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k88936 3acfaa3795 Merge remote-tracking branch 'origin/master' into fix/blur-font
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
2026-09-09 10:17:54 +08:00
k88936 9895666257 Merge branch 'master' into fix/blur-font
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2026-09-08 18:53:06 +08:00
k88936 e9ca9a456b 修正预览画布快捷缩放测试
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预览缩放测试改按逻辑 viewport.scale 断言

补充超采样渲染与用户缩放比例的验证约定
2026-09-08 17:43:09 +08:00
k88936 89fc64a54d Merge branch 'master' into fix/blur-font
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2026-09-08 11:59:09 +08:00
k88936 cd75b9a1b9 修复资源画布播放控件缩放越界
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将资源卡音视频播放控件的缩放原点固定到右下角。

增加播放控件缩放原点的样式回归断言。
2026-09-08 11:06:03 +08:00
k88936 7bacfebcfd Merge branch 'master' into fix/blur-font
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2026-09-07 15:44:33 +08:00
k88936 3520cd3915 Merge remote-tracking branch 'origin/master' into fix/blur-font
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# Conflicts:
#	docs/project-memory/shared-memory/pitfalls.md
2026-09-07 10:46:40 +08:00
k88936 398ee64388 修复画布内层空白区域框选
框选命中判断支持 world 的真实后代元素

回归测试覆盖共享 CanvasWorld 内层 pointerdown 冒泡

同步记录共享画布框选命中排障经验
2026-09-07 10:38:36 +08:00
k88936 be0ae6d716 修复画布旧测试的逻辑缩放断言
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抽取并导出逻辑 viewport 到渲染 transform 的共享转换函数

更新网站与 Tauri 画布测试,通过逻辑坐标和缩放值验证实际样式

同步画布公开契约和测试边界文档
2026-09-05 15:18:44 +08:00
k88936 f24949f732 共享 CanvasWorld 统一超采样
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默认以 2 倍内容分辨率渲染并保持 viewport.scale 的最终视觉比例

用反向 stroke-width 抵消资源卡 SVG 图标的超采样线宽

补充共享 CanvasWorld 超采样契约测试
2026-09-05 12:45:00 +08:00
k88936 a3dfd37576 补充共享画布超采样决策文档
记录 CanvasWorld 默认 2 倍超采样与 viewport.scale 视觉比例契约

记录资源页继续使用 12000 正方形 world 且不新增矩形尺寸 API

记录 SVG 描边与资源页迁移验收边界
2026-09-05 12:43:22 +08:00
k88936 fb8720e3af 资源页复用共享 CanvasWorld
移除项目开发页自有 world 变换与动态矩形尺寸

通过共享 CanvasWorld 提供资源卡控件反向缩放变量
2026-09-05 12:42:42 +08:00
1201 changed files with 79557 additions and 200725 deletions
-1
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@@ -5,7 +5,6 @@
## 目录约定
- `.codex/skills/` 是项目专属 skill 根目录。每个 skill 以目录中的 `SKILL.md` 为入口,配套的参考资料和脚本放在同一目录下。
- `spec-driven-development` 负责跨模块、公开契约、SpacetimeDB、AGC/Runtime 和复杂 UI 任务的规范先行与逐里程碑验收;具体规则以 `docs/` 下的 SDD 工作流和模板为准。
- `.codex/plugins/` 保存随仓库分发的项目插件资源及其参考资料。当前的 `game-studio` 插件提供浏览器游戏设计、原型、2D/3D 技术栈、素材管线和 playtest 工作流;是否启用遵循当前 Codex 的插件加载机制,不依赖旧工具的环境变量或个人配置脚本。
- `.codex/hooks/``.codex/environments/` 等目录保存项目工具链所需的 hooks 和环境模板;它们不替代项目代码中的运行时配置。
- 长期有效的产品、架构、接口、排障和协作知识统一放在 `docs/``docs/project-memory/`,不复制到本目录。
@@ -32,7 +32,6 @@ Prefer `scripts/genarrative_external_api.py` for runnable REST calls. It uses on
- Use stable references such as `objectKey`, project resource ID, or asset ID where each operation permits them. Image edit/redraw is stricter: `sourceReferenceId` accepts only a registered project resource ID or asset ID; upload confirmation alone is not enough. Use `/assets/read-url` only for temporary preview/download access.
- Preserve both warning channels after completion. A general `warning` can coexist with `sliceWarning`; do not discard either.
- Do not invent missing derivatives. A source-preserved warning means the main source remains usable but requested post-processing failed. A slice warning means the complete transparent sheet is usable but individual slices are absent.
- Icon spritesheet generation requires an explicit `sliceMode` and has no default. Use `sliceMode="grid"` with the `gridX` and `gridY` the requirement actually names (1-32 each) only for equal grid cells or fixed slots; use `sliceMode="connected-components"` for free-form sheets or an open number of subjects, and constrain the count with `sliceCount` instead of inventing grid dimensions. `connected-components` must not carry `gridX`/`gridY`; an omitted, contradictory, or misapplied declaration returns 400 before billing.
- For successful `style="pixelArt"`, treat completed-result and nested resource/asset dimensions as the final logical-grid PNG dimensions. They may differ from `size`, `imageSize`, the provider image, and `canvasCompletion.placeholder`; do not rescale or reject the artifact to match those inputs.
- Keep generated artifacts in the canvas and asset library together. Character animation accepts `assetFolderId` and `assetLabel`; its completed result directly returns the final `assetKind="character-animation"` resource and asset with formal sequence fields. Do not create a duplicate first-frame record.
@@ -52,7 +52,7 @@ Every generation row requires a stable `Idempotency-Key` header and returns HTTP
| Image generation | `/api/external/v1/editor/images/generations` | `prompt` | `kind`, `style`, `model`, `aspectRatio`, `imageSize`, `size`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
| Image edit/redraw | `/api/external/v1/editor/images/edits` | `prompt`, `sourceReferenceId` | `referenceImageSrcs`, `model`, `size`, `projectId`, `assetFolderId`, `assetLabel`, `targetLayerId`, `canvasCompletion` |
| Background removal | `/api/external/v1/editor/images/background-removals` | `sourceImageSrc` | `projectId`, `sourceResourceId`, `targetLayerId`, static-image `assetKind`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
| Icon spritesheet | `/api/external/v1/editor/icon-spritesheets/generations` | `referenceId`, `iconDescriptions` | `sliceMode`, `gridX`, `gridY`, `sliceCount`, `style`, `referenceImageSrcs`, `screenColor`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Icon spritesheet | `/api/external/v1/editor/icon-spritesheets/generations` | `referenceId`, `iconDescriptions` | `sliceLayout`, `style`, `referenceImageSrcs`, `screenColor`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| UI asset extraction | `/api/external/v1/editor/ui-designs/assets/extractions` | `sourceImageSrc`, `aspectRatio`, `imageSize` | `screenColor`, `model`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `spritesheetLabel`, `canvasCompletion` |
| Character animation | `/api/external/v1/editor/character-animations/generations` | `sourceLayerId`, `sourceImageSrc`, `sourceWidth`, `sourceHeight`, `promptText`, `resolution`, `ratio`, `frameCount`, `durationSeconds`, `model` | `projectId`, `sourceResourceId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Video generation | `/api/external/v1/editor/videos/generations` | `prompt`, `model`, `aspectRatio`, `durationSeconds`, `resolution`, `mode`, `sound` | `referenceImageSrcs`, `referenceVideoSrcs`, `referenceAudioSrcs`, `webSearchEnabled`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
@@ -94,7 +94,7 @@ For image edit/redraw, confirming an upload is not sufficient: create a project
The icon-spritesheet primary `referenceId` is intentionally stricter than ordinary image references: it accepts only a current-owner project resource ID or asset ID whose authoritative `assetKind` is `icon-spec`. It does not accept an `objectKey`, URL, Data URL, or Blob URL.
`sliceMode` is required and has no default, so every request must state it. Use `"connected-components"` to detect independent opaque regions by alpha connectivity, or `"grid"` with positive `gridX` and `gridY` values (maximum 32 each) only when the requirement names equal grid cells or fixed slots; the dimensions must come from that requirement. `connected-components` must not carry `gridX`/`gridY`, and `sliceCount` constrains the connected-component result instead of expressing a grid. Omitting `sliceMode`, or contradicting the declared mode with grid dimensions, returns 400 before pricing, enqueueing, or any provider call.
