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Author SHA1 Message Date
k88936 ade1b7803e 修复 DirectProject 校验清单合并
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Project CI / Native shell tests (pull_request) Successful in 13m1s
让校验函数返回已读取的项目清单

补齐附件在 Codex 输入转换中的分支;图片 part 已退役,只保留附件 part
2026-09-18 14:27:23 +08:00
k88936 71000b6df1 通过 Tauri command 提供 Skill 候选
从已校验的 AGC Skill manifest 派生 list_agc_skill_catalog 命令

移除前端内置 Skill 名称硬编码并增加读取命令测试
2026-09-18 14:27:23 +08:00
k88936 c047543825 复用 DirectProject 引用摘要构造
提取素材与运行区域摘要 helper

让历史投影和 turn 输入转换共用同一份摘要逻辑
2026-09-18 14:27:21 +08:00
k88936 34b3af1d2a 复用已校验的项目清单
DirectProject wire 转换只读取一次项目 manifest

避免每个素材引用重复 I/O 与解析并缩小校验到解析之间的竞态窗口
2026-09-18 14:26:50 +08:00
k88936 f7cba30b6b 拒绝保留路径段的 Skill 名称
在 DirectProject Skill 校验中拒绝 . 与 ..

阻止 Skill 路径解析通过父目录段逃逸配置根目录
2026-09-18 14:26:50 +08:00
k88936 273f12633c 按字符数限制 Skill 名称
使用 Unicode 字符数量而非 UTF-8 字节长度执行 120 字符上限

让多字节 Skill 名称与资源 ID 的长度校验口径一致
2026-09-18 14:26:50 +08:00
k88936 5f5aa17152 展开引用列表指纹分支
将资源、Skill 与运行区域 key 生成改为显式分支

移除 chatReferenceListKey 的嵌套三元表达式
2026-09-18 14:26:50 +08:00
k88936 3a57d9fbdf 移除未使用的 JSON 类型导入
删除 codex_app_server 中未被直接引用的 serde_json::Value 导入
2026-09-18 14:26:50 +08:00
k88936 382b925ab9 复用引用节点插入逻辑
统一资源与 Skill 候选的 Lexical 节点插入流程

避免两个选择处理器在删除查询和关闭菜单行为上漂移
2026-09-18 14:26:50 +08:00
k88936 c1482012c6 整理引用芯片标题分支
提取资源、Skill 与运行区域标题计算 helper

移除 ResourceReferenceChip 的嵌套三元表达式
2026-09-18 14:26:50 +08:00
k88936 c3a17a6efc 更新Skill提及里程碑状态
标记输入提示实现进入进行中阶段
2026-09-18 14:26:50 +08:00
k88936 1bfdc3a760 接通Skill提及Codex输入
将 canonical Skill part 按原顺序转换为 type skill 输入项

沿用客户端隔离 Skill root 解析受控路径
2026-09-18 14:26:50 +08:00
k88936 1e27cd229d 接入客户端已启用Skill候选
从扩展索引读取启用状态并合并内置 Skill 清单

输入提示只展示可用 Skill 并保持取消安全
2026-09-18 14:26:49 +08:00
k88936 774710452f 校验Skill提及用户输入
为 canonical Skill part 增加名称边界校验

将 Skill 提及保留为 Codex 可识别的 $name 文本
2026-09-18 14:26:49 +08:00
k88936 aaecb82622 增加输入框Skill提及候选
扩展聊天引用模型支持 Skill 节点与 canonical content

复用 Lexical typeahead 增加 $Skill 候选和芯片展示

 Conflicts:
	apps/ai-game-creator-shell/src/features/project-workspace/ResourceReferenceInput.tsx

 Conflicts:
	apps/ai-game-creator-shell/src/features/project-workspace/ResourceReferenceInput.tsx

 Conflicts:
	apps/ai-game-creator-shell/src/features/project-workspace/ResourceReferenceInput.tsx
	apps/ai-game-creator-shell/src/features/project-workspace/resourceReferences.ts
2026-09-18 14:26:49 +08:00
k88936 64ad24ac77 补充DirectProject Skill提及输入规范
更新聊天输入主规范并增加 Skill 提及边界

新增 Skill 提及里程碑与小切片实施计划
2026-09-18 14:26:49 +08:00
k88936 75ec3361dc 限制附件元数据格式与长度
校验 inline 附件名称和媒体类型的控制字符、格式与长度。

共享附件清洗上限常量并补充异常元数据拒绝测试。
2026-09-18 14:12:47 +08:00
k88936 bc1dc868a1 校验已导入附件的项目路径
imported 附件必须携带有效非空的项目相对路径。

failed 附件仍允许无路径,并补充状态路径组合测试。
2026-09-18 14:07:07 +08:00
k88936 50204ff7aa 限制 DirectProject inline 附件数量
为 canonical 附件增加独立的八个条目上限。

补充超限附件拒绝测试,避免绕过素材引用数量门禁。
2026-09-18 14:03:30 +08:00
k88936 70fa160819 清洗附件摘要元数据
wire 投影复用附件名称与媒体类型的安全清洗。

