Compare commits
10 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 0847b1bb83 | |||
| 8f691d4c8c | |||
| d3b9f326f0 | |||
| 7eb2326a76 | |||
| 9fc28790a4 | |||
| cea45a608d | |||
| ee03ade156 | |||
| 4933c6c380 | |||
| 931f3eae0a | |||
| c5f8fa1ef6 |
@@ -957,9 +957,6 @@ async function runInteractiveCargo(cliArguments, setActiveChild) {
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return result;
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}
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// 立项策划跑 standard 档,`agent.delegate` 这类动作按项目权限策略必须逐个确认,
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// 而确认和问询都只从 CLI 的 stdin 读。自主构建档没有这一步,所以只有 --plan 需要
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// 一个把「人坐在终端前敲 approve」自动化掉的应答器;判据本身仍然走后端确认命令。
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const swarmConfirmationPromptPattern = /输入 approve 或 reject:$/u;
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const swarmUserInputPromptPattern = /请选择 1-\d+,或直接输入其他答案:$/u;
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@@ -795,15 +795,10 @@ pub(crate) async fn continue_design_agent_at(
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.ok_or("策划 Agent 当前正在工作")?;
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let mut session = match read_design_session(root)? {
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Some(session) => session,
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None => {
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if read_planning_session_v2(root)?.is_some() {
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return Err("此项目包含旧策划会话,请查看原有记录或在新项目开始五阶段策划".into());
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}
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new_design_session(
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&project_id,
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&load_game_creator_app_config()?.selected_model_id,
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)
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}
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None => new_design_session(
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&project_id,
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&load_game_creator_app_config()?.selected_model_id,
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),
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};
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if session.project_id != project_id {
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return Err("策划会话与当前项目不匹配".into());
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@@ -78,12 +78,6 @@ pub(super) fn game_creator_agent_final_reply_error_allows_fallback(error: &str)
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matches!(kind.as_str(), "empty-response" | "deserialize")
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}
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/// 这些错误只描述本次 Provider input 或候选 GDD;真正的 session CAS 冲突不在
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/// 此列——那说明 durable session 已被推进或损坏,必须 reconcile。
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fn plan_submit_error_is_business_rejection(error: &PlanningStorageError) -> bool {
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matches!(error.code(), "PLAN_INVALID_REQUEST" | "PLAN_SIZE_LIMIT")
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}
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const AGENT_RUNTIME_PLAN_UPDATE_IDLE_LIMIT: u32 = 4;
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/// 最终回复被收束门禁拦下后 run 会原地续跑重试。多数 blocker 是模型自己能解的
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@@ -7,9 +7,6 @@ mod design_session;
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mod finalization;
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mod json_sidecar;
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mod models;
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mod planning_gdd_model;
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mod planning_policy_v2;
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mod planning_session_v2;
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mod provider_control;
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mod provider_retry;
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mod real_e2e_checkpoint;