`sliceLayout: "grid-2x2"` is an opt-in contract for four fixed game-runtime assets. The provider prompt and server persistence both preserve the ordered slots left-top, right-top, left-bottom, right-bottom. Omit it to retain the default connected-component slicing behaviour for ordinary free-form icon sheets.
## Common Values
@@ -79,9 +79,9 @@ Keep the existing autonomous-build task graph. Do not add a parallel task system
1. `art-director` generates `assets/art-spec.png` with image generation, `kind: "spec"`, then registers it as `assetKind: "icon-spec"`. This image is the authoritative visual spec; `generationInputs.artSpec` is supporting structured context.
2. `design-foundation` generates `assets/ui-prototype.png` with `kind: "ui-design"`, using the registered art-spec resource ID in `referenceImageSrcs`.
3. `art-asset-plan` generates transparent `assets/art-spritesheet.png` through icon spritesheet generation, using the same registered art-spec resource ID as `referenceId` plus concrete `iconDescriptions`. `sliceMode` is required and has no default: send `sliceMode: "grid"` with `gridX`/`gridY` only when the requirement itself fixes the slots or names the column/row count, and otherwise send `sliceMode: "connected-components"` (with `sliceCount` when a subject count must be constrained); never invent a grid to express "kinds of assets", and never send `gridX`/`gridY` with `connected-components`.
3. `art-asset-plan` generates transparent `assets/art-spritesheet.png` through icon spritesheet generation, using the same registered art-spec resource ID as `referenceId` plus concrete `iconDescriptions`. For the four-category game contract it must also send `sliceLayout: "grid-2x2"`; this is an explicit fixed-slot contract, not a client-side guessed crop.
For a playable Canvas game, do not stop at generation. Make `code-prototype` depend on `art-asset-plan` and consume the persisted `iconImageSrcs` slices for core players, blocks or targets, scene obstacles, and feedback. When the requirement fixes grid slots, require the response `sliceMode` to match the declared `grid` request and exactly `gridX × gridY` slices before registering the local runtime sheet; a connected-components request is instead judged by its own `sliceCount` or by the requirement, and both fewer and extra components fail closed. Treat `art-spec.png` as reference-only. A full-sheet `<img>`, CSS background, path-only mention, guessed equal-grid crop, or code-drawn replacement for core entities is not runtime asset use. If slicing produces `sliceWarning`, keep the complete transparent sheet as a valid editor artifact, but fail the playable game asset gate until real slice files or verified atlas coordinates exist; never invent coordinates or replace the icon-spritesheet route with ordinary image generation.
For a playable Canvas game, do not stop at generation. Make `code-prototype` depend on `art-asset-plan` and consume the persisted `iconImageSrcs` slices for core players, blocks or targets, scene obstacles, and feedback. For the four-category game-chat contract, require response `sliceLayout: "grid-2x2"` and exactly four slices before registering the local runtime sheet; both fewer and extra components fail closed. Treat `art-spec.png` as reference-only. A full-sheet `<img>`, CSS background, path-only mention, guessed equal-grid crop, or code-drawn replacement for core entities is not runtime asset use. If slicing produces `sliceWarning`, keep the complete transparent sheet as a valid editor artifact, but fail the playable game asset gate until real slice files or verified atlas coordinates exist; never invent coordinates or replace the icon-spritesheet route with ordinary image generation.
Never use `assets/ui-prototype.png` as the spritesheet visual-spec reference. UI extraction is outside this canonical DAG.
@@ -617,7 +617,6 @@ class GenarrativeExternalClient:
self,
reference_id: str,
icon_descriptions: list[str],
slice_mode: str,
**fields: Any,
) -> Any:
reference_id = normalize_optional_text(reference_id)
@@ -626,20 +625,6 @@ class GenarrativeExternalClient:
descriptions = [item.strip() for item in icon_descriptions if item.strip()]
if not descriptions:
raise GenarrativeApiError("icon_descriptions must contain at least one non-empty item")
slice_mode = normalize_optional_text(slice_mode)
if slice_mode not in ("connected-components", "grid"):
raise GenarrativeApiError(
"slice_mode must be declared explicitly as 'connected-components' or 'grid'; the API has no default"
)
grid_x = fields.get("gridX")
grid_y = fields.get("gridY")
if slice_mode == "grid":
if grid_x is None or grid_y is None:
raise GenarrativeApiError("slice_mode='grid' requires both gridX and gridY")
elif grid_x is not None or grid_y is not None:
raise GenarrativeApiError(
"slice_mode='connected-components' must not carry gridX/gridY"
)
label = fields.get("assetLabel", "图标图集")
self._apply_canvas_session_fields(fields, label, 1024, 1024)
fields.setdefault("screenColor", "auto")
@@ -650,7 +635,6 @@ class GenarrativeExternalClient:
**fields,
"referenceId": reference_id,
"iconDescriptions": descriptions,
"sliceMode": slice_mode,
},
idempotency_key=idempotency_key,
)
@@ -895,7 +879,6 @@ def _self_test() -> None:
client.generate_icon_spritesheet(
"editor-resource-spec",
["蛇头向上", "蛇身直线", "转角", "尾部", "四类食物"],
"connected-components",
canvasSession=session,
assetLabel="贪吃蛇透明图集",
referenceId="must-not-override-explicit-reference",
@@ -904,7 +887,6 @@ def _self_test() -> None:
assert calls[0]["path"] == "/api/external/v1/editor/icon-spritesheets/generations"
assert calls[0]["body"]["referenceId"] == "editor-resource-spec"
assert calls[0]["body"]["screenColor"] == "auto"
assert calls[0]["body"]["sliceMode"] == "connected-components"
assert calls[0]["body"]["iconDescriptions"][0] == "蛇头向上"
assert calls[1]["path"] == "/api/external/v1/generations/task-operation-demo"
print("self-test ok")
@@ -1,43 +0,0 @@
---
name: spec-driven-development
description: 在 Genarrative 中处理跨模块功能、公开 API/DTO、SpacetimeDB schema、AGC/Runtime 或复杂 UI 状态链路时,按主规范、里程碑规范、单里程碑实现计划和验收证据推进;小型局部修复不触发。
license: MIT
metadata:
codex:
tags: [SDD, 规范驱动开发, 主规范, 里程碑, 验收]
---
# SDD 规范驱动开发
本 skill 把 Genarrative 的复杂任务路由到规范先行、单里程碑交付的工作流。权威规则和模板分别见:
- `docs/【协作规范】规范驱动开发工作流-2026-09-12.md`
- `docs/project-memory/shared-memory/【模板】规范驱动开发主规范与里程碑模板-2026-09-12.md`
## 触发条件
使用本 skill 的任务包括:
- 跨前端、`api-server``platform-*``spacetime-client``spacetime-module``module-*` 的功能。
- `/api/external/v1`、共享 DTO、OpenAPI、SpacetimeDB schema、迁移或跨版本重放合同变化。
- AGC / DirectProject、Agent Runtime、工具白名单、审批、持久化恢复或资源工作流变化。
- 复杂 UI 状态链路、入口/页面生命周期变化,或需要多个独立验收面的功能。
文案、单文件局部修复、无行为变化重构和一次性诊断继续使用轻量流程;执行中一旦触及公开行为或跨模块合同,切换到本 skill。
## 执行要求
1. 检查工作树,读取当前专题、源码、测试、契约和历史决策;写清交付结果、验收判据和不做项。
2. 找到或更新唯一主规范。主规范描述行为合同、边界、非目标、兼容/迁移和证据,不绑定实现细节。
3.`docs/project-memory/plans/` 创建一个或多个 `【里程碑】中文标题-YYYY-MM-DD.md`,填写 `Version``Status``Date``Parent Spec`、范围、依赖和验收标准;评审通过前不写业务代码。
4. 每次只选择一个已评审里程碑,创建对应的 `【实施计划】中文标题-YYYY-MM-DD.md`,明确修改边界、顺序、验证命令、风险和回滚点。
5. 发现行为需要变化时,严格按 `主规范 → 尚未实现的里程碑规范 → 当前实现计划 → 代码与测试` 更新。
6. 完成一个里程碑后,提供主规范/里程碑逐条对照、自动化验证、必要运行时 smoke、边界验证和未验证项;未验收不得推进下一个里程碑。
7. 全部验收通过后,将持久结论合并回主规范,删除已完成的临时计划,并检查文档、契约、测试和提交边界一致。
## 约束
- 里程碑和实现计划是开发期协调文件,完成或取消后删除;阶段编号和临时名称不得进入产品代码、用户文档、测试名称或提交标题。
- 活动计划可以提交以便团队同步,但不得把一次性实现步骤写进长期规范。
- 继续遵守现有 API、SpacetimeDB、AGC、编码和中文文档约束;本 skill 不替代专题门禁。
- 文档任务至少运行 `npm run check:doc-index``npm run check:encoding``git diff --check`;代码任务再运行范围匹配的测试、类型检查、schema/OpenAPI 或运行时 smoke。