附件项目路径输出归一化结果,避免原始控制字符进入模型提示。
2026-09-18 14:00:00 +08:00
31 changed files with 531 additions and 727 deletions
@@ -2960,8 +2960,22 @@ impl CodexAppServerConnection {
codex_app_server_text_prompt(&request)
.map_err(platform_llm::LlmError::InvalidRequest)?
};
let input =
codex_app_server_turn_input(&request, &prompt, &self.inner.workspace_path).await?;
let input = if self.inner.workspace_mode == CodexAppServerWorkspaceMode::DirectProject {
if let Some(item) = direct_user_item {
let canonical: DirectCodexUserItem = serde_json::from_value(item.clone())
.map_err(|error| platform_llm::LlmError::InvalidRequest(error.to_string()))?;
direct_codex_user_item_to_codex_turn_input(
&self.inner.workspace_path,
&canonical,
self.inner._skill_roots.as_deref().unwrap_or_default(),
)
.map_err(platform_llm::LlmError::InvalidRequest)?
} else {
codex_app_server_turn_input(&request, &prompt, &self.inner.workspace_path).await?
}
} else {
codex_app_server_turn_input(&request, &prompt, &self.inner.workspace_path).await?
};
let _direct_tool_bridge_turn_guard =
if self.inner.workspace_mode == CodexAppServerWorkspaceMode::DirectProject {
Some(
@@ -10,6 +10,6 @@ pub(crate) use model::{
};
pub(crate) use validation::validate_direct_codex_user_item;
pub(crate) use wire::{
direct_codex_user_item_to_prompt, direct_codex_user_item_to_response_item,
direct_codex_user_item_to_wire_input,
direct_codex_user_item_to_codex_turn_input, direct_codex_user_item_to_prompt,
direct_codex_user_item_to_response_item, direct_codex_user_item_to_wire_input,
};
@@ -34,6 +34,8 @@ pub(crate) enum DirectCodexUserContentPart {
InputText { text: String },
#[serde(rename = "agc_resource_reference")]
AgcResourceReference { resource_id: String },
#[serde(rename = "agc_skill_reference")]
AgcSkillReference { name: String },
#[serde(rename = "agc_runtime_region_reference")]
AgcRuntimeRegionReference(DirectCodexUserRuntimeRegionPart),
/// Uploaded project attachment kept inline in canonical content.
@@ -14,7 +14,7 @@ pub(crate) const MAX_DIRECT_CODEX_REFERENCES: usize = 32;
pub(crate) fn validate_direct_codex_user_item(
root: &Path,
item: &DirectCodexUserItem,
) -> Result<(), String> {
) -> Result<GameCreationAppManifest, String> {
let DirectCodexUserItem::Message(message) = item;
if !matches!(message.role, DirectCodexUserRole::User) {
return Err("DirectProject 只接受 user message item".to_string());
@@ -37,6 +37,20 @@ pub(crate) fn validate_direct_codex_user_item(
reference_count = reference_count.saturating_add(1);
validate_resource_id_and_manifest(&manifest, resource_id)?;
}
DirectCodexUserContentPart::AgcSkillReference { name } => {
let name = name.trim();
if name.is_empty()
|| name.chars().count() > 120
|| matches!(name, "." | "..")
|| name.chars().any(|character| {
character.is_control()
|| character.is_whitespace()
|| matches!(character, '/' | '\\' | ':' | '$')
})
{
return Err("引用的 Skill 名称无效,请移除后重新选择".to_string());
}
}
DirectCodexUserContentPart::AgcRuntimeRegionReference(reference) => {
reference_count = reference_count.saturating_add(1);
validate_runtime_region_reference(&manifest, reference)?;
@@ -84,7 +98,7 @@ pub(crate) fn validate_direct_codex_user_item(
if reference_count > MAX_DIRECT_CODEX_REFERENCES {
return Err(format!("一次最多引用 {MAX_DIRECT_CODEX_REFERENCES} 个素材"));
}
Ok(())
Ok(manifest)
}
/// 整条 content 是否还有有效输入:任何一段非空白文本、或任何一个非文本 part 都算。
@@ -1,8 +1,10 @@
use super::model::{DirectCodexUserContentPart, DirectCodexUserItem};
use super::model::{
DirectCodexUserContentPart, DirectCodexUserItem, DirectCodexUserRuntimeRegionPart,
};
use super::validation::validate_direct_codex_user_item;
use crate::agent::{
read_manifest_for_project, sanitize_attachment_local_path, sanitize_attachment_media_type,
sanitize_attachment_name,
sanitize_attachment_name,GameCreationAppManifest,
};
use serde_json::Value;
use std::path::Path;
@@ -54,6 +56,47 @@ fn direct_codex_user_item_to_response_content(
.collect()
}
fn resource_reference_summary(
manifest: &GameCreationAppManifest,
resource_id: &str,
) -> Result<String, String> {
let resource_id = resource_id.trim();
let asset = manifest
.assets
.iter()
.find(|asset| asset.id == resource_id)
.ok_or_else(|| "引用的素材已不存在,请移除后重新选择".to_string())?;
let path = sanitize_attachment_local_path(&asset.local_path)
.ok_or_else(|| "引用的素材路径无效,请移除后重新选择".to_string())?;
Ok(format!(
"[素材引用 resourceId={resource_id};项目路径={path}]"
))
}
fn runtime_region_summary(reference: &DirectCodexUserRuntimeRegionPart) -> String {
let resources = reference
.resource_ids
.iter()
.map(|id| id.trim())
.collect::<Vec<_>>()
.join(",");
let mut summary = format!("[运行画面区域:名称={} ", reference.label.trim());
if let Some(run_id) = reference.run_id.as_deref() {
summary.push_str(&format!("运行标识={} ", run_id.trim()));
}
if let Some(role) = reference.element_role.as_deref() {
summary.push_str(&format!("角色={} ", role.trim()));
}
if let Some(text) = reference.text.as_deref() {
summary.push_str(&format!("文本={} ", text.trim()));
}
if !resources.is_empty() {
summary.push_str(&format!("关联素材={resources}"));
}
summary.push(']');
summary
}
/// 将 canonical user item 转为 app-server `turn/start.input` 可接受的文本数组。
/// AGC 私有 part 只在这里投影为安全摘要,canonical item 本身不被修改。
pub(crate) fn direct_codex_user_item_to_wire_input(
@@ -68,40 +111,13 @@ pub(crate) fn direct_codex_user_item_to_wire_input(
let text = match part {
DirectCodexUserContentPart::InputText { text } => text.clone(),
DirectCodexUserContentPart::AgcResourceReference { resource_id } => {
let asset = manifest
.assets
.iter()
.find(|asset| asset.id == resource_id.trim())
.ok_or_else(|| "引用的素材已不存在,请移除后重新选择".to_string())?;
let path = sanitize_attachment_local_path(&asset.local_path)
.ok_or_else(|| "引用的素材路径无效,请移除后重新选择".to_string())?;
format!(
"[素材引用 resourceId={};项目路径={path}]",
resource_id.trim()
)
resource_reference_summary(&manifest, resource_id)?
}
DirectCodexUserContentPart::AgcSkillReference { name } => {
format!("${}", name.trim())
}
DirectCodexUserContentPart::AgcRuntimeRegionReference(reference) => {
let resources = reference
.resource_ids
.iter()
.map(|id| id.trim())
.collect::<Vec<_>>()
.join(",");
let mut summary = format!("[运行画面区域:名称={} ", reference.label.trim());
if let Some(run_id) = reference.run_id.as_deref() {
summary.push_str(&format!("运行标识={} ", run_id.trim()));
}
if let Some(role) = reference.element_role.as_deref() {
summary.push_str(&format!("角色={} ", role.trim()));
}
if let Some(text) = reference.text.as_deref() {
summary.push_str(&format!("文本={} ", text.trim()));
}
if !resources.is_empty() {
summary.push_str(&format!("关联素材={resources}"));
}
summary.push(']');
summary
runtime_region_summary(reference)
}
DirectCodexUserContentPart::AgcAttachmentReference(reference) => {
let name = sanitize_attachment_name(&reference.name);
@@ -124,6 +140,66 @@ pub(crate) fn direct_codex_user_item_to_wire_input(
Ok(Value::Array(input))
}
pub(crate) fn direct_codex_user_item_to_codex_turn_input(
root: &Path,
item: &DirectCodexUserItem,
skill_roots: &[std::path::PathBuf],
) -> Result<Value, String> {
let manifest = validate_direct_codex_user_item(root, item)?;
let DirectCodexUserItem::Message(message) = item;
let mut input = Vec::with_capacity(message.content.len());
for part in &message.content {
match part {
DirectCodexUserContentPart::InputText { text } => {
input.push(serde_json::json!({ "type": "text", "text": text }));
}
DirectCodexUserContentPart::AgcResourceReference { resource_id } => {
input.push(serde_json::json!({
"type": "text",