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@@ -24,9 +21,6 @@ pub(crate) use design_session::*;
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pub(in crate::agent) use finalization::*;
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pub(in crate::agent) use json_sidecar::*;
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pub(in crate::agent) use models::*;
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pub(crate) use planning_gdd_model::*;
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pub(crate) use planning_policy_v2::*;
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pub(crate) use planning_session_v2::*;
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pub(in crate::agent) use provider_control::*;
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pub(in crate::agent) use provider_retry::*;
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pub(in crate::agent) use real_e2e_checkpoint::*;
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-1082
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-2021
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-1756
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Load Diff
@@ -2628,10 +2628,6 @@ fn main() {
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chat_with_game_creator_role_agent,
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chat_with_game_creator_role_agent_stream,
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chat_with_game_creator_direct_codex,
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start_planning_session_v2,
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continue_planning_session_v2,
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decide_planning_artifact_v2,
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hydrate_planning_session_v2,
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hydrate_design_agent_session,
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reset_design_agent_session,
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get_design_agent_runtime_mode,
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@@ -372,7 +372,7 @@ pub(crate) fn project_write_lock_reclaim(
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}
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/// `.agent/project.lock` 的争用错误前缀。`project_gates.rs`、`provider_recovery.rs`、
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/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
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/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
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/// 识别成"可以等一下"的瞬时状态;文案扩展时要保持前缀逐字不变。
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pub(crate) const PROJECT_WRITE_LOCK_CONTENTION_PREFIX: &str = "项目正在被其他写操作占用:";
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@@ -476,7 +476,7 @@ impl ProjectWriteLockFailure {
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}
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/// 零等待入口的文案。可重试的失败保持争用前缀逐字不变:`provider_recovery.rs`、
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/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
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/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
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/// 当成可等待的瞬时状态,改前缀等于顺手改掉它们的重试语义。
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pub(crate) fn message(&self) -> String {
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match self {
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@@ -229,7 +229,6 @@ import {
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parseRememberInput,
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} from './features/project-workspace/memoryCommands';
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import { pendingCommandDetail } from './features/project-workspace/pendingCommandPresentation';
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import { planningStateNeedsRuntimeRefresh } from './features/project-workspace/planningLane';
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import {
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type PlanningApprovalCommandResultV2,
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planningMessagesToChatMessages,
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@@ -1202,39 +1201,6 @@ export function App({