+5 -19
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@@ -1,8 +1,8 @@
# Server-side OpenAI-compatible LLM endpoint base URL.
LLM_BASE_URL="https://api.tiantoken.com/v1"
LLM_BASE_URL="https://api.vectorengine.cn/v1"
# Server-side API key used by the local Vite proxy.
# Recommended: set `LLM_API_KEY` locally, or use `TIANTOKEN_API_KEY`
# Recommended: set `LLM_API_KEY` locally, or use `VECTOR_ENGINE_API_KEY`
# through the Rust api-server proxy.
# Legacy compatibility: `VITE_LLM_API_KEY` is still supported by the proxy,
# but it should not be relied on by browser code.
@@ -122,7 +122,7 @@ WECHAT_MINIPROGRAM_MESSAGE_ENCODING_AES_KEY=""
# Model name for chat completions.
VITE_LLM_MODEL="gpt-5.4-mini"
GENARRATIVE_LLM_PROVIDER="openai-compatible"
GENARRATIVE_LLM_BASE_URL="https://api.tiantoken.com/v1"
GENARRATIVE_LLM_BASE_URL="https://api.vectorengine.cn/v1"
GENARRATIVE_LLM_API_KEY=""
GENARRATIVE_LLM_MODEL="gpt-5.4-mini"
@@ -130,15 +130,10 @@ GENARRATIVE_LLM_MODEL="gpt-5.4-mini"
DASHSCOPE_BASE_URL="https://dashscope.aliyuncs.com/api/v1"
DASHSCOPE_API_KEY="YOUR_DASHSCOPE_API_KEY"
# Tiantoken LLM and GPT-image-2 / Gemini image generation config.
TIANTOKEN_BASE_URL="https://api.tiantoken.com"
TIANTOKEN_API_KEY=""
TIANTOKEN_IMAGE_REQUEST_TIMEOUT_MS="1000000"
# VectorEngine is retained for Suno audio generation only.
# VectorEngine LLM and GPT-image-2 / Gemini image generation config.
VECTOR_ENGINE_BASE_URL="https://api.vectorengine.cn"
VECTOR_ENGINE_API_KEY=""
VECTOR_ENGINE_AUDIO_REQUEST_TIMEOUT_MS="180000"
VECTOR_ENGINE_IMAGE_REQUEST_TIMEOUT_MS="1000000"
# ElevenLabs editor sound-effect generation is server-side only.
ELEVENLABS_BASE_URL="https://api.elevenlabs.io"
@@ -158,15 +153,6 @@ ALIYUN_OSS_POST_EXPIRE_SECONDS="600"
ALIYUN_OSS_POST_MAX_SIZE_BYTES="20971520"
ALIYUN_OSS_SUCCESS_ACTION_STATUS="200"
# AGC 项目定时快照上传目标。对象只落在服务端私有前缀
# `agc/project-snapshots/v1/{user}/{project}/` 下,客户端直传票据不覆盖该前缀。
# bucket 与凭据可以与资源 bucket 分离;凭据未设置时回退使用 ALIYUN_OSS_ACCESS_KEY_*
# 但 bucket / endpoint 默认指向 AGC 发行 bucket,需要该凭据具备目标 bucket 的 PutObject 权限。
GENARRATIVE_AGC_PROJECT_SNAPSHOT_OSS_BUCKET="agc-dev"
GENARRATIVE_AGC_PROJECT_SNAPSHOT_OSS_ENDPOINT="oss-rg-china-mainland.aliyuncs.com"
GENARRATIVE_AGC_PROJECT_SNAPSHOT_OSS_ACCESS_KEY_ID=""
GENARRATIVE_AGC_PROJECT_SNAPSHOT_OSS_ACCESS_KEY_SECRET=""
# BgFilter 受限资源 worker。父 api-server / external-generation-worker 与唯一的
# `GENARRATIVE_PROCESS_ROLE=bgfilter-worker` 进程必须使用同一个内部 Token。
# `npm run dev` 与 `npm run dev:api-server` 都会自动带起并验活唯一 worker,不要再开第二个终端重复启动。
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@@ -164,7 +164,6 @@ module.exports = {
'server-rs/target-*',
'apps/desktop-shell/src-tauri/target',
'apps/ai-game-creator-shell/src/features/ui-editor/types/**',
'apps/ai-game-creator-shell/src/features/project-workspace/generated/**',
'target',
'src/main.tsx',
'src/App.tsx',
-3
View File
@@ -23,6 +23,3 @@
*.meta text
*.anim text
*.controller text
# Rust ts-rs 生成的共享契约:保留在仓库中供 TS 消费,但不作为手写源文件统计。
packages/shared/src/contracts/generated/** linguist-generated=true
+54 -358
View File
@@ -7,10 +7,6 @@ on:
pull_request:
workflow_dispatch:
concurrency:
group: project-ci-${{ github.event.pull_request.number || github.ref }}
cancel-in-progress: true
permissions:
contents: read
@@ -31,28 +27,9 @@ env:
RUSTC_WRAPPER: ''
CARGO_BUILD_RUSTC_WRAPPER: ''
# job 声明顺序就是 runner 领取顺序,因此把最长尾的客户端 Rust 门禁排在前面,
# 让它在最少的等待下占用并发槽位;其余 job 按时长递减排列。
#
# 客户端(微信壳 / Expo 移动壳 / Tauri 桌面壳 / AI 游戏创作壳)门禁原先全部串在
# `Native shell tests` 一个 job 里,实测 18 分 37 秒。现在按门禁组拆成一个分组一个 job:
# `Native shell tests`(契约 + H5 / 微信 / 移动 / 桌面壳门禁 + 发布构建 smoke)、
# `AI game creator shell web tests`typecheck + 壳内测试)、`AI game creator shell
# Rust shard 1/4` 到 `4/4`AGC 壳 bin 单测按名单分 4 片)、`AI game creator shell
# Rust smoke`agent-run smoke)与 `AI game creator shell Rust crates`AGC 壳依赖的
# 共享 / 平台 crate 测试)。各自的命令与拆分前逐一对应,本地
# `npm run check:native-shells` 仍是同一条串行序列。
#
# AGC 壳的 bin 单测(2466 条)按名单分 4 片、一片一个 job:片内保持 `--test-threads=1`
# (当年线程并行会互相干扰的是进程内后台锁与异步终态),片与片之间靠 job 级并发摊开。
# 不要改回「一个 job 里多进程并行这几片」:同一容器内它们会争抢共享 HOME、target 与固定
# 临时路径,实测比整套串行还慢。每个分片 job 都会自校验「片并集等于全集且互斥」。
jobs:
# AGC 壳自身的 Rust bin 单测分片,4 片各自独立 job 并发执行、片内仍保持
# `--test-threads=1`。这里不装 npm 依赖:壳 Rust 门禁只用 cargo 与 node 内建模块,
# 也只需要 AGC 壳自己那份锁定依赖。
ai-game-creator-shell-rust-shard-1:
name: AI game creator shell Rust shard 1/4
repository-checks:
name: Repository checks
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
@@ -64,246 +41,76 @@ jobs:
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Prepare AI game creator shell Rust dependencies
- name: Resolve comparison base
shell: bash
run: |
set -euo pipefail
# AGC 壳有独立 Cargo.lock,其 path 依赖已含 platform-llm、platform-agent、
# agent-runtime-core 与 shared-contracts,因此只锁这一份 manifest 就能覆盖壳测试
# 与 smoke 的全部第三方依赖;server-rs 那次预热归 crate 级 job,不在这里重复。
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'AI game creator shell Cargo dependency fetch failed after 5 attempts.' >&2
base_ref="$(node -e '
const fs = require("node:fs");
const event = JSON.parse(fs.readFileSync(process.env.GITHUB_EVENT_PATH, "utf8"));
process.stdout.write(event.pull_request?.base?.sha ?? event.before ?? "");
')"
if [[ -n "${base_ref}" && ! "${base_ref}" =~ ^0+$ ]]; then
git cat-file -e "${base_ref}^{commit}" 2>/dev/null || {
echo "comparison base commit is unavailable: ${base_ref}" >&2
exit 1
fi
sleep $((attempt * 2))
done
}
else
base_ref="$(git merge-base HEAD origin/master 2>/dev/null || git rev-parse HEAD)"
fi
resolved_base_ref="$(git rev-parse --verify "${base_ref}^{commit}" 2>/dev/null || true)"
head_ref="$(git rev-parse HEAD)"
if [[ "${resolved_base_ref}" == "${head_ref}" ]]; then
resolved_base_ref="$(git rev-parse --verify HEAD^ 2>/dev/null || true)"
fi
if [[ -z "${resolved_base_ref}" ]]; then
echo 'comparison base must resolve to a commit distinct from HEAD.' >&2
exit 1
fi
base_ref="${resolved_base_ref}"
if [[ "${GITHUB_EVENT_NAME:-}" == 'pull_request' ]] \
&& ! git merge-base --is-ancestor "${base_ref}" HEAD; then
echo 'pull request head does not contain the latest base commit; update the branch and rerun CI.' >&2
exit 1
fi
echo "SPACETIME_SCHEMA_BASE_REF=${base_ref}" >> "${GITHUB_ENV}"
- name: Run AI game creator shell Rust shard 1/4
run: npm run check:native-shells:agc-rust-shard-1
- name: Install npm dependencies
run: bash scripts/ci-npm-ci-with-retry.sh