"text": resource_reference_summary(&manifest, resource_id)?,
}));
}
DirectCodexUserContentPart::AgcSkillReference { name } => {
let name = name.trim();
let path = skill_roots
.iter()
.map(|root| root.join(name).join("SKILL.md"))
.find(|path| path.is_file())
.ok_or_else(|| "引用的 Skill 当前不可用,请重新选择".to_string())?;
input.push(serde_json::json!({
"type": "skill",
"name": name,
"path": path,
}));
}
DirectCodexUserContentPart::AgcRuntimeRegionReference(reference) => {
input.push(serde_json::json!({
"type": "text",
"text": runtime_region_summary(reference),
}));
}
DirectCodexUserContentPart::AgcAttachmentReference(reference) => {
let mut summary = format!(
"[附件:名称={};类型={};大小={} 字节",
reference.name.trim(),
reference.media_type.trim(),
reference.size
);
if !reference.local_path.trim().is_empty() {
summary.push_str(&format!(";项目路径={}", reference.local_path.trim()));
}
summary.push_str(&format!(";状态={}", reference.status.trim()));
summary.push(']');
input.push(serde_json::json!({
"type": "text",
"text": summary,
}));
}
}
}
Ok(Value::Array(input))
}
pub(crate) fn direct_codex_user_item_to_prompt(
root: &Path,
item: &DirectCodexUserItem,
@@ -1,4 +1,4 @@
use serde::Deserialize;
use serde::{Deserialize, Serialize};
use sha2::{Digest, Sha256};
use std::borrow::Cow;
use std::collections::BTreeSet;
@@ -121,6 +121,13 @@ struct AgcSkillManifestEntry {
sha256: String,
}
#[derive(Clone, Debug, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct AgcSkillCatalogEntry {
pub(crate) name: String,
pub(crate) description: String,
}
fn is_safe_skill_relative_path(value: &str) -> bool {
let path = Path::new(value);
!value.is_empty()
@@ -234,6 +241,21 @@ pub(crate) fn agc_skill_pack_fingerprint() -> Result<String, String> {
Ok(format!("{:x}", Sha256::digest(canonical_manifest.as_ref())))
}
/// 返回当前客户端随 AGC 一起启用的内置 Skill 候选。
///
/// 前端不得复制审核清单;Skill 名称和描述统一从经过校验的资源 manifest 派生。
#[tauri::command]
pub(crate) fn list_agc_skill_catalog() -> Result<Vec<AgcSkillCatalogEntry>, String> {
Ok(validated_skill_pack_manifest()?
.skills
.into_iter()
.map(|entry| AgcSkillCatalogEntry {
name: entry.name,
description: entry.purpose,
})
.collect())
}
pub(crate) fn render_agc_skill_pack_index() -> Result<String, String> {
let manifest = validated_skill_pack_manifest()?;
let mut lines = vec![format!(
@@ -328,6 +350,19 @@ mod tests {
}
}
#[test]
fn skill_catalog_is_derived_from_the_validated_manifest() {
let catalog = list_agc_skill_catalog().expect("skill catalog");
assert_eq!(catalog.len(), AGC_SKILL_PACK_EXPECTED_NAMES.len());
for expected_name in AGC_SKILL_PACK_EXPECTED_NAMES {
let entry = catalog
.iter()
.find(|entry| entry.name == expected_name)
.expect("expected bundled skill");
assert!(!entry.description.trim().is_empty());
}
}
#[test]
fn skill_content_digest_is_stable_across_lf_and_crlf() {
fn digest(bytes: &[u8]) -> String {
@@ -482,43 +482,6 @@ fn automatic_local_game_projects_root(app: &tauri::AppHandle) -> Result<PathBuf,
.map_err(|error| format!("无法读取 AGC 应用数据目录:{error}"))
}
/// 校验用户选择的项目创建目录。
///
/// 目录必须已经存在(原生目录选择器返回的结果),并且先过 AGC 私有路径门禁:门禁失败时
/// 这里就拒绝,避免项目被建到 AGC 无法加固、后续无法打开的位置。
pub(crate) fn validate_requested_game_project_creation_root(
requested: &str,
) -> Result<PathBuf, String> {
let requested = requested.trim();
let root = Path::new(requested);
if requested.is_empty() || !root.is_absolute() {
return Err("项目创建目录必须是绝对路径".to_string());
}
if project_path_has_control_chars(root) {
return Err("项目创建目录不能包含控制字符".to_string());
}
let metadata = fs::symlink_metadata(root)
.map_err(|error| format!("读取项目创建目录失败:{}: {error}", root.display()))?;
if metadata.file_type().is_symlink() || !metadata.is_dir() {
return Err("项目创建目录必须是普通文件夹".to_string());
}
// 用户选择的外部目录仍走显式的项目根准备:保留 user-selected 范围的一次性修复,
// 同时不放弃 reparse point / 非普通目录的失败关闭。
prepare_game_creator_project_root_for_read(root, true, "项目创建目录")?;
Ok(root.to_path_buf())
}
/// 解析本次建项要使用的根目录:没选就用 AGC 管理的默认目录,选了就用用户指定的目录。
pub(crate) fn resolve_game_project_creation_root(
app: &tauri::AppHandle,
requested: Option<&str>,
) -> Result<PathBuf, String> {
match requested.map(str::trim).filter(|value| !value.is_empty()) {
Some(requested) => validate_requested_game_project_creation_root(requested),
None => automatic_local_game_projects_root(app),
}
}
pub(crate) fn create_automatic_local_game_project_at(
projects_root: &Path,
requested_name: Option<&str>,
@@ -588,10 +551,9 @@ pub(crate) fn create_automatic_local_game_project(
app: tauri::AppHandle,
name: Option<String>,
planning: Option<bool>,
projects_root: Option<String>,
) -> Result<InitLocalProjectResult, String> {
create_automatic_local_game_project_at(
&resolve_game_project_creation_root(&app, projects_root.as_deref())?,
&automatic_local_game_projects_root(&app)?,
name.as_deref(),
planning.unwrap_or(false),
)
@@ -802,30 +764,13 @@ pub(crate) fn recent_game_creator_run_trace(root: &Path) -> Option<GameCreationA
serde_json::from_str::<GameCreationAgentRunTrace>(&content).ok()
}
/// 目录选择器标题:调用方只能给短标题,其余(超长、含控制字符、空白)一律回退默认文案。
fn pick_project_directory_title(title: Option<&str>) -> &str {
const MAX_TITLE_CHARS: usize = 24;
title
.map(str::trim)
.filter(|value| {
!value.is_empty()
&& value.chars().count() <= MAX_TITLE_CHARS
&& !value.chars().any(char::is_control)
})
.unwrap_or("选择游戏项目目录")
}
#[tauri::command]
pub(crate) async fn pick_local_project_directory(
app: tauri::AppHandle,
initial_path: Option<String>,
title: Option<String>,
) -> Result<Option<String>, String> {
let (sender, receiver) = tokio::sync::oneshot::channel();
let mut dialog = app
.dialog()
.file()
.set_title(pick_project_directory_title(title.as_deref()));
let mut dialog = app.dialog().file().set_title("选择游戏项目目录");
if let Some(initial_path) = initial_path
.as_deref()
.map(str::trim)
@@ -2518,6 +2518,7 @@ fn main() {
pick_client_extension_file,
pick_client_extension_directory,
list_client_extensions,
list_agc_skill_catalog,
import_client_extension,
set_client_extension_enabled,
rename_client_extension,
@@ -880,9 +880,12 @@ pub(crate) async fn create_automatic_local_game_project_from_template(
template_version: String,
name: Option<String>,
planning: Option<bool>,
projects_root: Option<String>,
) -> Result<InitLocalProjectResult, String> {
let projects_root = crate::resolve_game_project_creation_root(&app, projects_root.as_deref())?;
let projects_root = app
.path()
.app_data_dir()
.map(|root| root.join("projects"))
.map_err(|error| format!("无法读取 AGC 应用数据目录:{error}"))?;
let cache_root = template_cache_root(&app)?;
ensure_game_creator_private_directory_tree(&cache_root, "模板库缓存目录")?;
let record =
@@ -1549,63 +1549,6 @@ fn automatic_local_game_project_allocates_unique_initialized_workspaces() {
fs::remove_dir_all(projects_root).ok();
}
#[test]
fn requested_project_creation_root_accepts_only_an_absolute_regular_directory() {
let root = unique_project_path();
fs::create_dir_all(&root).expect("create creation-root fixture");
let not_a_directory = root.join("not-a-directory.txt");
fs::write(&not_a_directory, b"x").expect("write file fixture");
assert_eq!(
validate_requested_game_project_creation_root(" ").expect_err("blank root is rejected"),
"项目创建目录必须是绝对路径"
);
assert_eq!(
validate_requested_game_project_creation_root("relative/projects")
.expect_err("relative root is rejected"),
"项目创建目录必须是绝对路径"
);
assert_eq!(
validate_requested_game_project_creation_root(&format!("{}\\pro\nject", root.display()))
.expect_err("control character is rejected"),
"项目创建目录不能包含控制字符"
);
assert_eq!(
validate_requested_game_project_creation_root(&not_a_directory.to_string_lossy())