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void hydratePlanGddState(targetProjectPath);
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}, [hydratePlanGddState, localProject?.projectPath]);
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useEffect(() => {
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// 存在性判据故意走 `status`(必选字段,为 `undefined` 当且仅当 runtime 为 null)而不是整个
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// 对象:依赖里只挖 phase/status/updatedAt 三个标量,是为了只在监工状态真的动了时
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// 重灌。把 `projectSupervisorRuntime` 本体写进依赖会让每一轮轮询新建的对象身份都触发一次
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// hydrate,白烧 IPC。
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if (
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!localProject?.projectPath ||
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projectSupervisorRuntime?.status === undefined
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) {
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return;
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}
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// 后端 hydrate 会抢项目写锁并扫 authority,不是纯内存读。没有这道门,做游戏和做
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// 素材链路的每一拍监工心跳都会去抢一次项目写锁——而那两条链路根本不产生策划状态。
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// 策划状态读 ref 而不进依赖:hydrate 成功就会换一个 `planGddState` 对象身份,写进
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// 依赖等于 hydrate 触发 hydrate。
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if (
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!planningStateNeedsRuntimeRefresh(
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projectSupervisorRuntime?.source,
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planGddStateRef.current,
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)
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) {
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return;
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}
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void hydratePlanGddState(localProject.projectPath);
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}, [
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hydratePlanGddState,
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localProject?.projectPath,
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projectSupervisorRuntime?.phase,
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projectSupervisorRuntime?.source,
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projectSupervisorRuntime?.status,
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projectSupervisorRuntime?.updatedAt,
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]);
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useEffect(() => {
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const hydrateOnResume = () => {
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if (document.visibilityState === 'hidden' || !localProject?.projectPath) {
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@@ -676,7 +676,6 @@ export function ProjectSupervisorRuntimePanel({
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error: string;
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runtimeByAgentId: Record<string, AgentRuntimeState | undefined>;
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controlBusy: boolean;
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planGddAwaitingDecision?: boolean;
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readOnly?: boolean;
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professionalResultsByAgentId: Record<
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string,
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File diff suppressed because it is too large
Load Diff
-171
@@ -1,171 +0,0 @@
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import { useEffect, useState } from 'react';
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import type {
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AgentRuntimeState,
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AgentRuntimeUserInputRequest,
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} from '../../app/types';
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import {
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AgentRuntimeUserInputCard,
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projectRuntimeVisibleError,