ai-game-creator-shell-rust-shard-2:
name: AI game creator shell Rust shard 2/4
- name: Run repository checks
run: npm run check:repository-ci
frontend-tests:
name: Frontend tests
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
- name: Checkout source from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_FETCH_DEPTH: '1'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Prepare AI game creator shell Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'AI game creator shell Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Install npm dependencies
run: bash scripts/ci-npm-ci-with-retry.sh
- name: Run AI game creator shell Rust shard 2/4
run: npm run check:native-shells:agc-rust-shard-2
- name: Run frontend and script tests
run: npm run test
ai-game-creator-shell-rust-shard-3:
name: AI game creator shell Rust shard 3/4
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Run BgFilter worker smoke harness tests
run: npm run bgfilter-worker:smoke-test
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Validate production health patrol behavior
run: npm run check:production-health-patrol
- name: Prepare AI game creator shell Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'AI game creator shell Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Validate production API release behavior
run: npm run check:production-api-release
- name: Run AI game creator shell Rust shard 3/4
run: npm run check:native-shells:agc-rust-shard-3
ai-game-creator-shell-rust-shard-4:
name: AI game creator shell Rust shard 4/4
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Prepare AI game creator shell Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'AI game creator shell Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Run AI game creator shell Rust shard 4/4
run: npm run check:native-shells:agc-rust-shard-4
# agent-run smoke 会 spawn `cargo run`(走壳自己的 manifest),同样不装 npm 依赖,
# 单独一个 job,免得把已经压到 4 分钟级的片 job 拖长。
ai-game-creator-shell-rust-smoke:
name: AI game creator shell Rust smoke
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Prepare AI game creator shell Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'AI game creator shell Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Run AI game creator shell agent-run smoke
run: npm run check:native-shells:agc-rust-smoke
# AGC 壳依赖的共享 / 平台和编辑器插件 crate 各自预热独立 manifest,再运行对应测试。
ai-game-creator-shell-rust-crates:
name: AI game creator shell Rust crates
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Prepare server-rs Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path server-rs/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'server-rs Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Prepare standalone Rust crate dependencies
shell: bash
run: |
set -euo pipefail
# agent-runtime-core / agent-runtime-orchestration 被 server-rs/Cargo.toml 的
# exclude 排除,不参与上面的 workspace 锁文件,因此上面那次锁定 fetch 覆盖不到它们;
# 而 `npm run ai-game-creator-shell:check:rust:crates` 会用
# `cargo test --manifest-path` 单独跑这两个 crate。不在这里预热的话,这两条测试
# 会在测试阶段自己 `Updating crates.io index`crates.io 一抖动整条 job 就红
# (见 #327 / PR #316 run 1950)。
# Cocos 插件也使用独立且未提交的锁文件,一并预热。
# 这些 crate 都没有提交 Cargo.lock,所以这里只能做不带锁标志的 fetch:
# 加锁标志会因为缺少锁文件直接失败。生成的 Cargo.lock 落在两个 crate 目录内,
# 已被各自的 .gitignore 忽略,只留在容器里;随后的测试阶段因此能用锁定版本
# 解析,不再触碰 registry index。
for manifest_path in \
server-rs/crates/agent-runtime-core/Cargo.toml \
server-rs/crates/agent-runtime-orchestration/Cargo.toml \
plugins/agc-cocos-editor/native/cocos-editor-bridge/Cargo.toml; do
for attempt in $(seq 1 5); do
if cargo fetch \
--target x86_64-unknown-linux-gnu \
--manifest-path "${manifest_path}"; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo "standalone crate dependency fetch failed after 5 attempts: ${manifest_path}" >&2
exit 1
fi
sleep $((attempt * 2))
done
done
- name: Prepare Unity plugin Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path plugins/agc-unity-editor/native/unity-editor-bridge/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'Unity plugin Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Run AI game creator shell shared crate gates
run: npm run check:native-shells:agc-rust-crates
- name: Validate production API deploy behavior
run: npm run check:production-api-deploy
backend-tests:
name: Backend tests
@@ -387,8 +194,6 @@ jobs:
- name: Check SpacetimeDB module
run: cargo check --locked -p spacetime-module --manifest-path server-rs/Cargo.toml
# 客户端的壳级与契约门禁:静态契约断言、H5 / 微信 / 移动 / 桌面壳运行时门禁,
# 以及依赖发布产物的构建 smoke。
native-shell-tests:
name: Native shell tests
runs-on: genarrative-ci
@@ -410,6 +215,7 @@ jobs:
run: |
set -euo pipefail
for manifest_path in \
server-rs/Cargo.toml \
apps/desktop-shell/src-tauri/Cargo.toml \
apps/ai-game-creator-shell/src-tauri/Cargo.toml; do
for attempt in $(seq 1 5); do
@@ -426,118 +232,8 @@ jobs:
done
done
- name: Run native shell contract gates
run: npm run check:native-shells:contract
- name: Run native shell gates
run: npm run check:native-shells:shells
- name: Run native shell release build smoke
run: npm run check:native-shells:release
run: npm run check:native-shells
- name: Ensure native lockfiles are unchanged
run: git diff --exit-code -- apps/desktop-shell/src-tauri/Cargo.lock apps/ai-game-creator-shell/src-tauri/Cargo.lock
frontend-tests:
name: Frontend tests
runs-on: genarrative-ci
steps:
- name: Checkout source from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '1'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Install npm dependencies
run: bash scripts/ci-npm-ci-with-retry.sh
- name: Run frontend and script tests
run: npm run test
- name: Run BgFilter worker smoke harness tests
run: npm run bgfilter-worker:smoke-test
- name: Validate production health patrol behavior
run: npm run check:production-health-patrol
- name: Validate production API release behavior
run: npm run check:production-api-release
- name: Validate production API deploy behavior
run: npm run check:production-api-deploy
repository-checks:
name: Repository checks
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Resolve comparison base
shell: bash
run: |
set -euo pipefail
base_ref="$(node -e '
const fs = require("node:fs");
const event = JSON.parse(fs.readFileSync(process.env.GITHUB_EVENT_PATH, "utf8"));
process.stdout.write(event.pull_request?.base?.sha ?? event.before ?? "");
')"
