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Author SHA1 Message Date
suzmii cb76aadb48 AGC 输入区三处观感修复:AI 润色归位、@ 面板筛选条单行、引用 chip 原子化
Project CI / Repository checks (pull_request) Failing after 15s
Project CI / Backend tests (pull_request) Failing after 15s
Project CI / Frontend tests (pull_request) Successful in 3m5s
Project CI / Native shell tests (pull_request) Successful in 18m26s
- styles.css:把 direct-codex composer 下广播式的 `.project-supervisor-composer button` 规则
  收窄到 `.project-supervisor-submit-button`(含 svg 那条与 media query 里那条),
  并给 `.resource-reference-input-actions` 补 `grid-column: 1 / -1` 让输入区操作排独占一行
- styles.css:`.resource-reference-input-actions` / `.resource-reference-input-at` 撤掉绝对定位,
  操作排回到网格文档流,与输入框右下角对齐,不再浮在文本区中间
- styles.css:`.resource-reference-input-polish` 与 `.resource-reference-input-restore` 并入
  `@` 按钮同一条尺寸规则(28px 方钮、8px 圆角、同 hover/disabled 观感)
- styles.css:输入区状态行(润色中/润色失败)改为与应用排同一行,不再单独占一行顶高 22.8px
- styles.css:direct-codex 输入框 padding 收为 `12px 15px 6px`,窄屏 `10px 12px 6px`
- styles.css:`.resource-reference-chip` 的 `×` 删除按钮不再被 broadcast 规则摘出 chip
- PlatformSegmentedTabs.tsx:分段页签 item 加 `whitespace-nowrap`,中文不再逐字竖排
- packages/shared/styles.css:补 `.scrollbar-hide` 实现(该类名一直被 `layout="scroll"` 引用但仓库未定义)
- ResourceReferenceNode.tsx:`getTextContent()` 改为单个 U+FFFC 占位符并显式实现
  `getTextContentSize()`,引用成为真正的原子内联节点(1 个引用 = 1 个字符)
- tests/resourceReferenceInput.test.tsx:新增「1 个引用 = 1 个字符」与「chip 自带删除、一次删净」两条断言
- tests/appSurface/project-development.suite.ts:把 composer 按钮样式断言收窄到提交按钮,
  并新增一条反向断言,钉住「广播到 composer 下所有 button」的规则不再出现
2026-09-10 19:05:57 +08:00
suzmii c20e28bed0 修正 AGC 快速编辑 4xx 失败原因取值:优先 details.message 并附 provider 与素材类型上下文
- `editor_api_rejection_reason` 取值顺序改为 `error.details.message` → `details.message` → `error.message` → `error` 文本 → 顶层 `message`
- 平台把所有 4xx 兜底成「请求参数不合法」,真实原因写在 `details.message`,原实现只读 `error.message` 导致用户永远看不到原因
- `details` 有值时附带 `provider`,并透出 `assetKind` / `mediaType`,非 BAD_REQUEST 的稳定错误码照旧透出
- 抽出同步函数 `editor_api_rejection_reason_from_body` 并补定向用例,钉住取值顺序、截断与兜底行为
2026-09-10 19:01:09 +08:00
suzmii 8c74e5f97c 修正 AGC 图片快速编辑的 400 判据测试:补 art-spritesheet / ui 正向用例并钉住请求级链路
- 服务端白名单用例改为按静态图集合断言,新增 `art-spritesheet` / `ui` / `ui-prototype` / `game-art` / `game-background` / `art-spritesheet-slice` 正向用例
- 保留 `future-kind` / `video` / `audio` / `image-sequence` / `character-animation` / `document` / `code` 负向用例,并补 mediaType AND 门用例
- 新增请求级回归用例 `game_creator_client_quick_edit_accepts_local_manifest_static_image_kinds`,按 AGC 客户端真实请求体(source 已改写为 ai-game-creator-client)覆盖放行与拒绝两侧
- 新增 `game_creator_client_source_is_recognized_as_game_creator_resource_editor`,把 source 别名与队列 consumer 判定钉在同口径
- 修正 icon 相关旧断言:`icon` 已是共享契约静态图类型,改断言 non-static 媒体仍被拒
2026-09-10 19:01:04 +08:00
suzmii 9e59abde53 修复 AGC 图片快速编辑被平台 400 拒绝:来源类型表改为与共享契约对齐的静态图集合
- `ensure_editor_image_edit_source_kind_allowed` 的白名单换成静态图类型表 `EDITOR_IMAGE_EDIT_STATIC_IMAGE_ASSET_KINDS`(canonical 静态图类型 + 合法 legacy 类型)
- 保留 `mediaType == image` 的 AND 门,视频 / 音频 / 序列帧等非静态媒体照旧拒绝
- 覆盖实测被拒的 `art-spritesheet` / `ui`,以及 canonical 映射输入域 `art-spritesheet-slice` / `ui-prototype` / `game-art` / `game-background` / `character-art` / `illustration`
2026-09-10 19:00:52 +08:00
suzmii 6a11032084 修复 AGC 图片快速编辑被平台 400 拒绝:服务端认 ai-game-creator-client 来源别名
- `is_game_creator_resource_editor_generation` 增加 `GAME_CREATOR_CLIENT_GENERATION_SOURCE` 别名,与 `from_job` 的队列 consumer 判定同口径
- AGC 客户端发送前会把 `generationInputs.source` 改写成 `ai-game-creator-client`,原来只认 `game-creator-resource-editor`,导致该分支对真实请求永远不生效
2026-09-10 19:00:44 +08:00
suzmii 7d0f5c68fe 快速编辑浮层样式照搬美术画布:逐条搬真实规则,补回共享组件的 Tailwind 来源
- resourceCanvasChrome.css:删掉手写的近似样式,从网页端 src/index.css 逐条搬入 AGC 实际用到的 image-canvas-editor__* 规则——生成 composer 基座(grid 布局、42rem 宽、1.45rem 圆角、双阴影)、generation-prompt(--auto-grow-editor-* 变量 + 聚焦态)、composer-footer 五列网格(修掉底部一行挤在一起、对齐混乱)、option-cluster / option-popover-anchor 及其 --dimensions / --model 变体、option-popover 与它的 sections / section / title / items / items--card / items--model、option-popover-choice 及 --ratio / --model 与 aria-pressed 选中态、ratio-wireframe 六个比例线框、option-selected-check、mud-point-inline、generation-submit 三态、quick-edit-panel / --quick-edit / quick-edit-footer / quick-edit-prompt / quick-edit-submit 这一组面板专属覆盖。
- resourceCanvasChrome.css:补入提示词输入框依赖的 auto-grow-text-area 一族规则(外层尺寸变量、content 内边距、placeholder、viewport 与 OverlayScrollbars 竖条),原来只给了裸边框和 padding,所以输入框看着很素。
- resourceCanvasChrome.css:保留/新增的宿主规则只有美术画布没有的那几项——工具条与面板的层级、锚点 transform、窄屏宽度;面板的 overflow 由 auto 改成 visible,因为 AGC 的下拉弹层是就地渲染、没有 portal,滚动容器会把它裁掉。
- styles.css:新增 @source 指向 src/components/image-editor 与 src/components/common。这两个目录不在 AGC app 根下,Tailwind 自动探测扫不到,组件自带的工具类(h-3 / rounded-full / inline-flex / text-slate-700 …)在 AGC 里根本没生成,是「样式和美术画布对不齐」的另一半根因。
- 选中工具条上一轮已按真实规则改好的部分原样保留,未回退。
2026-09-10 18:59:33 +08:00
suzmii f49ff61ddc 资源画布浮层接上美术画布的关闭时机:空白/Esc 清焦点,快速编辑点外部即收
- 新增 resourceCanvasFocusModel:把「这次 pointerdown 要不要清画布焦点」「快速编辑浮层是否接管点外部关闭」「宿主 Escape 是否归资源画布」抽成纯判据,逐条对齐美术画布 clearCanvasFocus() / closeTransientEditorPanels() / clearCanvasSelection()。
- index.tsx 画布空白左键 pointerdown 调 clearResourceCanvasFocus():清空选中(选中工具条随之收起)并关闭快速编辑浮层,与美术画布 useImageCanvasStageInteractions 的空白分支一致;中键/空格平移分支不清,避免平移顺手丢选中。
- 快速编辑浮层复用共享 hook useImageCanvasFloatingOptionDismiss:document 上接管 click 与 Escape,点整个资源画布以外即关,点边界内(含模型/比例下拉 .image-canvas-editor__portal-menu)保留;宿主弹窗(资源面板/生成素材/分类与标签/重命名/恢复队列)开着时不接管,避免清掉资源面板共用的多选。
- 选中工具条补 window 级 Escape:与美术画布 clearCanvasSelection() 同口径清空选中;下拉弹层打开时共享 hook 在 document 上截断,浮层优先收内层。
- 生成为中的快速编辑面板不关(status === 'generating'),保留「修改中」状态与失败重试入口。
- 新增定向测试:交互目标判据、生成中不关、宿主弹窗让位、点边界外关闭、Esc 两态关闭、只有工具条时点外部不清选中、模型/比例下拉点外部与 Esc 关闭。
2026-09-10 18:58:15 +08:00
suzmii 8f96b05f6e 资源画布工具条接回下载按钮:走资源面板同一条真链路并收紧放行判据
- index.tsx 把资源面板的保存流程抽成共用 saveProjectResourcesToDisk(原生保存对话框 + save_local_project_asset_file),资源面板改为委派调用,不再有第二份保存实现