.expect_err("file root is rejected"),
"项目创建目录必须是普通文件夹"
);
assert_eq!(
validate_requested_game_project_creation_root(&format!(" {}\n", root.display()))
.expect("trimmed directory root is accepted"),
root
);
assert!(
validate_requested_game_project_creation_root(&root.join("missing").to_string_lossy())
.is_err(),
"a not-yet-existing creation root must fail instead of being created silently"
);
fs::remove_dir_all(root).ok();
}
#[test]
fn automatic_local_game_project_creates_inside_the_requested_creation_root() {
let projects_root = unique_project_path();
fs::create_dir_all(&projects_root).expect("create creation-root fixture");
let requested = validate_requested_game_project_creation_root(&projects_root.to_string_lossy())
.expect("valid creation root");
let result = create_automatic_local_game_project_at(&requested, None, false)
.expect("create workspace in requested root");
let project_root = PathBuf::from(&result.project_path);
assert_eq!(project_root.parent(), Some(projects_root.as_path()));
assert!(project_root.join(".agent/manifest.json").is_file());
fs::remove_dir_all(projects_root).ok();
}
#[test]
fn automatic_local_game_project_accepts_only_a_safe_custom_name() {
let projects_root = unique_project_path();
@@ -17,15 +17,10 @@ import type {
ProjectAgentRuntimeSummary,
} from '../../view/project-development';
import type { ProjectManifestSnapshotMetadata } from '../../view/project-development/projectResourceLiveUpdateModel';
import {
isAbsoluteProjectPath,
projectPathHasControlCharacter,
} from '../project-summary/projectSummary';
import { isAbsoluteProjectPath } from '../project-summary/projectSummary';
const RECENT_WORKSPACES_STORAGE_KEY =
'genarrative-ai-game-creator.recent-workspaces.v1';
const PROJECT_CREATION_DIRECTORY_STORAGE_KEY =
'genarrative-ai-game-creator.project-creation-directory.v1';
const SUPERVISOR_CHAT_DRAFT_STORAGE_PREFIX =
'genarrative.supervisor-chat.draft';
@@ -161,57 +156,6 @@ export function removeRecentWorkspace(path: string) {
return recent;
}
/**
* 「项目创建目录」偏好:空串表示沿用 AGC 管理的默认位置(应用数据目录下的 projects)。
*
* 这里只保存用户意图,不是授权凭据:目录授权来自原生目录选择器,并由 Rust 侧私有路径门禁
* 在每次建项时重新复核,所以存储被改坏最坏只是退回默认位置或拿到一次可见的建项失败。
*/
export function normalizeProjectCreationDirectory(value: string) {
const trimmed = value.trim();
if (!trimmed || projectPathHasControlCharacter(trimmed)) {
return '';
}
const withoutTrailingSeparator = trimmed.replace(/[\\/]+$/, '');
// `C:\` 这类盘根只去掉分隔符会变成相对路径 `C:`,必须补回来。
return /^[a-zA-Z]:$/.test(withoutTrailingSeparator)
? `${withoutTrailingSeparator}\\`
: withoutTrailingSeparator;
}
export function readProjectCreationDirectory() {
try {
const raw = window.localStorage.getItem(
PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
);
const parsed: unknown = raw ? JSON.parse(raw) : '';
if (typeof parsed !== 'string') {
return '';
}
const directory = normalizeProjectCreationDirectory(parsed);
return isAbsoluteProjectPath(directory) ? directory : '';
} catch {
return '';
}
}
export function writeProjectCreationDirectory(path: string) {
const directory = normalizeProjectCreationDirectory(path);
try {
if (directory) {
window.localStorage.setItem(
PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
JSON.stringify(directory),
);
} else {
window.localStorage.removeItem(PROJECT_CREATION_DIRECTORY_STORAGE_KEY);
}
} catch {
// WebView storage can be unavailable in restricted test shells.
}
return directory;
}
export function isTransientProjectOpenMessage(
message: ChatMessage,
projectPath: string,
@@ -48,7 +48,6 @@ import {
isAbsoluteProjectPath,
projectPathHasControlCharacter,
} from '../project-summary/projectSummary';
import { readProjectCreationDirectory } from './model';
import { resolveSessionPreviewOnProjectOpen } from './sessionPreview';
/** 首页输入框当前的纯文本(Lexical 编辑器状态 -> 文本);没有输入就返回空串。 */
@@ -829,9 +828,6 @@ export function useHomeProjectCreation({
{
name: suggestedName,
planning: startMode === 'planning',
// 用户在首页选过「项目创建目录」就用它;没选传 null,由 Rust 侧回落到
// AGC 管理的默认位置(应用数据目录下的 projects)。
projectsRoot: readProjectCreationDirectory() || null,
},
);
createdProjectPath = result.projectPath;
@@ -1,81 +0,0 @@
import { useCallback, useRef, useState } from 'react';
import { resolveTauriInvoke } from '../../app/tauri';
import {
readProjectCreationDirectory,
writeProjectCreationDirectory,
} from './model';
/**
* 「项目创建目录」用户偏好。
*
* 默认沿用 AGC 管理的应用数据目录(`<app_data>/projects`);用户改选时必须走原生目录
* 选择器,因为只有它构成"用户显式选择"边界:选择结果当场按用户选择范围加固,后续建项
* 再由 Rust 侧私有路径门禁复核一次。
*/
export function useProjectCreationDirectory() {
const [projectCreationDirectory, setProjectCreationDirectory] = useState(
readProjectCreationDirectory,
);
const [projectCreationDirectoryBusy, setProjectCreationDirectoryBusy] =
useState(false);
const [projectCreationDirectoryStatus, setProjectCreationDirectoryStatus] =
useState('');
const pickInFlightRef = useRef(false);
const pickProjectCreationDirectory = useCallback(async () => {
if (pickInFlightRef.current) {
return;
}
const invoke = resolveTauriInvoke();
if (!invoke) {
setProjectCreationDirectoryStatus('需要在陶泥儿客户端内运行');
return;
}
pickInFlightRef.current = true;
setProjectCreationDirectoryBusy(true);
setProjectCreationDirectoryStatus('正在选择项目创建目录');
try {
const selected = await invoke<string | null>(
'pick_local_project_directory',
{
title: '选择项目创建目录',
...(projectCreationDirectory
? { initialPath: projectCreationDirectory }
: {}),
},
);
if (!selected) {
setProjectCreationDirectoryStatus('已取消');
return;
}
setProjectCreationDirectory(writeProjectCreationDirectory(selected));
setProjectCreationDirectoryStatus('已更新项目创建目录');
} catch (error) {
setProjectCreationDirectoryStatus(
error instanceof Error ? error.message : String(error),
);
} finally {
pickInFlightRef.current = false;
setProjectCreationDirectoryBusy(false);
}
}, [projectCreationDirectory]);
const resetProjectCreationDirectory = useCallback(() => {
writeProjectCreationDirectory('');
setProjectCreationDirectory('');
setProjectCreationDirectoryStatus('已恢复默认位置');
}, []);
return {
projectCreationDirectory,
projectCreationDirectoryBusy,
projectCreationDirectoryStatus,
pickProjectCreationDirectory,
resetProjectCreationDirectory,
};
}
export type ProjectCreationDirectoryController = ReturnType<
typeof useProjectCreationDirectory
>;
@@ -4,6 +4,16 @@ import { X } from 'lucide-react';
import type { ChatReference } from './resourceReferences';
function chipTitle(reference: ChatReference) {
if (reference.type === 'resource') {
return `${reference.label} · ${reference.kind}`;
}
if (reference.type === 'skill') {
return `${reference.name} · Skill`;
}
return `${reference.label} · 运行区域`;
}
export function ResourceReferenceChip({
reference,
nodeKey,
@@ -21,18 +31,19 @@ export function ResourceReferenceChip({
data-runtime-region-reference={
reference.type === 'runtime-region' ? 'true' : undefined
}
contentEditable={false}
title={
reference.type === 'resource'
? `${reference.label} · ${reference.kind}`
: `${reference.label} · 运行区域`
data-skill-reference-name={
reference.type === 'skill' ? reference.name : undefined
}
contentEditable={false}
title={chipTitle(reference)}
>
<span aria-hidden="true">@</span>
<span className="resource-reference-chip-label">{reference.label}</span>
<span aria-hidden="true">{reference.type === 'skill' ? '$' : '@'}</span>
<span className="resource-reference-chip-label">
{reference.type === 'skill' ? reference.name : reference.label}
</span>
<button
type="button"
aria-label={`移除引用 ${reference.label}`}