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} from '../agent-runtime';
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type PlanningLaneRuntimeStripProps = {
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runtime: AgentRuntimeState | null;
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error: string;
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controlBusy: boolean;
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readOnly?: boolean;
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onSupervisorRetry: (runtime: AgentRuntimeState) => Promise<string>;
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onUserInput: (
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request: AgentRuntimeUserInputRequest,
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responseId: string,
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answers: Record<string, string>,
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) => void | Promise<void>;
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};
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/**
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* 立项策划链路下替代 `ProjectSupervisorRuntimePanel` 的窄条。
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*
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* 完整面板是为做游戏链路设计的:十几个专业 Agent、多步计划、逐 Agent 重试。套到
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* 策划链路上,子 Agent 永远只有 `project-planning` 一个,计划永远一两步,「专业
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* Agent 协作:1」永远是 1——它把 D11 的「总控 + 委派子 Run」拓扑整个漏给了用户,而
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* 用户的心智模型是在跟一个策划聊天。状态本身由顶部的 `PlanGddStageProgress` 承担。
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*
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* 这里只画真正需要用户动手的两样:澄清问答卡,以及失败后的恢复入口。其余时候
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* 返回 null,不占一行。
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*
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* 完整面板在 `waiting-for-user-input` 却读不到 `userInputRequest` 时会画一句
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* 「待回答问题未能读取」。策划链路里这个组合出现在子 Run 退出到父 Run 醒来之间的
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* 瞬时窗口,以及审批等待(交互面是审批卡)——两种都不是读取失败,所以这里不画。
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*/
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export function PlanningLaneRuntimeStrip({
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runtime,
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error,
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controlBusy,
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readOnly = false,
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onSupervisorRetry,
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onUserInput,
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}: PlanningLaneRuntimeStripProps) {
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const [retrySubmitting, setRetrySubmitting] = useState(false);
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const [retryAccepted, setRetryAccepted] = useState(false);
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const [retryFeedback, setRetryFeedback] = useState('');
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useEffect(() => {
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setRetrySubmitting(false);
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setRetryAccepted(false);
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if (runtime?.status === 'failed' || runtime?.phase === 'failed') {
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setRetryFeedback('');
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}
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}, [runtime?.phase, runtime?.runId, runtime?.status]);
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const userInputRequest = readOnly
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? null
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: (runtime?.userInputRequest ?? null);
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const needsReconciliation = Boolean(
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runtime &&
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(runtime.status === 'needs-reconciliation' ||
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||||
runtime.phase === 'needs-reconciliation'),