if [[ -n "${base_ref}" && ! "${base_ref}" =~ ^0+$ ]]; then
git cat-file -e "${base_ref}^{commit}" 2>/dev/null || {
echo "comparison base commit is unavailable: ${base_ref}" >&2
exit 1
}
else
base_ref="$(git merge-base HEAD origin/master 2>/dev/null || git rev-parse HEAD)"
fi
resolved_base_ref="$(git rev-parse --verify "${base_ref}^{commit}" 2>/dev/null || true)"
head_ref="$(git rev-parse HEAD)"
if [[ "${resolved_base_ref}" == "${head_ref}" ]]; then
resolved_base_ref="$(git rev-parse --verify HEAD^ 2>/dev/null || true)"
fi
if [[ -z "${resolved_base_ref}" ]]; then
echo 'comparison base must resolve to a commit distinct from HEAD.' >&2
exit 1
fi
base_ref="${resolved_base_ref}"
if [[ "${GITHUB_EVENT_NAME:-}" == 'pull_request' ]] \
&& ! git merge-base --is-ancestor "${base_ref}" HEAD; then
echo 'pull request head does not contain the latest base commit; update the branch and rerun CI.' >&2
exit 1
fi
echo "SPACETIME_SCHEMA_BASE_REF=${base_ref}" >> "${GITHUB_ENV}"
- name: Install npm dependencies
run: bash scripts/ci-npm-ci-with-retry.sh
- name: Run repository checks
run: npm run check:repository-ci
# 客户端的 AI 游戏创作壳前端门禁:typecheck 与壳内测试,不触碰 Cargo。
ai-game-creator-shell-web-tests:
name: AI game creator shell web tests
runs-on: genarrative-ci
steps:
- name: Checkout full history from Gitea
env:
GENARRATIVE_GITEA_FETCH_DEPTH: '0'
GENARRATIVE_GITEA_TOKEN: ${{ github.token }}
run: genarrative-gitea-checkout
- name: Validate preinstalled CI job image and sandbox
run: GENARRATIVE_GITEA_CI_CHECK_RUNTIME=1 bash scripts/check-gitea-ci-job-image.sh
- name: Install npm dependencies
run: bash scripts/ci-npm-ci-with-retry.sh
- name: Run AI game creator shell web gates
run: npm run check:native-shells:agc-web
-12
View File
@@ -40,18 +40,6 @@ temp*build*/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-path/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-resources/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-package.json
/apps/ai-game-creator-shell/src-tauri/resources/plugins/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/bin/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/codex-path/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/codex-resources/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/codex-package.json
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/manifest.json
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/NOTICE.md
/plugins/agc-cocos-editor/native/payload/
/plugins/agc-unity-editor/dotnet/**/bin/
/plugins/agc-unity-editor/dotnet/**/obj/
/plugins/agc-unity-editor/dotnet/publish/
/plugins/agc-unity-editor/dotnet/native-build/
/apps/ai-game-creator-shell/logs/
/apps/ai-game-creator-shell/.llm-drafts/
/apps/ai-game-creator-shell/game-creator.config.local.json
-3
View File
@@ -1,4 +1 @@
# Git 在链接工作树里执行 Hook 时会注入 GIT_DIR 等仓库定位变量,优先级高于 cwd;
# 子进程(npm、lint-staged、测试夹具)会继承它们并写到真实仓库,故在入口统一清除。
unset GIT_DIR GIT_WORK_TREE GIT_INDEX_FILE GIT_COMMON_DIR GIT_PREFIX GIT_CONFIG_PARAMETERS GIT_CEILING_DIRECTORIES
npm run format:staged
-3
View File
@@ -1,4 +1 @@
# Git 在链接工作树里执行 Hook 时会注入 GIT_DIR 等仓库定位变量,优先级高于 cwd;
# 钩子链(npm → check:repository-ci → 测试夹具)会继承它们并写到真实仓库,故在入口统一清除。
unset GIT_DIR GIT_WORK_TREE GIT_INDEX_FILE GIT_COMMON_DIR GIT_PREFIX GIT_CONFIG_PARAMETERS GIT_CEILING_DIRECTORIES
npm run check:pre-push-master -- "$@"
+1 -10
View File
@@ -1,14 +1,5 @@
{
"singleQuote": true,
"semi": true,
"trailingComma": "all",
"overrides": [
{
"files": "packages/shared/src/contracts/generated/**/*.ts",
"options": {
"printWidth": 1000,
"singleQuote": false
}
}
]
"trailingComma": "all"
}
-1
View File
@@ -16,7 +16,6 @@
3. [`docs/project-memory/README.md`](docs/project-memory/README.md)、[`project-overview.md`](docs/project-memory/shared-memory/project-overview.md)、[`team-conventions.md`](docs/project-memory/shared-memory/team-conventions.md)、[`development-workflow.md`](docs/project-memory/shared-memory/development-workflow.md)。
4. 与任务相关的 [`decision-log.md`](docs/project-memory/shared-memory/decision-log.md)、[`pitfalls.md`](docs/project-memory/shared-memory/pitfalls.md)、[`docs/README.md`](docs/README.md) 和当前专题文档。
- 落地工程修改前,先确认是否已有足够具体的 PRD、技术方案或当前融合文档;文档仍存在编码级歧义时,先补文档再编码。
- 跨模块功能、公开 API/DTO、SpacetimeDB schema、AGC/Runtime 或复杂 UI 状态链路必须按 [`docs/【协作规范】规范驱动开发工作流-2026-09-12.md`](docs/【协作规范】规范驱动开发工作流-2026-09-12.md) 先完成主规范、里程碑规范和单里程碑实现计划;评审与验收门禁未通过前不得进入下一里程碑。局部修复、文案和无行为变化重构继续走轻量流程。
- 本仓库的本地 RAG 位于 [`scripts/rag/`](scripts/rag/);RAG 只作为候选上下文,不替代打开源文件核对。默认不安装 RAG 运行时依赖,需要启用时必须先询问用户,并只安装到 gitignored 的 `.rag/runtime/`
## 绝对约束
-16
View File
@@ -172,20 +172,6 @@ _Avoid_: 多步骤向导、完整规则编辑器、拖拽编辑器
Bark Battle 平台作品闭环按契约与领域规则、后端存储/API、最小前端纵切、投影体验、收口验证的顺序推进。
_Avoid_: mock 先行堆积、前后端各自发散、先做排行榜 UI
## 项目开发对话(DirectProject
**项目对话历史**:
AGC 本地项目内 Codex 原始对话条目的持久集合,是聊天展示、工具卡片和线程恢复注入的唯一持久事实源。
_Avoid_: 会话缓存、展示态历史、按 UI 需要另存的对话副本
**运行态事件**:
Thread Manager 向订阅者推送的当前回合原始事件流,只服务运行期间与短期断线恢复,不替代项目对话历史。
_Avoid_: 进度通知、快照轮询、第二套历史
**聊天投影**:
把项目对话历史条目与运行态事件转换成消息气泡和工具卡片的读取期转换;不持久化,也不构成事实源。
_Avoid_: 投影缓存文件、已脱敏卡片库、第二套 reducer
## Relationships
- 一个 **汪汪声浪大作战** 单局包含多个 **有效声浪触发**
@@ -220,5 +206,3 @@ _Avoid_: 投影缓存文件、已脱敏卡片库、第二套 reducer
- “入口闭环”曾可能只指内部 demo 或单个详情 CTA;已解析为 **正式作品入口闭环**,不新增独立专区或活动页。
- “创作编辑”曾可能指多步骤向导或完整编辑器;已解析为 **轻配置编辑流程**,使用单页表单 + 预览卡片完成保存草稿、发布和发布后跳转作品详情。
- “实施顺序”曾可能按 UI 或功能并行发散;已解析为契约/领域规则先行,再做后端存储/API,随后打通最小前端纵切,最后补投影体验与收口验证。
- “回合进度事件”曾同时指 Direct turn update 与 Thread Manager 运行态事件;已解析为 AGC 项目开发对话只保留 **运行态事件**
- “哪些消息可显示”曾可能由后端历史分页判断;已解析为可见性判断属于 **聊天投影**,后端只按原始条目分页,前端负责跳过不可显示条目并推进分页锚点。
@@ -38,7 +38,6 @@ vi.mock('../api/adminApiClient', () => ({
interface MockIntersectionObserverController {
enter: (target: Element) => void;
enterAll: (targets: Element[]) => void;
isObserved: (target: Element) => boolean;
}
@@ -107,25 +106,6 @@ function installIntersectionObserverMock(): MockIntersectionObserverController {
);
});
},
enterAll(targets) {
act(() => {
for (const target of targets) {
const record = observed.get(target);
if (!record) {
throw new Error('目标缩略图尚未进入 IntersectionObserver');
}
record.callback(
[
{
isIntersecting: true,
target,
} as IntersectionObserverEntry,
],
record.observer,
);
}
});
},
isObserved(target) {
return observed.has(target);
},
@@ -773,10 +753,10 @@ test('后台素材查询为大量同时可见的缩略图持续错峰换签', as
const thumbnails = entries.map((entry) =>
thumbnailElementForLabel(entry.label),
);
for (const thumbnail of thumbnails) {
thumbnails.forEach((thumbnail) => {