aria-label={`移除引用 ${reference.type === 'skill' ? reference.name : reference.label}`}
onMouseDown={(event) => event.preventDefault()}
onClick={() => {
editor.update(() => {
@@ -98,6 +98,7 @@ import {
resourceReferenceMatchesTagSelection,
type ResourceReferenceScope,
resourceReferenceTagLibrary,
type SkillReference,
} from './resourceReferences';
import { usePromptPolish } from './usePromptPolish';
@@ -108,6 +109,7 @@ type ResourceReferenceInputProps = {
onEditorStateChange?: (editorState: EditorState) => void;
initialContent?: DirectCodexUserContentPart[];
assets: GameCreationAppAssetManifestEntry[];
skills?: SkillReference[];
projectPath: string;
/**
* `@` 面板「当前版本素材」页签使用的版本 id。
@@ -181,12 +183,22 @@ class ResourceMentionOption extends MenuOption {
}
}
class SkillMentionOption extends MenuOption {
skill: SkillReference;
constructor(skill: SkillReference) {
super(skill.name);
this.skill = skill;
}
}
/**
* 编辑器节点 → canonical content part**原样透传**:段落分隔(root 子节点之间补的
* `\n`)、软换行、chip 后的分隔空格都各自成 part,不做空白过滤、不与相邻 part 合并。
* 有效输入只在整条 content 上判定(`hasMeaningfulDirectCodexContent` 与 Rust
* `validate_direct_codex_user_item` 同口径),前端不替用户改写他输入了什么。
*/
function collectDraftParts(
node: LexicalNode,
references: ChatReference[],
@@ -244,8 +256,12 @@ function readDraftFromNodes(): ChatComposerDraft {
const projection = readDraftProjectionFromNodes();
const labels = new Map(
projection.references.map((reference) => [
reference.type === 'resource' ? reference.resourceId : reference.label,
`@${reference.label}`,
reference.type === 'resource'
? reference.resourceId
: reference.type === 'skill'
? reference.name
: reference.label,
reference.type === 'skill' ? `$${reference.name}` : `@${reference.label}`,
]),
);
const text = projection.content
@@ -256,7 +272,7 @@ function readDraftFromNodes(): ChatComposerDraft {
? (labels.get(part.resourceId) ?? `@${part.resourceId}`)
: part.type === 'agc_runtime_region_reference'
? `@${part.label}`
: `@${part.name}`,
: `$${part.name}`,
)
.join('')
.trim();
@@ -308,7 +324,7 @@ function findDraftMentionToken(line: string, token: string, from: number) {
* 把「文本 + 引用列表」这对外部表示切成编辑区要写的内容。
*
* 不变量:写入编辑器后,编辑器读回的草稿就是唯一当前值。`collectDraftParts`
* 会把每个 chip 读成一段 `@显示名` 文本,所以 chip 只能内联嵌在文本里同名 token 的位置上,
* 会把每个 chip 读成一段 `@显示名` / `$skill-name` 文本,所以 chip 只能内联嵌在文本里同名 token 的位置上,
* 不能另起一段堆在末尾;编辑器本身是唯一 authority,不再通过 props 比较后反复重建。
*
* 文本里已经没有对应 token 的引用(例如 AI 润色整体改写了文本)内联补到最后一段末尾,
@@ -320,7 +336,8 @@ function buildDraftSegments(
): DraftBuildSegment[][] {
const pending = references.map((reference) => ({
reference,
token: `@${reference.label}`,
token:
reference.type === 'skill' ? `$${reference.name}` : `@${reference.label}`,
used: false,
}));
const lines: DraftBuildSegment[][] = [];
@@ -393,6 +410,9 @@ function referenceFromContentPart(
const asset = assetsById.get(part.resourceId);
return asset ? resourceReferenceFromAsset(asset, 'asset-picker') : null;
}
if (part.type === 'agc_skill_reference') {
return { type: 'skill', name: part.name };
}
if (part.type === 'agc_runtime_region_reference') {
return {
type: 'runtime-region',
@@ -540,6 +560,7 @@ function ResourceReferenceEditor({
onEditorStateChange,
initialContent,
assets,
skills = [],
projectPath,
activeVersionId = null,
versions,
@@ -556,14 +577,18 @@ function ResourceReferenceEditor({
const [editor] = useLexicalComposerContext();
const skipInitialDraftChangeRef = useRef(false);
const [query, setQuery] = useState<string | null>(null);
const [skillQuery, setSkillQuery] = useState<string | null>(null);
const [builtinSkills, setBuiltinSkills] = useState<SkillReference[]>([]);
const [clientSkills, setClientSkills] = useState<SkillReference[]>([]);
const skillCatalogRequestedRef = useRef(false);
const [pickerOpen, setPickerOpen] = useState(false);
// Enter 提交要避开候选浮层。用 ref 让命令处理器读到最新状态,不必因为
// query / pickerOpen 变化反复重注册 HIGH 优先级命令。
const mentionMenuOpenRef = useRef(false);
const pickerVisibleRef = useRef(false);
useEffect(() => {
mentionMenuOpenRef.current = query !== null;
}, [query]);
mentionMenuOpenRef.current = query !== null || skillQuery !== null;
}, [query, skillQuery]);
useEffect(() => {
pickerVisibleRef.current = pickerOpen;
}, [pickerOpen]);
@@ -577,6 +602,53 @@ function ResourceReferenceEditor({
bottom: number;
width: number;
} | null>(null);
// Skill 清单来自宿主:只在用户真正打开 `$` 候选时查一次。输入区挂载即发起
// Tauri 调用会让「工作区路径非法时不产生任何后端访问」的边界失效。
useEffect(() => {
if (skillQuery === null || skillCatalogRequestedRef.current) return;
const invoke = resolveTauriInvoke();
if (!invoke) return;
skillCatalogRequestedRef.current = true;
void invoke<Array<{ name: string; description: string }>>(
'list_agc_skill_catalog',
)
.then((items) => {
setBuiltinSkills(
items.map((item) => ({
type: 'skill' as const,
name: item.name,
description: item.description,
})),
);
})
.catch(() => {
setBuiltinSkills([]);
});
void invoke<
Array<{
name: string;
extensionType: string;
enabled: boolean;
status: string;
}>
>('list_client_extensions')
.then((items) => {
setClientSkills(
items
.filter(
(item) =>
item.extensionType === 'skill' &&
item.enabled &&
item.status === 'enabled',
)
.map((item) => ({ type: 'skill' as const, name: item.name })),
);
})
.catch(() => {
setClientSkills([]);
});
}, [skillQuery]);
const assetsContentSignature = assetsSignature(assets);
const versionsContentSignature = iterationsSignature(versions);
const assetsById = useMemo(
@@ -641,11 +713,35 @@ function ResourceReferenceEditor({
.map((reference) => new ResourceMentionOption(reference));
}, [assetReferences, query]);
const skillOptions = useMemo(() => {
if (skillQuery === null) return [];
const normalized = skillQuery.trim().toLowerCase();
const allSkills = [...builtinSkills, ...clientSkills, ...skills];
const seen = new Set<string>();
return allSkills
.filter((skill) => {
if (seen.has(skill.name)) return false;
seen.add(skill.name);
return (
!normalized ||
skill.name.toLowerCase().includes(normalized) ||
skill.description?.toLowerCase().includes(normalized)
);
})
.slice(0, 8)
.map((skill) => new SkillMentionOption(skill));
}, [builtinSkills, clientSkills, skillQuery, skills]);
const triggerFn = useBasicTypeaheadTriggerMatch('@', {
minLength: 0,
maxLength: 64,
allowWhitespace: false,
});
const skillTriggerFn = useBasicTypeaheadTriggerMatch('$', {
minLength: 0,
maxLength: 64,
allowWhitespace: false,
});
const insertReferences = useCallback(
(nextReferences: ChatReference[]) => {
@@ -771,13 +867,13 @@ function ResourceReferenceEditor({
const currentRefKey = current.references
?.map(
(reference) =>
`${reference.type}:${reference.type === 'resource' ? reference.resourceId : reference.label}`,
`${reference.type}:${reference.type === 'resource' ? reference.resourceId : reference.type === 'skill' ? reference.name : reference.label}`,
)
.join('|');
const desiredRefKey = desiredRefs
.map(
(reference) =>
`${reference.type}:${reference.type === 'resource' ? reference.resourceId : reference.label}`,
`${reference.type}:${reference.type === 'resource' ? reference.resourceId : reference.type === 'skill' ? reference.name : reference.label}`,
)
.join('|');
if (current.text === desiredValue && currentRefKey === desiredRefKey)
@@ -854,30 +950,47 @@ function ResourceReferenceEditor({
[editor, pickerOpen],
);
const insertReferenceNode = useCallback(
(
reference: ChatReference,
textNodeContainingQuery: TextNode | null,
closeMenu: () => void,
) => {
textNodeContainingQuery?.remove();
const selection = $getSelection();
const node = $createResourceReferenceNode(reference);