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);
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// Planning V2 has no supported manual retry path. Its Provider failure is
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// terminal for the current session; exposing the generic Supervisor retry
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// would incorrectly enter the retired V1 Runtime and report a busy service.
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const showRecovery = false;
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// 与完整面板同源:App 层的操作错误(如「请先回答当前的澄清问题」)优先,其次是
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||||
// run 自己记下的失败原因。这是原面板里唯一真正面向用户的一行文字,照搬。
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const rawErrorDetail = error || runtime?.error || '';
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||||
const errorDetail = rawErrorDetail
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? projectRuntimeVisibleError(rawErrorDetail, '项目总控 Agent', true)
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||||
: '';
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||||
|
||||
if (!userInputRequest && !showRecovery && !errorDetail) {
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||||
return null;
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||||
}
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||||
|
||||
return (
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||||
<section
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||||
className="agent-runtime-status planning-lane-runtime-strip"
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||||
aria-label="立项策划运行状态"
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||||
>
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||||
{errorDetail ? (
|
||||
<small className="project-runtime-error" role="alert">
|
||||
{errorDetail}
|
||||
</small>
|
||||
) : null}
|
||||
{showRecovery && runtime ? (
|
||||
<div
|
||||
className="project-runtime-recovery"
|
||||
aria-label={
|
||||
needsReconciliation ? '立项策划待核对恢复' : '立项策划失败恢复'
|
||||
}
|
||||
>
|
||||
<span>
|
||||
{needsReconciliation ? (
|
||||
<>
|
||||
本轮工具动作的结果不确定,需要先结束旧任务。
|
||||
<small>不会直接重试,避免重复执行未核对的动作。</small>
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
本轮策划已停止。
|
||||
<small>在当前项目重新启动策划,不会新建项目。</small>
|
||||
</>
|
||||
)}
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
disabled={controlBusy || retrySubmitting || retryAccepted}
|
||||
onClick={() => {
|
||||
setRetryFeedback(
|
||||
needsReconciliation
|
||||
? '正在结束待核对的旧任务…'
|
||||
: '正在重新启动策划…',
|
||||
);
|
||||
setRetrySubmitting(true);
|
||||
void onSupervisorRetry(runtime)
|
||||
.then((message) => {
|
||||
setRetryAccepted(true);
|
||||
setRetryFeedback(message);
|
||||
})
|
||||
.catch((retryError) => {
|
||||
setRetryAccepted(false);
|
||||
setRetryFeedback(
|
||||
projectRuntimeVisibleError(
|
||||
retryError instanceof Error
|
||||
? retryError.message
|
||||
: String(retryError),
|
||||
'项目总控 Agent',
|
||||
true,
|
||||
),
|
||||
);
|
||||
})
|
||||
.finally(() => setRetrySubmitting(false));
|
||||
}}
|
||||
>
|
||||
{retrySubmitting
|
||||
? needsReconciliation
|
||||
? '正在结束旧任务…'
|
||||
: '正在重新启动…'
|
||||
: retryAccepted
|
||||
? needsReconciliation
|
||||
? '旧任务结束请求已受理'
|
||||
: '重试已受理'
|
||||
: needsReconciliation
|
||||
? '已核对,结束旧任务'
|
||||
: '重新启动策划'}
|
||||
</button>
|
||||
{retryFeedback ? (
|
||||
<small className="project-runtime-retry-feedback" role="status">
|
||||
{retryFeedback}
|
||||
</small>
|
||||
) : null}
|
||||
</div>
|
||||
) : null}
|
||||
{userInputRequest && !controlBusy ? (
|
||||
<AgentRuntimeUserInputCard
|
||||
key={`${userInputRequest.requestId}:${userInputRequest.responseId ?? 'pending'}`}
|
||||
request={userInputRequest}
|
||||
controlBusy={controlBusy}
|
||||
onSubmit={onUserInput}
|
||||
/>
|
||||
) : null}
|
||||
</section>
|
||||
);
|
||||
}
|
||||
+7
-57
@@ -13,8 +13,6 @@ import type {
|
||||
GameCreatorDirectTurnUpdateStatus,
|
||||
PendingCommand,
|
||||
PendingUiConfirmation,
|
||||
PlanGddDecisionAction,
|
||||
PlanGddStateViewV1,
|
||||
} from '../../app/types';
|
||||
import type { DesignClarificationRequest, DesignView } from '../../app/types';
|
||||
import { ChatMarkdownMessage } from '../../components/ChatMarkdownMessage';
|
||||
@@ -35,13 +33,10 @@ import {
|
||||
DesignAgentPendingActions,
|
||||
DesignAgentPhaseStatus,
|
||||