expect(observer.isObserved(thumbnail)).toBe(true);
}
observer.enterAll(thumbnails);
observer.enter(thumbnail);
});
await act(async () => {
await Promise.resolve();
});
@@ -796,7 +776,7 @@ test('后台素材查询为大量同时可见的缩略图持续错峰换签', as
await vi.advanceTimersByTimeAsync(200);
});
expect(getAdminAssetReadUrl).toHaveBeenCalledTimes(105);
}, 10_000);
});
test('后台素材查询读取更多后为新进入可视区域的素材换签', async () => {
const observer = installIntersectionObserverMock();
-4
View File
@@ -1,4 +0,0 @@
# resources/plugins 由 build.rs 从 plugins/ 复制生成,属于构建产物。
# 它在 dev 监听范围内,重新生成会让 Tauri dev 误判为源码改动而触发
# “构建 -> 监听 -> 再构建”的自触发循环。
resources/plugins/
@@ -2,8 +2,6 @@
"schemaVersion": "game-creator-config.v2",
"agentMode": "codex_app_server",
"llm": {
"customEnabled": false,
"visibleModels": [],
"apiKey": "",
"baseUrl": "https://dev.genarrative.world/gpt/v1",
"model": "gpt-6-astra",
@@ -15,8 +13,11 @@
"autoCompactTokenLimit": 64000,
"toolOutputTokenLimit": 12000,
"requestTimeoutMs": 180000,
"maxRetries": 10,
"maxRetries": 2,
"retryBackoffMs": 500
},
"agentLlm": {}
"agentLlm": {},
"planning": {
"capabilityEnabled": true
}
}
+3 -7
View File
@@ -1,7 +1,7 @@
{
"name": "@genarrative/ai-game-creator-shell",
"private": true,
"version": "0.1.67",
"version": "0.1.12",
"type": "module",
"scripts": {
"dev": "node scripts/start-tauri-dev.mjs",
@@ -19,6 +19,8 @@
"config": "node scripts/game-creator-config-wizard.mjs",
"test:chat": "node scripts/agent-swarm-test-chat.mjs --task \"制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。\" --no-open",
"test:chat:manual": "node scripts/agent-swarm-test-chat.mjs",
"test:plan": "node scripts/agent-swarm-test-chat.mjs --plan --task \"我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。\"",
"test:plan:manual": "node scripts/agent-swarm-test-chat.mjs --plan",
"agent-run": "node scripts/run-cli-with-config.mjs --agent-run",
"agent-run:smoke": "node scripts/smoke-agent-run-local-provider.mjs",
"agent-runtime:real-e2e": "node scripts/agent-runtime-real-e2e.mjs",
@@ -47,7 +49,6 @@
"@tauri-apps/plugin-dialog": "^2.7.2",
"@tauri-apps/plugin-http": "^2.5.9",
"@tauri-apps/plugin-opener": "~2",
"@tauri-apps/plugin-updater": "2.11.0",
"@vitejs/plugin-react": "^5.0.4",
"focus-trap-react": "^12.0.3",
"lexical": "^0.47.0",
@@ -58,10 +59,7 @@
"react-colorful": "^5.8.0",
"react-dom": "^19.0.0",
"react-markdown": "^10.1.0",
"react-window": "^1.8.11",
"rehype-highlight": "^7.0.2",
"remark-gfm": "^4.0.1",
"three": "^0.184.0",
"vite": "^6.2.0",
"zustand": "^5.0.14"
},
@@ -73,8 +71,6 @@
"@testing-library/user-event": "^14.6.1",
"@types/react": "^19.2.14",
"@types/react-dom": "^19.2.3",
"@types/three": "^0.184.1",
"@types/react-window": "^1.8.8",
"tailwindcss": "^4.1.14",
"typescript": "~5.8.2",
"vitest": "^0.34.6"
@@ -676,11 +676,11 @@ async function runSelfTest() {
designFoundationAssetCall?.arguments?.input?.outputPath ===
'assets/ui-prototype.png' &&
designFoundationAssetCall.arguments.input.aspectRatio === '16:9' &&
designFoundationAssetCall.arguments.input.assetKind === 'ui-design' &&
designFoundationAssetCall.arguments.input.assetKind === 'ui-prototype' &&
artAssetPlanAssetCall?.arguments?.input?.outputPath ===
'assets/art-spritesheet.png' &&
artAssetPlanAssetCall.arguments.input.aspectRatio === '1:1' &&
artAssetPlanAssetCall.arguments.input.assetKind === 'icon-spritesheet',
artAssetPlanAssetCall.arguments.input.assetKind === 'art-spritesheet',
'self-test-visual-assets-invalid',
);
@@ -36,6 +36,8 @@ export const ungeneratedGameEntryMarker =
'还没有生成游戏。回到聊天输入创意并确认生成后';
export const defaultRealSwarmTestTask =
'制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。';
export const defaultRealSwarmPlanTask =
'我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。';
export const swarmTurnReportPrefix = '[turn.report] ';
export const swarmTurnReportSchema = 'game-creator-swarm-turn-report.v1';
@@ -70,7 +72,7 @@ const requiredFormalArtifactSpecs = [
{ path: 'game/balance.json', kind: 'json' },
{ path: 'assets/manifest.art.json', kind: 'json' },
{ path: 'assets/manifest.audio.json', kind: 'json' },
{ path: 'game/index.html', kind: 'file' },
{ path: 'game/index.html', kind: 'game-entry' },
{ path: 'exports/README.md', kind: 'file' },
];
const editorImageArtifactSpecs = [
@@ -138,10 +140,15 @@ export const usage = `用法:
--keep-project 保留自动创建的一次性项目
--no-open 手工模式启动预览但不自动打开浏览器
--task <需求> 通过 manual 入口非交互提交自定义需求
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,手工模式默认不限时
--plan 走「做方案」立项策划入口,不做游戏,不做产物验收和试玩
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,--plan 默认 6 分钟,手工模式默认不限时
--dry-run 只检查目录发现和项目准备,不启动 LLM
-h, --help 显示帮助
`;
环境变量:
AGC_PLAN_GDD_DECISION 审批卡自动应答动作,默认 approverevise/reject 必须
同时用 AGC_PLAN_GDD_COMMENT 给出真实修改意见
AGC_PLAN_GDD_COMMENT revise/reject 的意见原文`;
function readOptionValue(args, index, option) {
const value = args[index + 1]?.trim();
@@ -170,6 +177,7 @@ export function parseSwarmTestArguments(args) {
keepProject: false,
openBrowser: true,
task: null,
plan: false,
timeoutMinutes: null,
dryRun: false,
help: false,
@@ -194,6 +202,8 @@ export function parseSwarmTestArguments(args) {
if (task.length > 4_000) throw new Error('--task 不能超过 4000 字符');
options.task = task;
index += 1;
} else if (argument === '--plan') {
options.plan = true;
} else if (argument === '--timeout-minutes') {
if (options.timeoutMinutes !== null) {
throw new Error('--timeout-minutes 只能指定一次');
@@ -212,11 +222,16 @@ export function parseSwarmTestArguments(args) {
}
export function shouldStartPersistentPreview(options) {
return !options.task;
// 立项策划链路只出 GDD,没有可试玩产物,任何模式都不该起预览。
return !options.task && !options.plan;
}
export function resolveSwarmTestTimeoutMs(options) {
const minutes = options.timeoutMinutes ?? (options.task ? 50 : null);
// 立项策划的设计目标是五分钟出方案,给一分钟余量;再久就是卡住了,早失败
// 比让 harness 空等更有用。做游戏那条链路的 50 分钟不变。
const planMinutes = options.plan ? 6 : null;
const minutes =
options.timeoutMinutes ?? planMinutes ?? (options.task ? 50 : null);
return minutes === null ? null : minutes * 60_000;
}
@@ -371,15 +386,7 @@ async function runMissingConfigWizard(setActiveChild, explicitConfigDir) {
}
}
async function secureWindowsPrivateRuntimePath(
targetPath,
options,
secureWindowsPath = null,
) {
if (secureWindowsPath) {
await secureWindowsPath(targetPath, options);
return;
}
async function secureWindowsPrivateRuntimePath(targetPath, options) {