if ($isRangeSelection(selection)) {
selection.insertNodes([node, $createTextNode(' ')]);
} else {
const paragraph = $createParagraphNode();
paragraph.append(node, $createTextNode(' '));
$getRoot().append(paragraph);
}
closeMenu();
},
[],
);
const handleSelectMention = useCallback(
(
option: ResourceMentionOption,
textNodeContainingQuery: TextNode | null,
closeMenu: () => void,
) => {
textNodeContainingQuery?.remove();
const selection = $getSelection();
if ($isRangeSelection(selection)) {
selection.insertNodes([
$createResourceReferenceNode(option.reference),
$createTextNode(' '),
]);
} else {
const paragraph = $createParagraphNode();
paragraph.append(
$createResourceReferenceNode(option.reference),
$createTextNode(' '),
);
$getRoot().append(paragraph);
}
closeMenu();
insertReferenceNode(option.reference, textNodeContainingQuery, closeMenu);
},
[],
[insertReferenceNode],
);
const handleSelectSkill = useCallback(
(
option: SkillMentionOption,
textNodeContainingQuery: TextNode | null,
closeMenu: () => void,
) => {
insertReferenceNode(option.skill, textNodeContainingQuery, closeMenu);
},
[insertReferenceNode],
);
// —— C8 AI 润色与发送前提醒 ——
@@ -1017,7 +1130,9 @@ function ResourceReferenceEditor({
acknowledgedDraftKeyRef.current = null;
}, [resetPromptPolish]);
const renderMentionMenu: MenuRenderFn<ResourceMentionOption> = useCallback(
const renderMentionMenu: MenuRenderFn<
ResourceMentionOption | SkillMentionOption
> = useCallback(
(_anchorElementRef, itemProps) => {
const inputRect = rootRef.current?.getBoundingClientRect();
if (!inputRect || itemProps.options.length === 0) {
@@ -1052,7 +1167,7 @@ function ResourceReferenceEditor({
<div
className="resource-reference-menu"
role="listbox"
aria-label="候选素材"
aria-label="候选引用"
style={{
position: 'fixed',
top: `${top}px`,
@@ -1075,8 +1190,16 @@ function ResourceReferenceEditor({
onMouseDown={(event) => event.preventDefault()}
onClick={() => itemProps.selectOptionAndCleanUp(option)}
>
<span>{option.reference.label}</span>
<small>{option.reference.kind}</small>
<span>
{'reference' in option
? `@${option.reference.label}`
: `$${option.skill.name}`}
</span>
<small>
{'reference' in option
? option.reference.kind
: (option.skill.description ?? 'Skill')}
</small>
</button>
))}
</div>,
@@ -1201,7 +1324,22 @@ function ResourceReferenceEditor({
onSelectOption={(option, textNode, closeMenu) =>
handleSelectMention(option, textNode, closeMenu)
}
menuRenderFn={renderMentionMenu}
menuRenderFn={
renderMentionMenu as unknown as MenuRenderFn<ResourceMentionOption>
}
anchorClassName="resource-reference-menu-anchor"
preselectFirstItem
/>
<LexicalTypeaheadMenuPlugin<SkillMentionOption>
options={skillOptions}
triggerFn={skillTriggerFn}
onQueryChange={setSkillQuery}
onSelectOption={(option, textNode, closeMenu) =>
handleSelectSkill(option, textNode, closeMenu)
}
menuRenderFn={
renderMentionMenu as unknown as MenuRenderFn<SkillMentionOption>
}
anchorClassName="resource-reference-menu-anchor"
preselectFirstItem
/>
@@ -5,6 +5,7 @@ import type { DirectCodexUserRuntimeRegionPart } from './DirectCodexUserRuntimeR
export type DirectCodexUserContentPart =
| { type: 'input_text'; text: string }
| { type: 'agc_resource_reference'; resourceId: string }
| { type: 'agc_skill_reference'; name: string }
| ({
type: 'agc_runtime_region_reference';
} & DirectCodexUserRuntimeRegionPart)
@@ -46,7 +46,16 @@ export type RuntimeRegionReference = {
source: 'runtime-picker';
};
export type ChatReference = ResourceReference | RuntimeRegionReference;
export type SkillReference = {
type: 'skill';
name: string;
description?: string;
};
export type ChatReference =
| ResourceReference
| RuntimeRegionReference
| SkillReference;
export type ChatComposerDraft = {
text: string;
@@ -107,6 +116,9 @@ export function directCodexContentToPromptText(
if (part.type === 'agc_resource_reference') {
return `@${labels.get(part.resourceId) ?? part.resourceId}`;
}
if (part.type === 'agc_skill_reference') {
return `$${part.name}`;
}
if (part.type === 'agc_runtime_region_reference') {
return `@${part.label}`;
}
@@ -134,7 +146,9 @@ export function chatReferenceToContentPart(
if (reference.type === 'resource') {
return { type: 'agc_resource_reference', resourceId: reference.resourceId };
}
// 生成绑定里可选字段是 `T | null`Rust `Option<T>` 会显式序列化成 null,不是省略键)。
if (reference.type === 'skill') {
return { type: 'agc_skill_reference', name: reference.name };
}
return {
type: 'agc_runtime_region_reference',
label: reference.label,
@@ -384,6 +398,9 @@ function chatReferenceKey(reference: ChatReference) {
if (reference.type === 'resource') {
return `resource:${reference.resourceId}:${reference.source}`;
}
if (reference.type === 'skill') {
return `skill:${reference.name}`;
}
return `runtime-region:${runtimeRegionReferenceDiscriminators(reference)}`;
}
@@ -393,11 +410,15 @@ function chatReferenceKey(reference: ChatReference) {
*/
export function chatReferenceListKey(references: ChatReference[]) {
return references
.map((reference) =>
reference.type === 'resource'
? `resource:${reference.resourceId}:${reference.source}:${reference.label}`
: `runtime-region:${runtimeRegionReferenceDiscriminators(reference)}`,
)
.map((reference) => {
if (reference.type === 'resource') {
return `resource:${reference.resourceId}:${reference.source}:${reference.label}`;
}
if (reference.type === 'skill') {
return `skill:${reference.name}`;
}
return `runtime-region:${runtimeRegionReferenceDiscriminators(reference)}`;
})
.join('\u0001');
}
@@ -2,7 +2,6 @@ import {
Bot,
CheckCircle2,
CircleAlert,
FolderOpen,
Info,
LoaderCircle,
Pencil,
@@ -45,7 +44,6 @@ import {
startAgcPlugin,
stopAgcPlugin,
} from '../../services/pluginHost';
import { useProjectCreationDirectory } from '../app-shell/useProjectCreationDirectory';
import { PluginPanelHost } from '../plugins/PluginPanelHost';
import { reasoningEffortLabel } from '../project-workspace/composerReasoningEffort';
import { CustomLlmSettings } from './CustomLlmSettings';
@@ -79,7 +77,6 @@ const defaultRuntimeConfigDraft: GameCreatorAppConfig = {
type RuntimeSettingsSection =
| 'general'
| 'workspace'
| 'agents'
| 'extensions'
| 'advanced'
@@ -99,12 +96,6 @@ const runtimeSettingsSections = [
description: '运行方式与输出偏好',
icon: Settings2,
},
{
id: 'workspace',
label: '工作区',
description: '项目创建目录',
icon: FolderOpen,
},
{
id: 'agents',
label: 'Agent 分工',
@@ -233,11 +224,6 @@ export function RuntimeConfigDialog({
const [runtimeConfigBusy, setRuntimeConfigBusy] = useState(false);
const [activeSection, setActiveSection] =
useState<RuntimeSettingsSection>('general');
/**
* 「项目创建目录」是客户端本地偏好(localStorage),不随下面的配置文件一起保存:
* 选择目录当场生效,做游戏 / 做方案与模板建项下一次建项就落在该目录下。
*/
const projectCreationDirectory = useProjectCreationDirectory();
const [clientExtensions, setClientExtensions] = useState<
ClientExtensionItem[]
>([]);
@@ -889,53 +875,6 @@ export function RuntimeConfigDialog({
) : null}
</>
) : null}
{activeSection === 'workspace' ? (
<div className="runtime-settings-readonly-field">
<span></span>
<strong
title={
projectCreationDirectory.projectCreationDirectory ||
undefined
}
>
{projectCreationDirectory.projectCreationDirectory ||
'默认位置'}
</strong>
<div className="runtime-settings-field-actions">
<button
type="button"
disabled={
projectCreationDirectory.projectCreationDirectoryBusy
}
onClick={() =>
void projectCreationDirectory.pickProjectCreationDirectory()
}
>
<FolderOpen size={14} aria-hidden="true" />
</button>
{projectCreationDirectory.projectCreationDirectory ? (
<button