} from './DesignAgentSurface';
|
||||
import { PlanGddSurface } from './GddApprovalCard';
|
||||
import {
|
||||
pendingCommandDetail,
|
||||
pendingCommandTitle,
|
||||
} from './pendingCommandPresentation';
|
||||
import { isPlanningLaneRuntime } from './planningLane';
|
||||
import { PlanningLaneRuntimeStrip } from './PlanningLaneRuntimeStrip';
|
||||
import { resolvePendingCommandProjectPath } from './projectCommandPolicy';
|
||||
import {
|
||||
ResourceReferenceInput,
|
||||
@@ -100,17 +95,6 @@ type ProjectSupervisorViewProps = RuntimePanelProps & {
|
||||
visibleMessages: ChatMessage[];
|
||||
visibleProfessionalAgentCards: AgentStatusCard[];
|
||||
workspaceStatus: string;
|
||||
planGddState: PlanGddStateViewV1 | null;
|
||||
planGddHydrateBusy: boolean;
|
||||
planGddDecisionBusy: boolean;
|
||||
planGddError: string | null;
|
||||
planningLane?: boolean;
|
||||
onPlanGddRefresh: () => void;
|
||||
onPlanGddDecision: (
|
||||
action: PlanGddDecisionAction,
|
||||
comment: string | null,
|
||||
) => Promise<void>;
|
||||
onMakeGameFromApprovedGdd?: () => Promise<void>;
|
||||
versions?: import('../../../../../packages/shared/src/contracts/gameCreationApp').GameIterationVersion[];
|
||||
designView?: DesignView | null;
|
||||
onDesignApprove?: (requestId: string, approved: boolean) => void;
|
||||
@@ -152,14 +136,6 @@ export function ProjectSupervisorView({
|
||||
visibleMessages,
|
||||
visibleProfessionalAgentCards,
|
||||
workspaceStatus,
|
||||
planGddState,
|
||||
planGddHydrateBusy,
|
||||
planGddDecisionBusy,
|
||||
planGddError,
|
||||
planningLane = false,
|
||||
onPlanGddRefresh,
|
||||
onPlanGddDecision,
|
||||
onMakeGameFromApprovedGdd,
|
||||
versions,
|
||||
designView = null,
|
||||
onDesignApprove,
|
||||
@@ -167,8 +143,6 @@ export function ProjectSupervisorView({
|
||||
onDesignRetry,
|
||||
...runtimePanelProps
|
||||
}: ProjectSupervisorViewProps) {
|
||||
const planningSurfaceActive =
|
||||
planningLane || isPlanningLaneRuntime(runtimePanelProps.runtime);
|
||||
const [expandedProcessKey, setExpandedProcessKey] = useState<string | null>(
|
||||
null,
|
||||
);
|
||||
@@ -217,25 +191,13 @@ export function ProjectSupervisorView({
|
||||
{designView || onDesignApprove ? (
|
||||
<DesignAgentPhaseStatus
|
||||
view={designView}
|
||||
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
busy={runtimePanelProps.controlBusy}
|
||||
error={runtimePanelProps.error}
|
||||
onApprove={onDesignApprove ?? (() => undefined)}
|
||||
onClarify={onDesignClarify ?? (() => undefined)}
|
||||
onRetry={onDesignRetry ?? (() => undefined)}
|
||||
/>
|
||||
) : (
|
||||
<PlanGddSurface
|
||||
state={planGddState}
|
||||
active={planningSurfaceActive}
|
||||
projectPath={projectPath}
|
||||
hydrateBusy={planGddHydrateBusy}
|
||||
decisionBusy={planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
onRefresh={onPlanGddRefresh}
|
||||
onDecision={onPlanGddDecision}
|
||||
onMakeGame={onMakeGameFromApprovedGdd}
|
||||
/>
|
||||
)}
|
||||
) : null}
|
||||
<div
|
||||
ref={messagesRef}
|
||||
className="message-list project-supervisor-message-list"
|
||||
@@ -343,20 +305,8 @@ export function ProjectSupervisorView({
|
||||
</div>
|
||||
) : null}
|
||||
</div>
|
||||
{directCodex ? null : planningSurfaceActive ? (
|
||||
<PlanningLaneRuntimeStrip
|
||||
runtime={runtimePanelProps.runtime}
|
||||
error={runtimePanelProps.error}
|
||||
controlBusy={runtimePanelProps.controlBusy}
|
||||
readOnly={runtimePanelProps.readOnly}
|
||||
onSupervisorRetry={runtimePanelProps.onSupervisorRetry}
|
||||
onUserInput={runtimePanelProps.onUserInput}
|
||||
/>
|
||||
) : (
|
||||
<ProjectSupervisorRuntimePanel
|
||||
{...runtimePanelProps}
|
||||
planGddAwaitingDecision={Boolean(planGddState?.pendingApproval)}
|
||||
/>
|
||||
{directCodex ? null : (
|
||||
<ProjectSupervisorRuntimePanel {...runtimePanelProps} />
|
||||
)}
|
||||
{pendingCommand ? (
|
||||
<div className="pending-command">
|
||||
@@ -399,8 +349,8 @@ export function ProjectSupervisorView({
|
||||
{designView || onDesignApprove ? (
|
||||
<DesignAgentPendingActions
|
||||
view={designView}
|
||||
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
busy={runtimePanelProps.controlBusy}
|
||||
error={runtimePanelProps.error}
|
||||
onApprove={onDesignApprove ?? (() => undefined)}
|
||||
onClarify={onDesignClarify ?? (() => undefined)}
|
||||
onRetry={onDesignRetry ?? (() => undefined)}
|
||||
|
||||
@@ -1,61 +0,0 @@
|