const { secureWindowsGameCreatorPathForCurrentUser } = await import(
'./game-creator-config-wizard.mjs'
);
@@ -391,7 +398,6 @@ async function copyPrivateRuntimeConfigEntry(
runtimeConfigDir,
fileName,
required,
secureWindowsPath = null,
) {
const sourcePath = path.join(sourceConfigDir, fileName);
const sourceMetadata = await lstat(sourcePath).catch((error) => {
@@ -411,11 +417,9 @@ async function copyPrivateRuntimeConfigEntry(
const sourceBytes = await readFile(sourcePath);
const destinationFile = await open(destinationPath, 'wx', 0o600);
try {
await secureWindowsPrivateRuntimePath(
destinationPath,
{ isDirectory: false },
secureWindowsPath,
);
await secureWindowsPrivateRuntimePath(destinationPath, {
isDirectory: false,
});
await destinationFile.writeFile(sourceBytes);
await destinationFile.sync();
} finally {
@@ -448,11 +452,7 @@ async function copyPrivateRuntimeConfigEntry(
return true;
}
export async function prepareSwarmTestRuntimeConfig(
sourceConfigDir,
tempRoot,
{ secureWindowsPath = null } = {},
) {
export async function prepareSwarmTestRuntimeConfig(sourceConfigDir, tempRoot) {
if (!path.isAbsolute(sourceConfigDir)) {
throw new Error('配置来源目录必须是绝对路径');
}
@@ -472,11 +472,9 @@ export async function prepareSwarmTestRuntimeConfig(
);
try {
if (process.platform === 'win32') {
await secureWindowsPrivateRuntimePath(
runtimeConfigDir,
{ isDirectory: true },
secureWindowsPath,
);
await secureWindowsPrivateRuntimePath(runtimeConfigDir, {
isDirectory: true,
});
} else {
await chmod(runtimeConfigDir, 0o700);
}
@@ -494,14 +492,12 @@ export async function prepareSwarmTestRuntimeConfig(
runtimeConfigDir,
configFileName,
true,
secureWindowsPath,
);
await copyPrivateRuntimeConfigEntry(
canonicalSourceConfigDir,
runtimeConfigDir,
localConfigFileName,
false,
secureWindowsPath,
);
return {
path: await realpath(runtimeConfigDir),
@@ -983,12 +979,25 @@ export function swarmAutoPilotShouldCloseInput(output, promptsAfterSubmit) {
return swarmAutoPilotSitsAtPrompt(output) && promptsAfterSubmit >= 1;
}
// GDD 审批位不能等 CLI 退出之后再处理:Run 停在这里时状态是 waiting-for-user-input
// 而 swarm CLI 恰好把这个状态算作「本轮还在跑」,turn 永远不 settleCLI 也就永远
// 不退出。所以审批必须在 CLI 还活着的时候并发做完,让 Run 自己继续跑到收束。
// 这一句是 PlanGddCompletionBlockerKind::AwaitingApprovalDecision 专有的投影文案,
// 另外三个 blocked 子状态都不会打出它;即便认错了,真正的判据也是随后那次
// --plan-gdd-status,没有待决定审批时不会有任何写入。
const planGddApprovalWaitPattern = /等待 Fast GDD 审批决定/u;
export function swarmOutputAwaitsPlanGddApproval(line) {
return planGddApprovalWaitPattern.test(line);
}
async function runTaskCargo(
cliArguments,
task,
setActiveChild,
timeoutMs,
autoPilot = false,
onPlanGddApprovalWait = null,
) {
const child = spawnChild(cargoCommand, buildCargoCliArguments(cliArguments), {
stdio: ['pipe', 'pipe', 'inherit'],
@@ -1000,6 +1009,25 @@ async function runTaskCargo(
let taskSubmitted = false;
let promptsSeen = 0;
let sittingAtPrompt = false;
let planGddApproval = null;
let planGddApprovalError = null;
let planGddApprovalStarted = false;
let planGddApprovalPromise = null;
const startPlanGddApproval = () => {
planGddApprovalStarted = true;
console.log(
`[自动审批] 检测到 Fast GDD 审批位,正在提交 ${resolvePlanGddAutoDecision().action}`,
);
planGddApprovalPromise = onPlanGddApprovalWait()
.then((value) => {
planGddApproval = value;
})
.catch((error) => {
planGddApprovalError = error;
// 审批没成的话 Run 会一直停在等待位,干等到超时只会把真正的原因埋掉。
void terminateChildTree(child).catch(() => {});
});
};
child.stdout.setEncoding('utf8');
child.stdout.on('data', (chunk) => {
process.stdout.write(chunk);
@@ -1012,6 +1040,13 @@ async function runTaskCargo(
reportLines.push(normalizedLine);
settled = true;
}
if (
onPlanGddApprovalWait &&
!planGddApprovalStarted &&
swarmOutputAwaitsPlanGddApproval(normalizedLine)
) {
startPlanGddApproval();
}
}
if (!autoPilot || child.stdin.writableEnded) return;
const atPrompt = swarmAutoPilotSitsAtPrompt(pendingLine);
@@ -1050,9 +1085,12 @@ async function runTaskCargo(
if (normalizedPendingLine.startsWith(swarmTurnReportPrefix)) {
reportLines.push(normalizedPendingLine);
}
await planGddApprovalPromise;
if (planGddApprovalError) throw planGddApprovalError;
return {
...result,
turnReportOutput: reportLines.join('\n'),
planGddApproval,
};
} finally {
setActiveChild(null);
@@ -1742,6 +1780,196 @@ export async function validateSwarmProjectArtifacts(projectPath, options) {
return inspection;
}
// 这四条路径的权威定义都在 Rust 侧 `planning_storage.rs``PLAN_SESSION_PATH`、
// `PLAN_GDD_INDEX_PATH`、`PLAN_STORAGE_ROOT`、`PLAN_FAST_GDD_PATH`)。跨语言没有共享
// 常量的通道,改路径时要连同 `GddApprovalCard.tsx` 一起动。
export const planningOutputPaths = [
'.agent/planning/session.json',
'.agent/planning/index.json',
'.agent/planning/pending.json',
'game/fast_gdd.md',
];
export async function inspectPlanningOutputs(projectPath) {
const outputs = [];
for (const relativePath of planningOutputPaths) {
const absolutePath = path.join(projectPath, ...relativePath.split('/'));
const metadata = await lstat(absolutePath).catch((error) => {
if (error?.code === 'ENOENT') return null;
throw error;
});
outputs.push({
path: relativePath,
exists: Boolean(metadata?.isFile()),
bytes: metadata?.isFile() ? metadata.size : 0,
});
}
return outputs;
}
async function reportPlanningOutputs(projectPath) {
const outputs = await inspectPlanningOutputs(projectPath);
console.log('\n立项策划产物:');
for (const output of outputs) {
console.log(
output.exists
? ` [有] ${output.path}${output.bytes} 字节)`
: ` [无] ${output.path}`,
);
}
}
const planGddApprovalTimeoutMs = 60_000;
export const planGddStatusOutputPrefix = 'planGddStateJson=';
export const planGddDecisionOutputPrefix = 'planGddDecisionJson=';
function parsePrefixedJsonLine(output, prefix, label) {
const line = output
.split('\n')
.map((value) => (value.endsWith('\r') ? value.slice(0, -1) : value))
.find((value) => value.startsWith(prefix));
if (!line) throw new Error(`${label}缺少 ${prefix} 输出`);
try {
return JSON.parse(line.slice(prefix.length));
} catch (error) {
throw new Error(`解析${label}失败:${error.message}`);
}
}
export function parsePlanGddStatusOutput(output) {
return parsePrefixedJsonLine(
output,
planGddStatusOutputPrefix,
'Fast GDD 审批状态',
);
}
export function parsePlanGddDecisionOutput(output) {
return parsePrefixedJsonLine(
output,
planGddDecisionOutputPrefix,
'Fast GDD 审批回执',
);
}
// 审批卡是这条链路唯一的人类判据,所以自动应答默认只投 approve,且只在投影确实有
// 一张待决定审批时出手。revise/reject 需要一段真实的修改意见,让机器编一段等于把