type="button"
disabled={
projectCreationDirectory.projectCreationDirectoryBusy
}
onClick={
projectCreationDirectory.resetProjectCreationDirectory
}
>
<RotateCcw size={14} aria-hidden="true" />
</button>
) : null}
</div>
{projectCreationDirectory.projectCreationDirectoryStatus ? (
<small>
{projectCreationDirectory.projectCreationDirectoryStatus}
</small>
) : null}
</div>
) : null}
{activeSection === 'advanced' &&
runtimeConfigDraft.agentMode !== 'codex_cli' ? (
<>
@@ -10,7 +10,6 @@ import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
import { resolveTauriInvoke } from '../../app/tauri';
import type { InitLocalProjectResult } from '../../app/types';
import { readProjectCreationDirectory } from '../app-shell/model';
import {
collectGameTemplateRuntimes,
collectGameTemplateTags,
@@ -154,8 +153,6 @@ export function useTemplateLibrary({
templateVersion: template.templateVersion,
name: null,
planning: false,
// 与首页自动建项共用一个「项目创建目录」偏好;没选时由 Rust 侧回落到默认位置。
projectsRoot: readProjectCreationDirectory() || null,
},
);
await onProjectCreated(result);
-10
View File
@@ -4247,15 +4247,7 @@ h2 {
gap: 7px;
}
.runtime-settings-field-actions {
display: flex;
flex-wrap: wrap;
gap: 7px;
margin-top: 7px;
}
.runtime-settings-section-actions button,
.runtime-settings-field-actions button,
.runtime-settings-extension-actions button {
display: inline-flex;
align-items: center;
@@ -4272,14 +4264,12 @@ h2 {
}
.runtime-settings-section-actions button:hover,
.runtime-settings-field-actions button:hover,
.runtime-settings-extension-actions button:hover {
border-color: var(--platform-surface-hover-border);
background: var(--platform-button-ghost-fill);
}
.runtime-settings-section-actions button:disabled,
.runtime-settings-field-actions button:disabled,
.runtime-settings-extension-actions button:disabled {
cursor: default;
opacity: 0.55;
@@ -1631,7 +1631,6 @@ export function registerHomeProjectCreationTests() {
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
name: null,
planning: false,
projectsRoot: null,
});
expect(invoke).toHaveBeenCalledWith('chat_with_game_creator_direct_codex', {
projectPath: automaticProjectPath,
@@ -1737,7 +1736,6 @@ export function registerHomeProjectCreationTests() {
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
name: '角色参考游戏',
planning: false,
projectsRoot: null,
});
expect(invoke).toHaveBeenCalledWith('upload_local_asset', {
projectPath: automaticProjectPath,
@@ -3545,102 +3543,4 @@ export function registerRecentProjectsTests() {
);
expect(window.localStorage.length).toBe(0);
});
it('creates the automatic workspace inside the project creation directory picked in settings', async () => {
const automaticProjectPath =
'F:\\Projects\\我的游戏\\gameagent-chosen-directory';
const creationDirectory = 'F:\\Projects\\我的游戏';
const manifest = createGameCreationAppManifest(
'home-creation-directory-project',
'自选目录项目',
);
const supervisorHarness = createProjectSupervisorRuntimeHarness({
projectPath: automaticProjectPath,
initialSessionExists: false,
});
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command === 'read_game_creator_app_config') {
return {
path: 'C:\\Users\\tester\\AppData\\Roaming\\genarrative\\config.json',
config: {
agentMode: 'codex_app_server',
llm: {
apiKey: '',
baseUrl: 'https://llm.example.test/v1',
model: 'gpt-creation-directory',
apiKind: 'openai_responses',
reasoningEffort: 'high',
stream: true,
webSearchEnabled: false,
contextWindowTokens: 128000,
autoCompactTokenLimit: 64000,
toolOutputTokenLimit: 12000,
requestTimeoutMs: 180000,
maxRetries: 2,
retryBackoffMs: 500,
},
agentLlm: {},
editorApi: { baseUrl: 'http://127.0.0.1:8082', apiKey: '' },
},
};
}
if (command === 'pick_local_project_directory') {
return creationDirectory;
}
if (command === 'create_automatic_local_game_project') {
return {
projectPath: automaticProjectPath,
manifestPath: `${automaticProjectPath}\\.agent\\manifest.json`,
manifest,
};
}
if (command === 'chat_with_game_creator_direct_codex') {
return '收到,开始搭建。';
}
return supervisorHarness.invoke(command, args);
},
);
window.__TAURI__ = {
core: { invoke },
event: { listen: supervisorHarness.listen },
};
renderLauncherAt('/?launcher', 'home', true);
// 设置 → 工作区:默认位置就是不选目录,仍然落在 AGC 管理的应用数据目录。
fireEvent.click(screen.getByRole('button', { name: '配置' }));
const settings = await screen.findByRole('dialog', { name: '运行时配置' });
fireEvent.click(within(settings).getByRole('button', { name: /工作区/ }));
expect(within(settings).getByText('默认位置')).not.toBeNull();
fireEvent.click(within(settings).getByRole('button', { name: '选择目录' }));
await waitFor(() => {
expect(within(settings).getByText(creationDirectory)).not.toBeNull();
});
expect(invoke).toHaveBeenCalledWith('pick_local_project_directory', {
title: '选择项目创建目录',
});
expect(
window.localStorage.getItem(
'genarrative-ai-game-creator.project-creation-directory.v1',
),
).toBe(JSON.stringify(creationDirectory));
fireEvent.click(
within(settings).getByRole('button', { name: '关闭 Agent 设置' }),
);
const promptInput = screen.getByLabelText('创作想法');
nativeClipboardMock.text = '做一个花园经营游戏';
fireEvent.paste(promptInput);
await waitFor(() => {
expect(promptInput.textContent).toContain('做一个花园经营游戏');
});
fireEvent.click(screen.getByRole('button', { name: '开启创作' }));
expect(await screen.findByLabelText('项目开发工作台')).not.toBeNull();
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
name: null,
planning: false,
projectsRoot: creationDirectory,
});
});
}
@@ -360,70 +360,6 @@ export function registerRuntimeSettingsTests() {
expect(screen.getByText('桌面客户端')).not.toBeNull();
});
it('keeps the project creation directory in the workspace settings section', async () => {
const creationDirectory = 'F:\\Projects\\陶泥儿游戏';
const storageKey =
'genarrative-ai-game-creator.project-creation-directory.v1';
const invoke = vi.fn(async (command: string) => {
if (command === 'read_game_creator_app_config') {
return {
path: '/home/test/AppData/game-creator.config.json',
config: {
agentMode: 'codex_app_server',
llm: {
apiKey: '',
baseUrl: 'https://llm.example.test/v1',
model: 'gpt-workspace',
apiKind: 'openai_responses',
reasoningEffort: 'high',
stream: true,
webSearchEnabled: false,
contextWindowTokens: 128000,
autoCompactTokenLimit: 64000,
toolOutputTokenLimit: 12000,
requestTimeoutMs: 180000,
maxRetries: 2,
retryBackoffMs: 500,
},
agentLlm: {},
editorApi: { baseUrl: 'http://127.0.0.1:8082', apiKey: '' },
},
};
}
if (command === 'pick_local_project_directory') {
return creationDirectory;
}
throw new Error(`unexpected invoke ${command}`);
});
window.__TAURI__ = { core: { invoke } };
renderLauncherAt('/?launcher');
fireEvent.click(screen.getByRole('button', { name: '配置' }));
const dialog = await screen.findByRole('dialog', { name: '运行时配置' });
fireEvent.click(within(dialog).getByRole('button', { name: /工作区/ }));
// 不选目录时是默认位置,且本地不写任何偏好。
expect(within(dialog).getByText('默认位置')).not.toBeNull();
expect(window.localStorage.getItem(storageKey)).toBeNull();
fireEvent.click(within(dialog).getByRole('button', { name: '选择目录' }));
expect(await within(dialog).findByText(creationDirectory)).not.toBeNull();
expect(invoke).toHaveBeenCalledWith('pick_local_project_directory', {
title: '选择项目创建目录',
});
expect(window.localStorage.getItem(storageKey)).toBe(
JSON.stringify(creationDirectory),
);
expect(within(dialog).getByText('已更新项目创建目录')).not.toBeNull();
fireEvent.click(
within(dialog).getByRole('button', { name: '恢复默认位置' }),
);
expect(within(dialog).getByText('默认位置')).not.toBeNull();