||||
import { PROJECT_SUPERVISOR_PLAN_SOURCE } from '../../app/constants';
|
||||
import type { AgentRuntimeState, PlanGddStateViewV1 } from '../../app/types';
|
||||
|
||||
/**
|
||||
* 当前总控 run 是否属于立项策划链路。
|
||||
*
|
||||
* 判据是 run 的 `source`,不是 `planGddState`:做游戏链路在策划批准之后照样带着
|
||||
* 一份 approved 的策划状态,但它的总控 run 是 autonomous 源,必须继续拿完整面板。
|
||||
*/
|
||||
export function isPlanningLaneRuntime(
|
||||
runtime: AgentRuntimeState | null | undefined,
|
||||
) {
|
||||
return isPlanningLaneSource(runtime?.source);
|
||||
}
|
||||
|
||||
/**
|
||||
* 同一个判据的标量入口。
|
||||
*
|
||||
* `App.tsx` 里那条按监工状态重灌策划状态的 effect,依赖里只放 phase/status/updatedAt
|
||||
* 这类标量——轮询每拍都会新建 runtime 对象,把本体写进依赖会让每一拍都重跑。要在那
|
||||
* 条 effect 里用上链路判据,就只能拿 `source` 这一个标量进去。
|
||||
*/
|
||||
export function isPlanningLaneSource(source: string | null | undefined) {
|
||||
return source === PROJECT_SUPERVISOR_PLAN_SOURCE;
|
||||
}
|
||||
|
||||
/** 策划状态里还会继续变的那几个态。`approved` / `rejected` 是终态。 */
|
||||
const PLAN_GDD_LIVE_STATES: ReadonlySet<PlanGddStateViewV1['state']> = new Set([
|
||||
'draft',
|
||||
'ready_for_approval',
|
||||
'revision_requested',
|
||||
]);
|
||||
|
||||
/**
|
||||
* 监工状态每次变动时,要不要重新 hydrate 策划状态。
|
||||
*
|
||||
* hydrate 不是纯内存读:后端会抢项目写锁、扫 authority、必要时修投影。把它挂在
|
||||
* 「任意 run 的任意一次更新」上,等于让做游戏和做素材链路的每一拍心跳都去抢一次
|
||||
* 项目写锁。
|
||||
*
|
||||
* 但也不能简单地只看 `isPlanningLaneRuntime`:审批卡的可见性判据是
|
||||
* `displayGdd && (pendingApproval || recoveryPending)`,跟当前 run 的 source 无关,
|
||||
* 而非策划分支的监工面板还要靠 `planGddState.pendingApproval` 点亮等待审批位。所以
|
||||
* 策划状态自身还没落定时,即便当前 run 不是策划链路也必须继续跟。
|
||||
*/
|
||||
export function planningStateNeedsRuntimeRefresh(
|
||||
runtimeSource: string | null | undefined,
|
||||
planGddState: PlanGddStateViewV1 | null | undefined,
|
||||
) {
|
||||
if (isPlanningLaneSource(runtimeSource)) {
|
||||
return true;
|
||||
}
|
||||
if (!planGddState) {
|
||||
return false;
|
||||
}
|
||||
return Boolean(
|
||||
planGddState.pendingApproval ||
|
||||
planGddState.recoveryPending ||
|
||||
PLAN_GDD_LIVE_STATES.has(planGddState.state),
|
||||
);
|
||||
}
|
||||
@@ -14,7 +14,6 @@ import {
|
||||
registerHomeProjectCreationTests,
|
||||
registerRecentProjectsTests,
|
||||
} from './appSurface/home.suite';
|
||||
import { registerPlanGddApprovalTests } from './appSurface/plan-gdd.suite';
|
||||
import {
|
||||
registerCanvasAssetTests,
|
||||
registerProjectAssetTests,
|
||||
@@ -72,6 +71,5 @@ describe('AI 游戏创作 App 界面边界', () => {
|
||||
registerProjectAssetTests();
|
||||
registerAgentRuntimeCommandTests();
|
||||
registerCanvasAssetTests();
|
||||
registerPlanGddApprovalTests();
|
||||
registerDesignAgentSurfaceTests();
|
||||
});
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,21 @@
|
||||
# 关联里程碑
|
||||
|
||||
`【里程碑】退役策划V2 Rust Runtime清理-2026-09-14.md`
|
||||
|
||||
# 修改顺序
|
||||
|
||||
1. 从 `runtime_protocol.rs` 移除 V2 模块声明与导出。
|
||||
2. 从 `main.rs` / `commands.rs` 移除 V2 command 注册和仅供 V2 的导入。
|
||||
3. 删除 V2 Rust 模块及其专属单元测试;保留共享 GDD 模型或新版设计会话仍使用的类型。
|
||||
4. 用 `rg` 检查 V2 Rust 符号残留,修复编译引用。
|
||||
|
||||
# 验证命令
|
||||
|
||||
- `cargo check --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml`
|
||||
- `npm run check:encoding`
|
||||
- `git diff --check`
|
||||
|
||||
# 风险与回滚
|
||||
|
||||
- 风险:V2 类型可能被共享测试或前端桥接代码引用。处理方式是按编译错误逐项判断,保留真正共享类型。
|
||||
- 回滚:按提交粒度回退本里程碑提交,不触碰前序 V1 清理提交。
|
||||
@@ -0,0 +1,38 @@
|
||||
# Version
|
||||
|
||||
V2-RUST-RETIRE-1
|
||||
|
||||
# Status
|
||||
|
||||
in-progress
|
||||
|
||||
# Date
|
||||
|
||||
2026-09-14
|
||||
|
||||
# Parent Spec
|
||||
|
||||
`docs/technical/【技术方案】策划会话RuntimeV2接入与旧链路退役-2026-09-03.md`
|
||||
|
||||
# 目标
|
||||
|
||||
删除已经被独立 Design Agent 取代的旧策划 V2 Rust Runtime、Tauri 命令注册和仅服务 V2 的模块导出,使桌面壳继续编译并保留做游戏 Agent 与新版 Design Agent。
|
||||
|
||||
# 边界
|
||||
|
||||
- 删除 `planning_policy_v2`、`planning_session_v2` 及仅供这两者使用的 V2 注册和调用。
|
||||
- 删除 V2 专属的 Tauri command 注册、模块导出和测试入口。
|
||||
- 保留 `design_runtime`、`design_tools`、`design_session`、通用 runtime、DirectProject 和做游戏 Agent。
|
||||
- 本里程碑不处理前端 V2 数据层、UI、文档索引和共享运行时中的可选清理。
|
||||
|
||||
# 验收标准
|
||||
|
||||
1. Rust 源码不再编译 `planning_policy_v2.rs` 或 `planning_session_v2.rs`。
|
||||
2. `main.rs`、`commands.rs` 和 runtime protocol 不再注册或导出 V2 命令。
|
||||
3. 新版 Design Agent 与做游戏 Agent 的 Rust 编译路径保持可用。
|
||||
4. 相关定向 Rust 测试和 `cargo check` 通过。
|
||||
|
||||
# 依赖
|
||||
|
||||
- 当前分支已包含 PR159 的 V1 清理。
|
||||
- 前端 V2 调用暂时保留,待后续里程碑同步删除。
|
||||
Reference in New Issue
Block a user