- index.tsx 工具条 onDownloadLayer 由空回调改为调用该共用 handler,回执写进 resourceWorkbenchNotice;不可导出的资源仍直接返回

- resourceCanvasToolbarModel.ts 把 download 加回 supportedActions,判据是 isResourceCanvasExportable(拿不到本地文件路径就不渲染),不按媒体类型放行

- resourceCanvasToolbarModel.test.ts 期望值随判据重算为 [quick-edit, download] 或 [download],并补 download 放行与拒绝两侧用例(空 path、虚拟版本条目)

- project-development.suite.ts 音频工具条按钮集合断言更新为 [分类与标签, 重命名, 下载按钮],并新增两条真链路断言:工具条下载打到 save_local_project_asset_file、资源面板下载仍打到同一命令

- appSurface.test.ts 在入口文件 mock 原生对话框,只替代用户选择目标路径这一步;放别处注册会晚于真实模块实例化
2026-09-10 18:05:15 +08:00
suzmii 93ddb841cd 抽出资源落盘判据 isResourceCanvasExportable,资源面板与工具条共用一条口径
- resourceCanvasAssetTransferModel.ts 新增 isResourceCanvasExportable:只有拿得到可落盘本地文件路径的资源(version 为空且 path 非空)才允许保存

- resolveResourceCanvasPanelEntries 的 downloadable 改为调用该判据,去掉内联的同一段表达式

- 纯重构,资源面板行为不变;目的是让画布工具条的下载放行判据与资源面板使用同一个权威口径,不再写第二份
2026-09-10 18:05:02 +08:00
suzmii c9413fae0c 补资源画布工具条动作模型定向测试,把放行判据钉在测试里
- 新增 tests/resourceCanvasToolbarModel.test.ts:直接覆盖 resolveResourceCanvasToolbarActions,此前该模型零直接覆盖

- 逐条钉住当前真实接通的动作集合:栅格图片与角色资源只放行 quick-edit,音频/视频不再放行 redraw,角色资源不再放行 character-animation

- 覆盖派生门禁:未登记 manifest 资产且无已完成任务产物背书不放行、只认已完成任务的栅格产物、非栅格图片不放行

- 判据出处为 docs/project-memory/shared-memory/pitfalls.md 的「渲染出来的动作必须真的能跑通」
2026-09-10 17:53:25 +08:00
suzmii ecca7050b5 音频资源工具条断言改判据:不再要求渲染空回调的改造按钮
- project-development.suite.ts 的音频工具条断言由「必须存在改造按钮」改为「不得存在改造按钮」+「按钮集合精确等于分类与标签、重命名」

- fed17ea08 已按共享记忆 pitfalls.md 的判据(渲染出来的动作必须真的能跑通)把 redraw 与 character-animation 移出 supportedActions,音频分支只剩宿主编排层真实接通的分类与标签、重命名,原断言断言的是被该提交推翻的旧合同

- 新断言比旧断言更严:除钉住音频分支仍在渲染,还钉住整条工具条的按钮集合,避免再出现点了没反应的假按钮
2026-09-10 17:53:15 +08:00
suzmii 7fe1fd9b64 Merge branch 'feat/agc-v3-canvas-generation-entry' into feat/agc-canvas-resource-workbench-v3 2026-09-10 17:40:49 +08:00
suzmii 94fc4c6779 Merge branch 'feat/agc-v3-c7-version-switch' into feat/agc-canvas-resource-workbench-v3 2026-09-10 17:40:46 +08:00
suzmii 994209fc33 Merge branch 'feat/agc-canvas-art-editor-port' into feat/agc-canvas-resource-workbench-v3 2026-09-10 17:40:43 +08:00
suzmii fed17ea08c 工具条只渲染真实接通的动作,去掉两个点了没反应的按钮
- resolveResourceCanvasToolbarActions 不再把 redraw 与 character-animation 放进支持集合:这两个动作在宿主编排层仍是空回调,放进去会让工具条渲染出点了没反应的按钮
- 判据收敛为一条:放进来就必须真能跑通,当前真实接通的只有快速编辑(normalize → derive(editKind='image-reference'))
- 补注释写明接上真实链路后再放回来
2026-09-10 17:39:17 +08:00
suzmii 9ce31f905e 沉淀 AGC 画布现状与取数约束到共享记忆
- pitfalls.md 追加「AGC 走不了网页端 /api/editor 的取数链」:Tauri asset 协议 + CSP connect-src 未放行平台域名,且 dev 的 vite /api 代理会造成「能跑」假象
- pitfalls.md 追加「ImageCanvasStageView 是硬组合容器」:132 props(57 数据 + 75 回调)、无条件渲染 8 个子视图、83/132 需宿主伪造编辑器状态,且不透传 supportedActions
- pitfalls.md 追加「AGC 资源画布真正自制的交互面」:resourceBookViewport.ts、resourceCanvasLayoutModel.ts 的 fit/normalize、index.tsx 3656-4090 指针段,并记录两条平移路径守卫不一致与右键菜单、chrome 样式缺口
- pitfalls.md 追加「资源画布工具条改造/角色动画按钮点了没反应」:空回调仍留在 supportedActions 里,按钮渲染但无人接
2026-09-10 16:50:02 +08:00
suzmii 746b96e71d 资源编辑 400 同时透出平台错误码
- editor_api_rejection_reason 额外读取响应体 error.code,过滤掉等价于通用文案的 BAD_REQUEST 后拼成「原因|错误码 CODE」
- 背景:http_error.rs 把所有 4xx 兜底为同一条「请求参数不合法」,只透 message 会丢掉唯一可用于定位的信息
2026-09-10 16:45:29 +08:00
suzmii 6496601d12 资源画布接入生成素材入口并打通无源新建链路
- index.tsx 只做导入、一个生成入口按钮、一处浮层渲染与提交回调;无 invoke 桥或项目未就绪时入口不渲染
- 提交走 derive_local_project_resource 的 create 模式:sourceResourceId 为 create:<operationId>,sourceAssetId / sourcePath / sourceSubtype / producerTaskId / sourceVersionId 全为 null
- 产出后经 pendingResourceFocusRef 定位并选中新素材卡,并写入生成资源已保存提示
- projectResourceLiveIntegration 补入口可见性、create 入参、重试复用 operationId 与新卡定位 2 条用例
- 实施计划文档补 C3 生成入口口径、图片无源生成未完成项与本轮验证数字
2026-09-10 16:37:52 +08:00
suzmii 0035d16efa AGC 资源画布新增生成素材浮层与生成入口模型
- 新增 resourceCanvasGenerationModel:按本地契约锁定无源生成放行的视频 / 音效 / 背景音乐三类,提供 create:<operationId> 源标识、入口渲染门禁与请求身份工厂
- 新增 ResourceCanvasGenerationPanelView:独立浮层面板承载类型选择、草稿与失败重试,失败后锁定原请求并复用同一 operationId / idempotencyKey
- 浮层只呈现三类真实可用类型,不出现图片专属的模型 / 比例 / 尺寸 / 像素艺术与泥点价
- resourceCanvasChrome.css 补浮层宿主样式
- 新增 resourceCanvasGenerationEntry 定向测试 6 条
2026-09-10 16:37:39 +08:00
suzmii 56c6e0fecc 修复工具条折行与资源编辑 400 的错误盲区
- resourceCanvasChrome.css:移除我自行添加的 max-width 与 flex-wrap: wrap,按网页端美术画布原始规则改回单行不换行(容器 nowrap + 溢出横向兜底),按钮统一 2.25rem 方块与 0.45rem 圆角,文字键 padding 改回 0 0.62rem,分隔线改回 1.125rem,消除动作变多时折叠成多层与按钮高矮不齐
- resource_editor.rs:新增 editor_api_rejection_reason,在 HTTP 400 分支把服务端响应体的可读原因(兼容 error.message / error 字符串 / details.message / 顶层 message,截断 200 字符)拼进用户可见错误,替换原先只有状态码的笼统提示
2026-09-10 16:33:13 +08:00
suzmii f09f5f9e9c 补齐 AGC V3 收口阶段的决策记录
- decision-log 新增两条 2026-09-10 决策:资源画布基础能力收口(撤销重做只作用于卡片布局、独立资源面板、上传走 upload_local_asset、下载改为显式保存链路 save_local_project_asset_file + dialog:allow-save)
- decision-log 新增:运行模块版本切换(版本状态唯一一份放在 WorkspaceLauncherShell、运行模块右上角 GameRunVersionPicker、切换只重载预览不做运行时资源重映射)、参考图弹窗与共享筛选条、标签库纯派生口径、素材重命名前端接线
- 同步修正上文"重命名只落 Rust 侧"的已知中间状态:前端调用方已落地,该中间状态结束
2026-09-10 16:05:01 +08:00
suzmii f2f8a9af72 合并 WP4 资源面板与撤销重做:保留 C7 版本入口与资源面板接线
- project.rs 冲突:同时保留 mod asset_export(WS-B 下载命令)与 mod asset_rename(WS-D 重命名命令),丢弃已在 WS-A 退役的 asset_usage
- index.tsx 冲突:同时保留 GameRunVersionPicker(C7 版本入口)与资源面板/历史模型导入(WP4)
2026-09-10 15:57:42 +08:00
suzmii 422a71d321 资源画布新增独立资源面板:预览/上传/下载/多选(WP4)
新增 features/resource-canvas/resourceCanvasAssetTransferModel:面板网格模型、选中集合解析、默认导出文件名、上传白名单(纯函数)