// 判据换成噪声——所以那两条分支只在跑的人自己用 AGC_PLAN_GDD_COMMENT 给出意见时
// 才走。手工调 --plan-gdd-decide 也能达到同样效果,但那要求 plan 根 run 仍然活着,
// 而它恰好是本进程持有的 CLI 子进程。
export function planGddAutoApprovalIsPending(state) {
return Boolean(state?.pendingApproval);
}
export function resolvePlanGddAutoDecision(env = process.env) {
const action = (env.AGC_PLAN_GDD_DECISION ?? 'approve').trim();
if (!['approve', 'revise', 'reject'].includes(action)) {
throw new Error('AGC_PLAN_GDD_DECISION 只能是 approve / revise / reject');
}
const comment = (env.AGC_PLAN_GDD_COMMENT ?? '').trim();
if (action === 'approve') return { action, comment: null };
if (!comment) {
throw new Error(
`${action} 必须同时设 AGC_PLAN_GDD_COMMENT 提供真实修改意见`,
);
}
return { action, comment };
}
async function settlePlanGddApproval(
projectPath,
runtimeConfigPath,
setActiveChild,
) {
const readStatus = async () => {
const result = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--plan-gdd-status', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批状态查询',
},
);
if (result.code !== 0 || result.signal) {
throw new Error(
`读取 Fast GDD 审批状态失败:${result.stderr.trim() || result.stdout.trim()}`,
);
}
return parsePlanGddStatusOutput(result.stdout);
};
const before = await readStatus();
if (!planGddAutoApprovalIsPending(before)) {
return { decided: false, state: before };
}
const { action, comment } = resolvePlanGddAutoDecision();
const decision = await runCapturedCargo(
[
'--config-dir',
runtimeConfigPath,
'--plan-gdd-decide',
projectPath,
action,
...(comment === null ? [] : ['--stdin']),
],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批决定',
stdin: comment,
},
);
if (decision.code !== 0 || decision.signal) {
throw new Error(
`提交 Fast GDD 审批决定失败:${decision.stderr.trim() || decision.stdout.trim()}`,
);
}
const receipt = parsePlanGddDecisionOutput(decision.stdout);
// 回执落盘和唤醒后台任务是两件事:decide 命令把唤醒失败降级成 recoveryPending
// 于是审批已经生效、Run 却仍停在 waiting-for-user-input。实测就是这样——只有
// 补一次 --agent-resume 才会重新起 turn。这是仓库自己给这个状态定义的恢复动作。
let recovered = false;
if (receipt.recoveryPending) {
const resume = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--agent-resume', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批后恢复后台任务',
},
);
if (resume.code !== 0 || resume.signal) {
throw new Error(
`审批已提交但恢复后台任务失败:${resume.stderr.trim() || resume.stdout.trim()}`,
);
}
recovered = true;
}
return { decided: true, receipt, recovered, state: await readStatus() };
}
async function reportPlanGddApproval(approval) {
const { state } = approval;
console.log('\nFast GDD 审批:');
if (!approval.decided) {
console.log(` [无待决定审批] 当前投影状态=${state.state}`);
return;
}
console.log(
` [已决定 ${approval.receipt.decisionRef.action}] outcome=${approval.receipt.outcome} v${approval.receipt.decisionRef.version} 投影状态=${state.state}`,
);
if (approval.recovered) {
console.log(
' [已恢复] 审批回执的 recoveryPending 由一次 --agent-resume 收口',
);
}
if (state.session) {
console.log(
` 澄清轮次=${state.session.clarificationRound} 返工深度=${state.session.repairDepth} phase=${state.session.phase}`,
);
}
}
export async function hasConfiguredEditorApiKey(configDir) {
let configured = false;
for (const fileName of [configFileName, localConfigFileName]) {
@@ -1894,7 +2122,13 @@ export async function runSwarmTestChat(options) {
const setActiveChild = (child) => {
activeChild = child;
};
// GDD 审批要和 swarm CLI 并发跑,两者不能共用 activeChild 这一个槽位:审批子进程
// 结束时的 setActiveChild(null) 会把 CLI 从槽里抹掉,Ctrl-C 就杀不到它了。
const concurrentChildren = new Set();
const setConcurrentChild = (child) => {
if (child) concurrentChildren.add(child);
else concurrentChildren.clear();
};
const stopRequested = () => receivedSignal !== null;
const handleSignal = (signal) => {
const repeatedSignal = receivedSignal !== null;
@@ -1972,10 +2206,11 @@ export async function runSwarmTestChat(options) {
);
}
console.log('LLM 配置已就绪。');
const requirementNoun = options.plan ? '立项策划需求' : '游戏需求';
console.log(
options.task
? '已提交一条非交互游戏需求,正在等待 Swarm 自主完成。\n'
: '输入一条游戏需求并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n',
? `已提交一条非交互${requirementNoun},正在等待 Swarm 自主完成。\n`
: `输入一条${requirementNoun}并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n`,
);
phase = 'chat';
@@ -1985,7 +2220,8 @@ export async function runSwarmTestChat(options) {
runtimeConfig.path,
'--swarm-chat',
'--init',
'--autonomous-game-build',
// 做方案链路只能跑 standard 档,后端对 plan + autonomous 是硬否决。
options.plan ? '--plan' : '--autonomous-game-build',
project.path,
];
let chat;
@@ -1998,6 +2234,15 @@ export async function runSwarmTestChat(options) {
timeoutDeadline === null
? null
: Math.max(1, timeoutDeadline - Date.now()),
options.plan,
options.plan
? () =>
settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
)
: null,
)
: await runInteractiveCargo(chatArguments, setActiveChild);
} catch (error) {
@@ -2013,6 +2258,32 @@ export async function runSwarmTestChat(options) {
if (options.task) {
turnReport = parseSettledSwarmTurnReport(chat.turnReportOutput);
}
if (options.plan) {
// 立项策划不出游戏产物,正式验收在 GDD 审批卡上;这里只报告落盘情况,
// 是否收束已经由 CLI 的退出码判过了。
// 自动任务档的审批已经在 CLI 运行期间并发做完了;手工档(人自己敲 Ctrl+D
// 退出)没有那次触发,退出后补一次,没有待决定审批时它是只读的。
phase = 'plan-approval';
const approval =
chat.planGddApproval ??
(await settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
));
if (receivedSignal) break session;
phase = 'plan-report';
await reportPlanGddApproval(approval);
await reportPlanningOutputs(project.path);
phase = 'complete';
console.log(
approval.decided
? '\n立项策划链路已收束:Fast GDD 已批准,策划产物见上方清单。'
: '\n立项策划链路已收束:Run 正常结束但没有待决定审批,策划产物见上方清单。',
);
break session;
}
phase = 'artifact-validation';
const requireEditorImages = await hasConfiguredEditorApiKey(
runtimeConfig.path,
);
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,24 +0,0 @@
/** 默认桌面能力;显式 feature 参数优先,不把应用参数当 Cargo 参数。 */
export function withDefaultCargoFeatures(argv, features) {
const separator = argv.indexOf('--');
const cargoArgs = separator < 0 ? argv : argv.slice(0, separator);
if (
!features.length ||
cargoArgs.some(
(value) =>
value === '--features' ||
value === '-f' ||
value.startsWith('--features=') ||
/^-f.+/u.test(value),
)
) {
return argv;
}
return [`--features=${features.join(',')}`, ...argv];
}
export function defaultEditorFeatures(target) {
return target === 'win32' || target.includes('windows')
? ['cocos-editor-execute', 'unity-editor-execute']
: [];
}

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