expect(window.localStorage.getItem(storageKey)).toBeNull();
expect(within(dialog).getByText('已恢复默认位置')).not.toBeNull();
});
it('locks the Agent mode and official LLM route while dropping legacy credentials', async () => {
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
@@ -1,53 +0,0 @@
/** @vitest-environment jsdom */
import { beforeEach, describe, expect, it } from 'vitest';
import {
normalizeProjectCreationDirectory,
readProjectCreationDirectory,
writeProjectCreationDirectory,
} from '../src/features/app-shell/model';
const STORAGE_KEY = 'genarrative-ai-game-creator.project-creation-directory.v1';
describe('项目创建目录偏好', () => {
beforeEach(() => {
window.localStorage.clear();
});
it('去掉首尾空白与多余分隔符,并保留盘根', () => {
expect(normalizeProjectCreationDirectory(' ')).toBe('');
expect(normalizeProjectCreationDirectory(' F:\\Projects\\游戏\\ ')).toBe(
'F:\\Projects\\游戏',
);
expect(normalizeProjectCreationDirectory('F:/Projects/游戏/')).toBe(
'F:/Projects/游戏',
);
expect(normalizeProjectCreationDirectory('C:\\')).toBe('C:\\');
// 首尾空白按 trim 处理;目录中间的控制字符必须整条拒绝。
expect(normalizeProjectCreationDirectory('F:\\游戏\n')).toBe('F:\\游戏');
expect(normalizeProjectCreationDirectory('F:\\游\n戏')).toBe('');
});
it('保存选中的目录,并在恢复默认位置时清空', () => {
expect(readProjectCreationDirectory()).toBe('');
expect(writeProjectCreationDirectory(' F:\\Projects\\游戏 ')).toBe(
'F:\\Projects\\游戏',
);
expect(readProjectCreationDirectory()).toBe('F:\\Projects\\游戏');
expect(writeProjectCreationDirectory(' ')).toBe('');
expect(readProjectCreationDirectory()).toBe('');
});
it('忽略存储里不可用的值,退回默认位置', () => {
window.localStorage.setItem(STORAGE_KEY, JSON.stringify('relative/games'));
expect(readProjectCreationDirectory()).toBe('');
window.localStorage.setItem(STORAGE_KEY, JSON.stringify(42));
expect(readProjectCreationDirectory()).toBe('');
window.localStorage.setItem(STORAGE_KEY, '{not json');
expect(readProjectCreationDirectory()).toBe('');
});
});
@@ -8,7 +8,7 @@ import {
within,
} from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { $getRoot } from 'lexical';
import { $getRoot, $getSelection, $isRangeSelection } from 'lexical';
import { createRef, StrictMode, useState } from 'react';
import { afterEach, describe, expect, test, vi } from 'vitest';
@@ -103,10 +103,12 @@ function draftResourceIds(draft: ChatComposerDraft | undefined) {
*/
function composerEditor(): {
getEditorState: () => { read: <T>(fn: () => T) => T };
update: (fn: () => void) => void;
} {
const element = screen.getByLabelText('聊天') as HTMLElement & {
__lexicalEditor?: {
getEditorState: () => { read: <T>(fn: () => T) => T };
update: (fn: () => void) => void;
};
};
const editor = element.__lexicalEditor;
@@ -114,6 +116,18 @@ function composerEditor(): {
return editor;
}
/**
* jsdom 里键盘输入不会进入 Lexical,所以直接走编辑器 API 写文本;
* 它触发的是和真实输入同一条更新链路,typeahead 监听器同样会被唤醒。
*/
function insertComposerText(text: string) {
composerEditor().update(() => {
$getRoot().selectEnd();
const selection = $getSelection();
if ($isRangeSelection(selection)) selection.insertText(text);
});
}
function editorTextSize() {
return composerEditor()
.getEditorState()
@@ -169,6 +183,39 @@ async function insertAssetThroughPicker(ariaLabel: string, optionName: RegExp) {
afterEach(cleanup);
describe('ResourceReferenceInput', () => {
test('打开 Skill 候选时才向 Tauri command 查询内置 catalog', async () => {
const invoke = vi.fn(async (command: string) => {
if (command === 'list_agc_skill_catalog') {
return [{ name: 'agc-test-skill', description: '测试 Skill' }];
}
if (command === 'list_client_extensions') return [];
throw new Error(`unexpected invoke ${command}`);
});
window.__TAURI__ = { core: { invoke: invoke as never } };
try {
render(
<ResourceReferenceInput
onChange={vi.fn()}
assets={assets}
projectPath="C:/project"
ariaLabel="聊天"
/>,
);
// 挂载即查询会让「工作区路径非法时不产生任何后端访问」的边界失效。
expect(invoke).not.toHaveBeenCalled();
insertComposerText('$');
await waitFor(() => {
expect(invoke).toHaveBeenCalledWith('list_agc_skill_catalog');
});
} finally {
delete window.__TAURI__;
}
});
test('运行画面引用的判别指纹带上了绑定素材、版本、元素角色与尺寸', () => {
const base: RuntimeRegionReference = {
type: 'runtime-region',
@@ -1,68 +0,0 @@
# AGC 项目创建目录可选实施计划
Version: 1.0
Status: active
Date: 2026-09-17
Related Spec: `docs/technical/【技术方案】AGC模板库与模板建项-2026-09-17.md``docs/【技术方案】AGC异步操作可恢复闭环-2026-09-14.md`
## 目标
让用户在 AGC 里能自己选项目创建目录:首页「做游戏 / 做方案」自动建项与模板库「使用模板」建项都落在用户选定的目录下;不选时保持 AGC 管理的默认位置(`<app_data>/projects`),行为与现状一致。
## 交接结果
- `create_automatic_local_game_project``create_automatic_local_game_project_from_template` 新增可选参数 `projectsRoot`;为空时由 Rust 侧回落到默认目录。
- `pick_local_project_directory` 新增可选参数 `title`(只接受短标题,其余回退「选择游戏项目目录」)。
- 新增用户偏好「项目创建目录」:`localStorage``genarrative-ai-game-creator.project-creation-directory.v1`
- 入口在客户端设置里:侧边栏「配置」→ 设置分类「工作区」;`RuntimeConfigDialog` 内用 `useProjectCreationDirectory` 展示与改选目录,不经过首页或模板库页头。
- 首页「做游戏 / 做方案」与模板库「使用模板」建项时读取同一份偏好,用户不需要在建项前再选一次。
## 行为契约
- 允许的来源只有一个:本机原生目录选择器(`pick_local_project_directory`)。它返回的目录已在选择时按 user-selected 范围做过一次加固,构成「用户显式选择」边界。
- Rust 侧 `validate_requested_game_project_creation_root` 对传入目录要求:非空、绝对路径、无控制字符、已存在的普通目录(符号链接 / Windows reparse point / 普通文件一律拒绝),并通过 `prepare_game_creator_project_root_for_read`user-selected 范围的一次性修复)。目录不存在时不代为创建,直接失败。
- 建出的项目目录仍在所选目录下按 `gameagent-<8位短ID>` 命名,项目名、`.agent` 初始化、首轮投递与既有自动建项完全一致。
- 偏好只保存「用户意图」,不是授权凭据:存储被外部改动最坏只是回退默认位置或一次可见的建项失败,不会跳过 Rust 门禁。
- 该偏好是客户端本地设置,不写入 `read_game_creator_app_config` / 保存设置的那份运行时配置:在「工作区」里选择目录当场生效,与「保存设置」按钮无关。
- 「恢复默认位置」清空偏好即回到应用数据目录;既有项目不迁移。
## 步骤
1. **Rust 建项入口**
- `commands.rs`:新增 `validate_requested_game_project_creation_root` / `resolve_game_project_creation_root``create_automatic_local_game_project` 接受 `projects_root``pick_local_project_directory` 接受 `title`
- `template_library.rs`:模板建项复用同一解析函数。
- 交付:两条定向单测(校验矩阵、在指定创建目录下建项)。
- 验收:`cargo test --bin genarrative-ai-game-creator-shell creation_root` 全绿。
2. **前端偏好与入口**
- `features/app-shell/model.ts``normalizeProjectCreationDirectory` / `readProjectCreationDirectory` / `writeProjectCreationDirectory` / `projectCreationDirectoryLabel`
- `useProjectCreationDirectory`:选择目录、恢复默认、状态文案(失败在设置页字段内可见)。
- `RuntimeConfigDialog` 新增「工作区」设置分类,承载「项目创建目录」字段与「选择目录 / 恢复默认位置」动作。
- `useHomeProjectCreation``useTemplateLibrary` 在建项时带上 `projectsRoot`
- 交付:偏好模型 4 项单测、设置页 1 项交互测试、appSurface 1 项「设置里选目录后建项」端到端场景。
- 验收:`npx vitest run apps/ai-game-creator-shell/tests/projectCreationDirectory.test.ts apps/ai-game-creator-shell/tests/appSurface.test.ts` 全绿。
3. **文档与共享记忆**
- 本实施计划;模板库技术方案的命令表补 `projectsRoot``decision-log.md` 记录偏好键与命令参数;`pitfalls.md` 说明用户自选目录与 AGC 管理目录的关系。
- 验收:`node scripts/check-doc-index.mjs` 通过。
## 验证命令
```bash
cargo check --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell
cargo test --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell creation_root
cargo test --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell template_library
cd apps/ai-game-creator-shell && npx tsc -p tsconfig.json --noEmit
npx vitest run apps/ai-game-creator-shell/tests
npm run check:encoding
node scripts/check-doc-index.mjs
git diff --check
```
手动验收(客户端内):侧边栏「配置」→「工作区」→「选择目录」选 `F:\Projects\我的游戏`,回首页建项后项目目录应为 `F:\Projects\我的游戏\gameagent-<8位>`;模板库「使用模板」建项同样落在该目录;点「恢复默认位置」后再建项回到应用数据目录。
## 风险与回退
- **自选目录无法加固**`Documents` 等带受保护继承 ACL 的位置可能加固失败。失败发生在选择器或建项前置校验阶段,报错可见且不会留下半成品项目;用户改选其它目录或用默认位置即可。
- **偏好漂移**:偏好只是提示值,每次建项都会重新校验;存储被改坏不会绕过门禁。
- **回退**:删掉偏好键(或点「恢复默认位置」)即回到默认目录;需要彻底移除该能力时,去掉两个命令的可选参数与设置页字段即可,Rust 默认路径逻辑不变。

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