新增 features/resource-canvas/ResourceCanvasPanelView:独立浮层面板承载预览网格/上传/下载/全选/清空,选中状态直接读写画布同一份 selectedResourceIds,不造第二套选择

下载改为显式保存链路:前端 @tauri-apps/plugin-dialog save() 取目标路径,再调新命令 save_local_project_asset_file 复制素材文件,避免依赖不可靠的 <a download>

Rust 新增 project/asset_export.rs 与命令 save_local_project_asset_file:校验项目根与相对路径、源必须是真实普通文件(拒绝符号链接与目录)、目标路径非空且父目录存在、分块流式复制不进整文件内存,返回目标路径与字节数

Rust 单测覆盖成功复制(内容一致 + byteLen + 源不变)、缺失源拒绝、目录源拒绝、空目标与父目录缺失拒绝、目标为目录拒绝

上传复用现役 upload_local_asset(落 assets/uploads 并登记 manifest 条目)后回读 manifest 刷新,只接受图片/音频/视频

capabilities/main.json 增加 dialog:allow-save;资源画布 chrome 样式补资源面板一套;index.tsx 只做导入/一处按钮/一处渲染/状态透传
2026-09-10 15:56:10 +08:00
agent 00963c5f67 同步 AGC V3 版本切换、参考图弹窗、标签库与素材重命名 UI 的功能文档
- 实施计划追加 2026-09-11 条目:标签库派生口径、共享筛选条、C7 版本切换、C9 参考图弹窗、素材重命名 UI 与 allowlist 收敛

- 写明版本切换不做运行时资源重映射的理由与参考图 ID 快照的落库路径

- 记录本次门禁实际数字与 5 条待 C3 侧更新的既有失败用例
2026-09-10 15:50:54 +08:00
suzmii 09cd47748c Merge branch 'feat/agc-v3-c7-version-switch' into feat/agc-canvas-resource-workbench-v3 2026-09-10 15:49:46 +08:00
agent 3d709ea1db 合并主干 C3 交互改造并接入 C7 版本切换
- 合并 feat/agc-canvas-resource-workbench-v3:资源卡改为选中+浮出工具条、支持多选、删除资源详情面板与 resourceEditorRoute

- index.tsx 冲突以 C3 新结构为底:保留本包的素材重命名回调,丢弃被 C3 取消的 focusedResource 详情面板派生状态与浮层 JSX

- 重命名入口从已删除的详情面板搬到选中工具条 extraActions,与「分类与标签」并列

- check-config.mjs 的 allowlist 保持主干版本(normalize_local_project_raster_resource 一行已删)

- 还原 normalize_local_project_raster_resource Tauri 命令与注册:C3 已在前端接回调用方

- C7:新增 GameRunVersionPicker 运行模块右上角版本入口,无版本不渲染

- C7:版本状态收敛到 WorkspaceLauncherShell 一份,透传给资源画布与 @ 面板;换项目或版本消失时清回最新版本

- C7:currentVersionResourceBindingIds 接入 activeVersionId,复用 resolveActiveIterationVersion 口径,资源卡「当前使用」高亮随版本切换

- C7:切换版本时复用既有 onPlay 预览入口重载画面,不新增运行时资源重映射

- 新增 10 条测试覆盖版本判定口径、版本入口与切换、当前使用高亮、素材重命名链路
2026-09-10 15:46:08 +08:00
suzmii 9121e89798 资源画布新增组织操作撤销重做(WP4)
新增 features/resource-canvas/resourceCanvasHistoryModel:纯函数有界快照栈(capture/push/undo/redo/clear + 只回写差异位置),快照只含资源卡布局坐标,不回滚素材内容

新增 tests/resourceCanvasHistoryModel.test.ts 覆盖排序稳定、相同快照不入栈、栈上限、push 清空重做分支、撤销重做互逆、空栈返回 null、差异回写与已删除资源不重建

资源卡拖动持久化成功前先落快照,撤销/重做复用现役 commitPosition 手动 CAS 写链

画布缩放集群新增撤销/重做按钮(不可用时禁用),并支持 Ctrl/Cmd+Z 与 Ctrl/Cmd+Shift+Z、Ctrl+Y(输入框内不拦截)

项目切换时清空布局历史,避免跨项目回滚
2026-09-10 15:43:03 +08:00
suzmii 9939a1bca0 Merge branch 'feat/agc-v3-c3-canvas-match' into feat/agc-canvas-resource-workbench-v3 2026-09-10 15:29:41 +08:00
suzmii f247a5106a 收敛资源画布交互复刻的测试:清理详情面板遗留断言,门禁回到基线
删除用例 keeps the resource toolbar and canvas interactive while a non-modal detail card is open:该用例断言的「非模态详情卡」已被 C3 合同取消,按四不写删除

新增用例「资源卡 chrome 只保留选中按钮与当前版本边框」,接住被删用例里仍然有效的卡片 chrome 断言(无基础描边、is-current-version 边框、选中按钮样式)

版本卡与 Agent 回执卡没有美术画布动作,断言改为选中反馈(aria-pressed)而不是工具条

blocked.md 的策略失败提示原本渲染在已删除的详情面板里,断言随之移除

快速编辑测试的 fixture 增加栅格美术资产(includeArt 参数),不改动其它用例的 manifest
2026-09-10 15:29:15 +08:00
agent f32445d700 补齐 AGC V3 附二素材重命名前端链路
- 新增 ResourceRenameDialog:独立重命名面板,只输入新文件名,规则交给 Rust 侧强校验

