子节点),不能落在整块面板或整份回合列表上。可机检的判据是「不足一分钟的耗时必须每 100ms 递增一次小数位」。
- **验证**`npx vitest run apps/ai-game-creator-shell/tests/directProjectProcessStatus.test.tsx`(把 `LIVE_TIMER_TICK_MS` 临时改回 1000 时第一步即红);真实浏览器里 600ms 内文案从 `18.0秒` 走到 `18.6秒`
- **关联**`apps/ai-game-creator-shell/src/view/project-development/chat/components/DirectProjectConversation/DirectProjectConversation.tsx``apps/ai-game-creator-shell/src/features/project-workspace/useLiveNow.ts``apps/ai-game-creator-shell/src/styles.css`
## 策划回复的重复终态不能重新启动伪流式
策划 Runtime 会通过状态事件与命令返回交付同一份最终视图。若前端清空临时正文后再拿“最后一条非用户历史消息”回填动画,就会出现正式回复旁又播放一遍、播放后消失的假重试。正文应按 `messageId` 保存显示进度,与正式消息共用一个气泡;请求完成不清动画,不延迟正式业务状态。Provider 自动重试复用消息 ID 并发送空文本,只允许重置未持久化的该条回复。正文、工具状态和 reasoning 分开;事件与异步命令收尾均检查项目及活动回合,旧请求不能覆盖新回合。详见 [AGC 实施计划](../../technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md)。