- 资源详情面板新增「重命名」动作,严格按 deny_unknown_fields 只传 projectPath/assetId/newFileName

- 改名成功后复用 reloadManifestAfterAssetCommand 这条 manifest 重载路径刷新资源卡与 @ 面板显示名

- 删除 check-config.mjs 过渡 allowlist 里的 normalize_local_project_raster_resource,并移除已无调用方的同名 Tauri 命令与注册

- 新增 2 条前端测试覆盖严格入参、manifest 重载与改名后资源卡显示名刷新
2026-09-10 15:24:20 +08:00
suzmii a74cd6c8b6 Merge branch 'feat/agc-v3-c3-canvas-match' into feat/agc-canvas-resource-workbench-v3 2026-09-10 15:19:53 +08:00
suzmii bd36587e0a 资源画布交互 1:1 复刻美术画布:点卡选中并浮出工具条,移除资源详情面板与全屏编辑路由
新增 features/resource-canvas:资源卡到美术画布 CanvasLayer 的适配、工具条动作可用性判定、C5 当前版本绑定判定、快速编辑草稿工厂与 AGC 宿主 chrome 样式

资源卡点击改为选中(Shift/Ctrl/Meta 多选),选中后在卡片旁复用 ImageCanvasSelectedLayerToolbarView 浮出工具条

快速编辑复用 ImageCanvasQuickEditPanelView 浮层面板,先调 normalize_local_project_raster_resource 正规化任务产物,再走 derive_local_project_resource(editKind=image-reference) 产出新素材,失败重试复用同一 operationId/idempotencyKey

删除 resourceEditorRoute 全链路(ResourceEditSurface 路由、openResourceEditor、handleResourceCardOpenEditor、cancelResourceEditor、submitResourceEdit)与资源详情面板(focusedResource 状态/引用/浮层 JSX/CSS 断言)

分类与标签入口搬到选中工具条;UI 资源保留「UI 编辑器」入口并从工具条打开

移除 apps/ai-game-creator-shell/scripts/check-config.mjs 中 normalize_local_project_raster_resource 的过渡 allowlist 条目

为共享工具条组件新增 opt-in 的 supportedActions/extraActions(默认 null/undefined,网页端行为不变)

AGC vite-env.d.ts 补 wx/ReactNativeWebView/WeixinJSBridge 跨端全局声明;hostBridge fail 回调补显式 unknown 类型

测试:资源卡查询 helper 由资源详情按钮改为选中按钮,清理详情面板断言,画布空白左键改为框选后平移用例改用中键
2026-09-10 15:19:17 +08:00
agent 3508957eda 补齐 AGC V3 C9 参考图选择弹窗与提交快照
- 新增 ImageCanvasProjectAssetPickerDialog:独立弹窗,网格卡片、多选、筛选+搜索、清空/确认/取消,筛选状态自持

- 新增 projectAssetReferencePickerModel:素材分类与筛选判据、素材 id 快照引用构造、弹窗引用前缀判定

- 生成 composer 参考图来源菜单新增「从项目素材中选择」,由宿主决定是否出现,不改变原有从画布选择与上传两条路径

- 新增 replaceProjectAssetPickerReferences:确认时整组替换素材库来源的参考图,保留画布点选与上传的参考图

- 素材 id 经 sourceAssetId 走既有 createGenerationInputReference 落进 generationInputs.references,不新增后端接口

- 新增 13 条测试覆盖弹窗交互、筛选叠加、快照落库与整组替换语义
2026-09-10 15:13:40 +08:00
agent 3379e6009e 抽出共享资源筛选条并接入画布标签筛选
- 新增 packages/shared 的 PlatformResourceFilterBar:搜索(可选)+ 功能分类 + 标签的受控筛选条,只承载表现与交互

- 资源画布筛选改为复用该组件,去掉画布内联的分类 PlatformSegmentedTabs,搜索框保持原样不动

- 画布新增标签筛选状态与派生标签库,标签与功能分类共存可叠加

- 新增 3 条组件测试覆盖受控渲染、回调转发与缺省行隐藏
2026-09-10 15:02:55 +08:00
suzmii d851aa83ff 补充 AGC 资源工作台 V3 的实施计划条目
- 新增 2026-09-10 条目,写清版本绑定恒等化与撤回运行期资源观察侧车的边界(删 asset_usage 及其 16 条测试、绑定退回恒等映射)
- 写清素材删除三分支语义、deleteReferencedVersions 入参、read_local_project_asset_references 只读命令,以及版本追加唯一例外的放行集合按写入前 manifest 求值
- 写清 agc_list_registered_assets 投影新增 category/tags 且不在投影层重新派生分类
- 写清 rename_local_project_asset 的语义(文件改名 + localPath 更新、id 不变)、校验、写失败回滚与 reconciliation-required 口径,以及"不改游戏源码引用"的已知边界
- 写清 @ 面板两个页签与 activeVersionId/versions 契约、polish_local_project_prompt 的入参与计费口径(不自建计费,走 server-rs 的 LLM 路由)、发送前提醒判据与本机偏好存储
- 记录本次全部门禁数字
2026-09-10 15:02:34 +08:00
suzmii 2c07396ef7 补充 AGC 复用网页端美术画布组件的跨端依赖排障记录
- pitfalls 新增一条:AGC 引 src/components/image-editor 组件会经 ImageCanvasGenerationModel 的 ApiClientError 值导入链到 src/services/apiClient.ts 与 host-bridge/hostBridge.ts,而它读的 wx / ReactNativeWebView / WeixinJSBridge 只在主仓 vite-env.d.ts 声明
- 记录处置口径:在 apps/ai-game-creator-shell/src/vite-env.d.ts 的 Window 上补同名同形字段(纯类型声明零运行时影响),不要关闭 AGC 的 noImplicitAny,也不要另写平行组件
- 记录已核实的运行时结论:hostBridge.ts 模块作用域只有常量与缓存声明、无导入即执行副作用,window.wx 仅在函数体内访问且有 typeof window 守卫,故该依赖链编入 AGC bundle 是惰性的
2026-09-10 14:56:45 +08:00
agent 4d0cd425e1 补齐 AGC 标签库聚合派生纯模块
- 新增 gameCreationAppAssetTagLibrary:从 manifest assets[].tags 派生去重、稳定排序、含使用计数的标签库

- 标签归一化沿用写入路径 normalizeGameCreationAppAssetTags,同素材重复标签只计一次

- 新增 assetTagsMatchSelection / gameCreationAppAssetMatchesTags 标签筛选判据(AND、空选择不过滤)

- 新增 5 条纯模块测试覆盖去重计数、顺序稳定、空标签与筛选判据
2026-09-10 14:54:06 +08:00
suzmii 30e93c6c43 合并 WS-D 阶段一:新增本地项目素材重命名命令
- 解决 main.rs / project.rs / tests/mod.rs 的相邻插入冲突:main.rs 保留 read_local_project_asset_references 与 rename_local_project_asset 两条注册,project.rs 与 tests/mod.rs 只保留 mod asset_rename(asset_usage 已由 WS-A 整体删除)
- 解决 decision-log.md 末尾追加冲突:保留双方条目(WS-A/口径收敛、删除新口径、C3 交互、Agent 投影 + WS-D 素材重命名)
2026-09-10 14:46:15 +08:00
suzmii 26f1a7b19c Merge branch 'feat/agc-v3-c4-mentions' into feat/agc-canvas-resource-workbench-v3 2026-09-10 14:43:58 +08:00
suzmii dbbca47078 同步 C4 引用补全与 C8 润色提醒的功能文档
- 更新【功能说明】AGC聊天素材引用:补充素材面板双页签、activeVersionId 版本回退与空态口径
- 更新【功能说明】AGC聊天素材引用:把「改名刷新显示名」「跨会话恢复光标位置」从未完成移到已完成
- 新增【功能说明】AGC聊天AI润色与发送前提醒:写明润色回填、原文快照、失败保留原文与提醒面板行为
- 新增文档同时记录提醒判据、不再提醒偏好存本机 localStorage、以及计费仍走平台 LLM 路由的边界
2026-09-10 14:42:40 +08:00
suzmii b2477c8ca9 新增本地项目素材重命名命令(Rust 侧)
- 新增 Tauri 命令 rename_local_project_asset(输入 projectPath / assetId / newFileName),并在 main.rs 的 generate_handler! 中注册
- 新增 project/asset_rename.rs:重命名语义为“磁盘文件改名 + manifest localPath 更新”,资产 id / kind / mediaType / source / category / tags 全部不变,imageSequenceFrames 里指向该文件的本地帧一并对齐
- 校验判据:新名非空、不含路径分隔符(同时保证不跨目录)、不含 ..、通过可移植路径组件校验、扩展名与原文件一致、同目录不得已存在同名文件、assetId 与磁盘文件必须存在
- 事务与回滚:持既有项目写锁,manifest 写入走既有 write_manifest 边界(版本数组校验 + 安装后回读一致性);写失败把文件改回原名,回滚也失败时两个错误都报出并标记 reconciliation-required;同名重命名按空操作处理
- 新增 tests/asset_rename.rs 9 条用例:成功改名与身份不变、同名空操作、空名 / 分隔符 / .. / 跨目录 / 扩展名不一致 / 目标同名冲突 / 资产与文件缺失拒绝、manifest 写失败回滚、同目录帧对齐
- decision-log 记录素材重命名语义、命令边界,以及“前端调用方落地前 ai-game-creator-shell:typecheck 必然失败”的已知中间状态
2026-09-10 14:42:11 +08:00
suzmii b0d7121265 补充 C4 引用页签与 C8 润色提醒的定向测试
- 新增 chatPromptPolish.test.tsx:覆盖提醒判据、草稿指纹、本机偏好读写与润色命令调用
- 覆盖主动润色回填、可重复润色覆盖结果、恢复原文回到最初原文
- 覆盖润色失败保留原文并在提醒面板内给出重试提示
- 覆盖长文本提交被提醒面板拦下、使用原文提交、关闭取消发送、AI 润色后发送
- 覆盖不再提醒偏好落本机 localStorage 后不再拦截,以及挂载时读取该偏好
- 覆盖短文本与命令不触发提醒
- resourceReferenceInput.test.tsx 新增:两个页签的独立搜索与筛选状态
- 新增:activeVersionId、版本回退、悬空绑定过滤与空态
- 新增:资源改名后 chip 与候选列表显示名刷新
- 新增:跨会话恢复草稿后光标落在文本末尾,引用追加在文本之后
2026-09-10 14:38:59 +08:00
suzmii 89678173f5 补齐 AGC V3 C4 聊天通用引用与 C8 AI 润色发送前提醒
- @ 面板新增「当前版本素材 / 全部画布素材」两个页签,两个页签各自持有独立的搜索与分类筛选状态
- ResourceReferenceInput 新增可选 prop activeVersionId 与 versions,并把两者透传到 ProjectWorkspaceChatPane、ProjectSupervisorView、SupervisorChatOnlyView 和 App
- 未传 / null 的 activeVersionId 回退到 manifest versions[] 中最新的版本;版本不存在或没有绑定时页签显示空态,不报错也不合成资源卡
- 「当前版本素材」按该版本 resourceBindings 取仍登记在 manifest 的资产,悬空绑定按资源 id 过滤掉
- 资源改名后按资源 id 刷新编辑区已有引用 chip 与候选列表的显示名,并把新显示名同步回父级草稿
- 程序化重建草稿后把光标收回草稿末尾,跨会话恢复草稿时后续引用不再插到已失效的位置
- 新增 Tauri 命令 polish_local_project_prompt(复用短文本生成通道,计费仍由平台 LLM 路由侧完成,未改 server-rs)
- 输入区新增「AI 润色 / 恢复原文」按钮、润色中状态与失败可重试提示,失败、超时或未配置模型时保留原文
- 原文快照只在首次润色成功时落下,反复润色只覆盖结果,「恢复原文」始终回到最初原文
- 新增发送前提醒独立面板:AI 润色先润色再发送、使用原文提交、关闭取消发送、不再提醒
- 提醒判据:纯文本 trim 后不短于 40 字符、不是 / 开头的命令、本轮草稿未确认过、且用户未关闭提醒
- 「不再提醒」偏好写入本机 localStorage,不进 manifest、不进后端
- 补充润色按钮、状态提示、素材页签与提醒面板样式
2026-09-10 14:38:34 +08:00
suzmii b96f5e1476 Merge branch 'feat/agc-v3-docs' into feat/agc-canvas-resource-workbench-v3 2026-09-10 14:27:53 +08:00
suzmii f8aa87c71c Merge branch 'feat/agc-v3-cleanup' into feat/agc-canvas-resource-workbench-v3 2026-09-10 14:27:47 +08:00
suzmii 48700083a3 补齐 AGC V3 资源口径与环境约束的权威文档
- PRD §5.4 版本记录补充"只允许追加"的唯一例外:用户显式确认的连带删除,并写明放行集合按写入前 manifest 求值、被放行版本不得进入追加段
- decision-log 新增三条 2026-09-10 定稿:版本绑定恒等化并撤回运行期资源观察侧车;素材删除新口径(三分支 + 可选连带删除版本);资源画布交互 1:1 复刻美术画布(取消资源详情面板与全屏编辑路由、复用共享组件以可选 prop opt-in、AGC 宿主自备 chrome 样式)
- pitfalls 新增四条:新工作树的 cargo 必须在 npm ci 之后跑;残留 dev stack 会拖死 Rust 门禁;改共享美术画布组件时 AGC 门禁覆盖不到它自己的测试;AGC 侧没有 image-canvas-editor__* chrome 样式
2026-09-10 14:26:57 +08:00
suzmii 1c9b92e791 在 Agent 资源检索投影中暴露分类与自定义标签
- agent/direct_tool_bridge.rs:bridge_registered_resource 投影新增 category 与 tags,位置固定在 mediaType 之后,保持稳定字段顺序
- agent/direct_tool_bridge.rs:category 直接取 manifest 条目已解析的功能分类(显式合法值原样保留,历史缺字段时已按 kind 派生),tags 缺失时为空数组,不改变 manifest 结构与对外契约
- agent/direct_tools_mcp.rs:agc_list_registered_assets 工具描述补上功能分类与自定义标签,与新增输出字段保持一致
- agent/direct_tool_bridge.rs:既有序列帧投影测试补充 category 与 tags 默认值断言
- agent/direct_tool_bridge.rs:新增 bridge_registered_resource_projects_manifest_classification_verbatim,锁定显式分类与标签原样透出且不泄漏 prompt / model
2026-09-10 14:24:26 +08:00
suzmii 33ed85ba54 AGC 素材删除改为独立确认弹窗并支持勾选连带删除版本
- 新增 ResourceAssetDeleteDialog:列出使用该素材的游戏版本(标识 + 创建时间),给出「把相关游戏版本一并删除」勾选,默认不勾
- ResourceClassificationPanel 删除入口改为先读 read_local_project_asset_references,再打开独立确认弹窗,不再用面板内二次确认态
- 确认删除时按勾选状态传 deleteReferencedVersions;未被任何版本引用时不显示连带删除勾选
- styles.css 补删除弹窗、版本列表与勾选行样式
- 重写并扩充 resourceClassificationPanel.test.tsx 的删除用例:确认弹窗才发起删除、未引用时不出现勾选、列出被引用版本且默认不勾、勾选后传 true、客户端拒绝时不报告删除
2026-09-10 14:22:38 +08:00
suzmii 824934df41 收敛 AGC 资源口径:撤掉运行期使用侧车并改为确认式删除
- 整体删除运行期资源使用侧车模块 project/asset_usage.rs 与 tests/asset_usage.rs(含 16 条测试),并清理 project.rs、tests/mod.rs 里的 mod / use
- game_iteration_resource_bindings 收敛为纯恒等映射 slotId=asset:{assetId}、resourceId=assetId,不再读取侧车、不再做槽位优先
- assets.rs 删除 GAME_ITERATION_IDENTITY_BINDING_PREFIX、asset_is_bound_to_runtime_slot 与 remove_asset_usage_references,删除不再判定运行槽位、不再清理侧车引用
- manifest 写入层把“版本数组只允许追加”校验改为显式接收放行删除的版本 ID:新增 mutate_manifest_at_allowing_version_removals,其余写入路径继续传空放行集合
- delete_manifest_asset_at 改为三分支语义:无任何版本引用直接删登记、被引用且未确认时只删登记并原样保留悬空绑定、被引用且确认时素材与相关版本在同一次 manifest 写入里一起删除
- DeleteLocalProjectAssetInput 增加 deleteReferencedVersions 入参,commands.rs 与 main.rs 同步
- 新增只读命令 read_local_project_asset_references,列出引用了该素材的版本标识、revision 与创建时间
- 新增 tests/asset_delete.rs,覆盖恒等绑定、无引用删除、未确认保留悬空绑定、确认连带删除、引用投影、只允许追加校验仍拒绝其它路径与 CAS
2026-09-10 14:22:18 +08:00
suzmii 912254afa0 Merge branch 'fix/agc-test-selector-cleanup' into feat/agc-canvas-resource-workbench-v3
Project CI / Repository checks (pull_request) Failing after 18m28s
Project CI / Native shell tests (pull_request) Successful in 25m45s
Project CI / Frontend tests (pull_request) Successful in 53m14s
Project CI / Backend tests (pull_request) Successful in 57m10s
2026-09-10 11:52:23 +08:00
suzmii 53afc85319 修正 AGC 测试按新的 Lexical 聊天输入区驱动与断言
- appSurface/harness 补齐三处 jsdom 缺口:ClipboardEvent、DragEvent、Range.prototype.getBoundingClientRect;否则 Lexical 的粘贴通路直接抛 ReferenceError / TypeError
- appSurface/harness 的 submitChat 改为 async:全选并让编辑器吸收选区、清空、走产品真实 paste 通路写入,再让出一帧让 React 追平 draft,最后点发送
- 新增 composerText / composerValue / composerDisabled / setComposerText 助手,按原生控件与 Lexical contenteditable 两种 DOM 口径读写输入区
- 15 个测试文件中 116 处 toHaveProperty('value', …) 断言等义改写为 await composerText() / await composerValue();1 处 placeholder 断言改查输入区占位文案;2 处 disabled 断言改用 composerDisabled(同时覆盖 data-disabled 与 contenteditable=false);9 处 fireEvent.change 写入改用 setComposerText
- 328 处 submitChat 调用补 await,9 个非 async 用例补 async
- Godot 输入区键盘语义用例按 Lexical 实际行为改写:Shift+Enter 与组合态 Enter 由编辑器消化并插入换行、不发送、草稿保留
- 未改动 src 下任何产品代码,未放宽或删除断言
2026-09-10 11:46:02 +08:00
suzmii e1044546ad 接入素材删除入口并收敛资源命令后的 manifest 重载
- ResourceClassificationPanel 增加删除动作:首次点击进入确认态,二次点击才执行,避免误触不可逆操作
- 面板标题与按钮明确写出只移除登记、素材文件保留在磁盘
- 删除失败时把客户端的拒绝原因原样呈现(例如已被运行槽位绑定),并退出确认态
- index.tsx 抽出 reloadManifestAfterAssetCommand:资源分类更新与素材删除共用同一条重载路径,提交标识分别用 asset-classification / asset-delete 前缀
- 补 2 条面板测试:两次点击才删除且入参带 expectedProjectRevision、被运行槽位拒绝时不触发 onDeleted
2026-09-10 10:53:13 +08:00
suzmii 16748821e3 Merge branch 'feat/agc-version-switch' into feat/agc-canvas-resource-workbench-v3 2026-09-10 10:42:20 +08:00
suzmii 69741e5e13 新增素材删除能力与运行槽位绑定判定
- project/asset_usage.rs 增加 write_local_project_asset_usage_at:就地改写引用与诊断,保持身份与 revision 不变
- assets.rs 新增 delete_manifest_asset_at:素材不可变,只摘掉 manifest 登记、保留磁盘文件,并清理使用清单里指向它的悬空引用
- 删除判定只承认真实运行槽位绑定:恒等绑定是版本创建时的兼容兜底,若把它也算作被引用,任何在版本创建前登记过的素材都将永远删不掉
- CAS 口径与资源分类更新一致:持项目写锁后校验 expectedProjectId 与当前 revision,失败时 manifest 与 revision 均不变;成功后 revision 推进一格
- 新增 delete_local_project_asset 命令并注册;内联测试换成带 CAS 的公开入口
- 补 4 条删除测试:恒等绑定不阻止删除、真实槽位绑定拒绝删除并报出版本与槽位、删除清理悬空引用、陈旧 revision 与跨项目身份被拒且状态不变
2026-09-10 10:42:02 +08:00
suzmii c1ffb2386b 资源功能分类与自定义标签:筛选口径收敛为 category 并接入写入 UI
- 删除 resourceReferences.ts 中 mediaType 优先的 7 桶筛选口径与 resourceReferenceFilterKind,改由 resourceReferenceCategory / resourceReferenceMatchesCategoryFilter 以 manifest 资产 category 为唯一权威筛选口径
- RESOURCE_REFERENCE_FILTERS 改为 6 类 + 全部(全部 / UI 交互 / 角色与对象 / 场景与环境 / 音频 / 文档 / 待归类),并新增 resourceReferenceCategoryLabel 让中文名只定义一处
- ResourceReference 新增 category / tags,由 resourceReferenceFromAsset 经 gameCreationAppAssetCategory / gameCreationAppAssetTags 从 manifest 资产投影;资源画布 ProjectResource 同步新增 assetCategory / assetTags 投影与 projectResourceAssetCategory 待归类兜底
- 新增 Tauri 命令 update_local_project_resource_classification 与 UpdateLocalProjectResourceClassificationInput/Result,实现落在 project/manifest.rs 的 update_manifest_asset_classification_at,复用既有 mutate_manifest_at manifest 写锁与原子写入
- 命令持项目写锁后按 expectedProjectId / expectedProjectRevision 做 CAS,冲突分别返回 project-identity-conflict 与 project-revision-conflict;category 非 6 个合法值即报错且不回退到 kind 派生;tags 走 normalize_game_creation_app_asset_tags;只改目标条目的 category / tags 并在成功后推进一次项目 revision
- 新增 Rust 定向测试 project/manifest/classification_tests.rs:更新成功、非法分类被拒、tags 归一化、未引用资产更新不影响其它字段、revision/CAS 与既有写入一致、输入拒绝未知字段
- 前端新增 ResourceClassificationPanel(ThemedModal + PlatformSegmentedTabs + PlatformTextField),资源详情面板以「分类与标签」按钮打开独立面板,保存后重读 manifest 并经 onManifestChange 反映到筛选与投影
- @ 面板与资源画布共用 packages/shared 的 PlatformSegmentedTabs 渲染同一组功能分类标签;画布筛选状态与画布视口一样按「按依赖 / 按类型」分别保存,复用既有 sortMode 状态形状
- 更新 resourceReferenceInput.test.tsx 与 projectResourceProjectionModel.test.ts 覆盖新口径,新增 resourceClassificationPanel.test.tsx 覆盖写入命令的输入归一化与失败不回退
- 同步技术方案与 decision-log:记录按 mediaType 分类到按 category 分类的语义变化(图片 / 视频桶消失,image / video / code / publication-material 归待归类)与新写入命令契约
2026-09-10 10:25:22 +08:00
suzmii 691d0a8ce6 修正 AGC 资源卡测试查询的资源详情按钮选择器歧义
- appSurface/harness 新增 getResourceDetailButton / findResourceDetailButton / queryResourceDetailButton,按产品可访问名模板「打开资源详情:<分类标签> <资源文件名>」精确匹配,不再用会同时命中 @ 引用按钮的文件名正则
- project-development.suite 的 23 处资源卡按钮查询改用精确查询助手
- home.suite 的 7 处资源卡按钮查询改用精确查询助手
- projectResourceLiveIntegration.test 的 /rules\.md/ 按钮查询改用精确查询助手
- 未改动 src 下任何产品代码,未放宽任何断言
2026-09-10 10:15:50 +08:00
suzmii d526439508 版本资源绑定升级为真实运行槽位
- 新增 game_iteration_resource_bindings:优先使用使用清单里的 slotId 到 resourceId 绑定,再为未被槽位覆盖的资源补 asset:{id} 恒等绑定
- 恒等绑定保留是有意的:历史版本与既有校验语义不受影响,同一资源被多个槽位使用时只取首个槽位,不产生冲突语义
- ensure_initial_game_iteration_version_at 与 append_agent_game_iteration_version_at 共用该构造函数
- 补测试:无使用清单时保持恒等绑定;登记运行槽位后槽位绑定优先且未覆盖资源仍有兜底
2026-09-10 10:13:46 +08:00
suzmii a571c6e225 新增运行期资源使用归属层(C1 素材使用清单)
- 新增 project/asset_usage.rs:运行槽位到资源身份的稀疏归属清单,落在 .agent/workbench/asset-usage/usage.json
- 只保留 manifest 没有的事实(slotId/loadSite/attribution);已登记资源只存身份引用,不复制 path/sha256/kind/mediaType,避免第二份资源清单
- 引用了不存在的资源 ID、未登记素材、文件缺失、槽位重复注册一律只产出 warning 诊断,不阻断运行
- revision 只允许前进;同 revision 重放幂等;projectId 不匹配按未登记处理
- 写入沿用 resource-layouts 同款 flock 独占锁 + 原子替换
- 补 11 条定向测试:稀疏引用、未登记/未知资源 ID、缺文件、重复槽位、无槽位引用、幂等、revision 回退拒绝、projectId 隔离、落盘不含 manifest 字段
2026-09-10 10:05:28 +08:00
suzmii 3f5d3b43af 合并最新 master 到 AGC V3 资源画布分支
Project CI / Repository checks (pull_request) Failing after 7m37s
Project CI / Frontend tests (pull_request) Failing after 8m52s
Project CI / Backend tests (pull_request) Failing after 10m24s
Project CI / Native shell tests (pull_request) Failing after 10m36s
- 合入 origin/master 6 个提交(#313 项目写锁残留回收与启动诊断、#315 AGC Ctrl+C 残留后端修复)
- 冲突解决:decision-log.md 保留 V3 两条 2026-09-09 决策与 master 的写锁回收条目
- 冲突解决:pitfalls.md 保留 V3 转场经验条目与 master 的 Ctrl+C 后端残留条目
2026-09-09 21:46:09 +08:00
suzmii c936268337 Merge branch 'feat/agc-canvas-real-flip' into feat/agc-canvas-resource-workbench-v3 2026-09-09 21:40:37 +08:00
suzmii 4a5b2ad524 修复返回总览时非活动栏目标题栏从屏幕外飞入
- begin 只记录当时可见的节点:不可见节点(内联 opacity 0)的屏幕矩形不是可信的 First
- 非活动栏目标题栏在子画布态保留总览布局坐标,却被子画布 world 变换推到屏幕外,返回总览时不再以它作为动画起点
- 没有 First 的节点只走淡入,位置保持不动;活动栏目标题栏仍按原有观感收回到总览位置
- 进入栏目方向不受影响:标题栏当时可见,仍钉在原地淡出
- 新增回归用例:不可见标题栏几何首末相等、活动标题栏仍有几何动画、进入方向标题栏原地淡出
- 同步技术方案转场段与 pitfalls 经验条目
2026-09-09 21:39:20 +08:00
suzmii 4582231b78 合并 C3:资源画本转场改为真实元素 FLIP
- 合入 feat/agc-canvas-real-flip(resourceBookController 重写为同节点 FLIP、新增 sync 可中断重基、删除 ResourceBookTransitionLayer)
- 冲突解决:index.tsx 的 resourceBookLayout 导入取 C3 版(buildResourceBookScenePlan 等),去掉已被收进内部的旧 helper 导入避免未使用
- 冲突解决:资源自由画板文档的验证命令合并两侧并去掉已删除的 assetCanvasSurface.test.tsx
2026-09-09 21:24:13 +08:00
suzmii a23728e6c2 合并 C10:删除 asset-canvas 精修草稿链路
- 合入 feat/agc-asset-canvas-removal 5 个提交(前端解耦 / Rust 删除 / 测试 / 文档 / 合同文档退役)
- 冲突解决:asset_canvas.rs、asset_canvas/generation.rs、asset_canvas_tests.rs 按 C10 删除(C2 在其中新增的 category/tags 构造点随之消失)
- 冲突解决:decision-log.md 保留 C2 与 C10 两条 2026-09-09 决策条目
- 该合并吸收 C2 对被删文件的字段改动,无需单独处理
2026-09-09 21:19:52 +08:00
suzmii f84d0ea4d0 AGC 资源功能分类与自定义标签数据层
- manifest 资源条目末尾新增 category(单值 6 类,默认 unclassified)与 tags(字符串数组,默认空数组),两字段始终序列化
- shared-contracts 新增 GameCreationAppAssetCategory 枚举、GAME_CREATION_APP_ASSET_CATEGORIES 与穷举 16 个 canonical kind 的默认映射表 GAME_CREATION_APP_ASSET_CATEGORY_BY_KIND
- 历史 manifest 缺少字段时按 kind 派生分类、tags 取空数组;显式合法分类原样保留,未知分类字符串按前向兼容退回 kind 派生
- packages/shared 同步 TS 契约:分类常量与类型、映射表、gameCreationAppAssetCategory / gameCreationAppAssetTags 取值 helper 与 tags 归一化 helper
- 收编壳内 17 处 Rust 构造点:新建条目写 kind 派生默认值,更新既有条目保留已有 category / tags
- 补契约测试:字段 round-trip、默认值、legacy 兼容、未知分类前向兼容、16 项映射穷举、tags 归一化
- 同步 docs/technical 技术方案与 docs/project-memory decision-log
2026-09-09 21:10:01 +08:00
suzmii 91396f0615 删除已退役的客户端素材创作无限画布阶段一合同文档
- `docs/technical/【技术方案】客户端素材创作无限画布阶段一合同-2026-08-05.md` 整篇退役:该文档描述的中央 asset-canvas 状态、草稿 sidecar、Tauri 草稿/媒体/staging 命令、正式资产提交事务、提交事件、画布状态机与图片生成账本已随机制删除,按四不写不留墓碑文档。
- 仍有效内容已迁往:共享画布包目录与依赖方向、禁止复制的验收门、Host Port 边界、共享 chrome 与主题、图片能力与后续分期迁入 `docs/technical/【前端架构】图片画布编辑器前端拆分计划-2026-06-17.md`;成功投影顺序与焦点守卫迁入 `docs/technical/【技术方案】GameAgent资源自由画板与快速编辑-2026-08-20.md`;共享源码与资源派生闭环现状迁入 `docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md`。
- 全类型现有资源非破坏性编辑的现成权威条款为 `docs/technical/【技术方案】AGC资源派生与非破坏性编辑合同-2026-09-09.md`,它是 `project/resource_editor.rs` 的现行合同,已改写为 derive + editKind='image-reference' 口径。
- decision-log 的 2026-09-09 条目改写为决策文体:写清退役理由与现权威口径所在文档,历史条目保留原样。
- 过渡项删除条件:资源画布重建快速编辑后,`normalize_local_project_raster_resource` 重新获得前端调用方,届时删除 `apps/ai-game-creator-shell/scripts/check-config.mjs` 中该 allowlist 条目。
2026-09-09 20:32:38 +08:00
suzmii 4c935ba219 同步 asset-canvas 退役后的文档现状并迁移仍有效合同
- 新增 docs/technical/【技术方案】AGC资源派生与非破坏性编辑合同-2026-09-09.md,承接阶段一合同第 16 节与第 5 节的现役条款,改写为 derive + editKind='image-reference' 口径
- 图片画布编辑器前端拆分计划新增"共享画布合同"一节,承接共享包目录与依赖方向、禁止复制的验收门、Host Port 边界、共享 chrome 与主题、图片能力与后续分期
- GameAgent资源自由画板与快速编辑删除精修草稿、最终图事务、精修来源规范化、事务恢复对账、批量导入与失败任务归档等退役章节,改写目标与操作边界,新增"编辑结果投影与焦点竞态"一节,并更新验证命令
- App实施计划删除阶段一至五的草稿画布描述,改写为共享画布源码与资源派生闭环现状,修正主视窗状态、适配器与派生提交条款
- 项目开发工作台 PRD 更新主视窗状态机与 ProjectWorkbenchViewState,移除 asset-canvas 状态
- decision-log 追加 2026-09-09 asset-canvas 整体退役决策(含保留项、路由口径、临时白名单与存量数据处置)
- pitfalls 删除草稿 CAS、素材保存区、正式素材提交原子性、生成账本与 upload ticket 五条退役条目,修正仍有效条目的关联文件与 legacyPrefix 描述
2026-09-09 20:28:22 +08:00
suzmii 4fb0de2c94 C3 资源画本转场改为真实元素 FLIP
- resourceBookController 重写为真实元素 FLIP:begin 在提交前记录 First,play 测 Last 后给同一节点加反向 transform,sync 按布局签名做可中断重基
- 转场进行中重基用剩余时长(下限 80ms),空闲布局变化用完整 420ms,预览图尺寸晚到的二次布局变化不再瞬移
- 宿主节点几何基准改存 world 局部坐标,平移和缩放不会让上一次的干净矩形过期
- 不可见节点钉在 First 淡出、挂载节点淡入;搜索/排序导致的卸载保留一帧淡出;返回总览时源栏目未回到摞上的卡片按子画布布局淡出
- 新增 buildResourceBookScenePlan 渲染计划,渲染、转场签名与淡出集合共用同一份数据
- 删除 ResourceBookTransitionLayer 与克隆快照逻辑,清理 styles.css 的转场层和 data-book-motion 隐藏规则
- 重写 resourceBookController.test.ts,补 resourceBookLayout/resourceBookModel 用例与 appSurface 同节点断言
- 同步技术方案转场段与 pitfalls 经验条目
2026-09-09 20:24:10 +08:00
suzmii 05d4d6d1d3 删除 asset-canvas 测试并同步资源派生测试口径
- 删除 tests/assetCanvasSurface.test.tsx(4310 行,63 个用例全部属于草稿画布 Surface)
- projectResourceLiveIntegration.test.tsx 删除 AssetCanvasSurface mock、discover/recover 两个命令 stub、normalize_local_project_raster_resource stub、TaskImageWorkbench 与 4 个草稿精修用例;保留文档资源走资源编辑的用例
- project-development.suite.ts 把 showRunUnavailableHint 源码护栏正则去掉 !assetCanvasRoute,并把"in-place refine 预览失效"用例改写为仍有效的 preview version 装配与项目切换清理
- resourceEditModel.test.ts 把 PNG/WebP 两例从 image-canvas 改为 derive + image-reference,并移除 normalizeSource 断言
2026-09-09 20:05:07 +08:00
suzmii 3ea94b27d4 删除 asset-canvas Rust 草稿存储与生成链路
- 删除 project/asset_canvas.rs(4784 行,草稿 sidecar、媒体 staging、正式提交事务与 journal)
- 删除 project/asset_canvas/generation.rs(9514 行,草稿私有生成账本、参考图上传、服务身份确认、候选落盘与内联 63 个测试)
- 删除 project/asset_canvas_tests.rs(2356 行)
- project.rs 移除 mod asset_canvas 与 pub(crate) use asset_canvas::*
- commands.rs 移除 851-1088 共 18 个 Tauri 命令(含 commit_local_project_asset、commit_local_project_asset_canvas_candidate)
- main.rs 从 generate_handler! 移除对应 18 行注册
- 保留 canvas.asset_generate 命令契约(packages/shared 与 shared-contracts 的正式权限合同,Agent Runtime 仍在使用)
- 保留 server-rs 的 asset-canvas-references 上传票据白名单契约(后续项,本次不动服务端)
2026-09-09 20:04:43 +08:00
suzmii 9fd5b99972 删除 asset-canvas 前端精修草稿入口并重接资源派生
- 删除 apps/ai-game-creator-shell/src/features/asset-canvas 全部四个文件(AssetCanvasSurface.tsx、assetCanvasNaming.ts、assetCanvasSurface.css、tauriImageCanvasHostAdapter.ts)
- index.tsx 删除 assetCanvasRoute 状态与 ref、beginAssetCanvas/openAssetCanvas/normalizeRasterSourceAndOpen、cancelAssetCanvas/handleAssetCanvasSaveAttempt/handleAssetCommitted 与 game-creator-local-asset-committed 事件监听、中央主视窗渲染分支与 resources.asset-canvas 视图状态
- index.tsx 把 assetCanvasNotice 改名为通用 resourceWorkbenchNotice,保留非草稿流程文案与资源定位按钮
- resourceEditModel.ts 取消 image-canvas 路由,PNG/JPEG/WebP 统一走 derive + image-reference(复用 resource_editor.rs 的 /editor/images/edits)
- styles.css 删除 resources.asset-canvas 两条画布选择器,保留 resources.ui-editor 规则
- check-config.mjs 把 normalize_local_project_raster_resource 加入 native-only 白名单(临时项:C3 快速编辑重建后会重新获得前端调用方,届时删除该 allowlist 条目)
- index.tsx 移除 useMemo 依赖数组里模块级常量 visibleCategoryOrder(基线遗留的 react-hooks/exhaustive-deps warning,会阻断 pre-commit,属通过门禁所需的最小修正)
2026-09-09 20:04:24 +08:00
suzmii 1abbbadb07 合并最新 master 到 AGC V3 资源画布分支
- 合入 origin/master 67 个提交(含 #285 无限画布图标模糊修复、#307 客户端常用设置读写卡顿修复等)
- index.tsx 冲突按 V3 画本结构解决:保留 resourceBook 画布场景,未采用 master 的 CanvasWorld 包装
- 原因:game-resource-page-world 现仅承载依赖连线层,CanvasWorld 使用固定 12000 世界尺寸,会破坏按内容自适应的边界
- 保留 AtSign 图标导入(V3 引用输入区使用)
- 合并后 npm run ai-game-creator-shell:typecheck 通过
2026-09-09 18:12:09 +08:00
suzmii b460fea02c 移除资源画布加载转圈提示
转圈的判定与状态联动引入了多处副作用,按要求整体移除
删除 ResourceBookThumbnail 的 loading 属性与框内转圈、resourceBookIsLoading 判定函数、对应样式和用例
资源画布恢复为不显示加载态
2026-09-09 17:29:47 +08:00
suzmii 91f335468a 修复资源画本动画期间布局变化导致的跳变
上一版在布局变化时重启整段动画,导致此前修好的遮挡顺序与加载态全部复现,已回滚该做法
控制器新增 retarget:临时解除场景隐藏后重新测量真实卡片,只把运行中动画的结束帧改成映射到新几何;克隆几何、动画进度与叠加层都不重建
布局变化 effect 在动画期间调用 retarget,空闲时才 settle
补充 resourceBookController 用例:重定向不新建动画,结束帧映射到新目标
2026-09-09 17:24:00 +08:00
suzmii ed50ad122f 修复资源画本动画结束瞬间的位置跳变
动画期间卡片尺寸/位置一变(子画布卡片尺寸要等预览图尺寸到位才算准,通常正好落在动画末尾),原先直接 settle 掉动画,真实场景瞬间接管,表现为结束瞬间跳一下
改为从当前叠加层几何重定向:begin 捕获当前飞行位置,再平滑续到新的目标位置,动画不再被掐断
补充 effect 依赖 resourceBookState.phase
2026-09-09 17:16:38 +08:00
suzmii cca4881e13 修复部分功能画布不显示加载态
原先只在「该栏目有可预览素材且一张都没落地」时转圈;版本、音频这类不请求预览的栏目既不转圈,卡片又要等依赖图就绪才渲染,表现为美术资源转完后项目版本才一起出现
判定改为:有资源且(卡片尚未渲染 或 需要预览但一张都没落地)就转圈,每个栏目各自独立结束
补充 resourceBookModel 用例覆盖卡片未渲染与无需预览两种情况
2026-09-09 17:11:14 +08:00
suzmii 0914703032 修复资源画本飞行期间遮挡沿用错误一侧顺序
卡片真正重叠的是堆叠那一侧:进入时重叠在总览摞(来源),返回时重叠在摞(目标)。原先统一按目标顺序排,进入时就用错了顺序,堆叠里下面两张飞到上面,结束才回到下方
play 增加 stacking 参数:进入用来源顺序,返回用目标顺序;不在该侧的卡片压到最底层
补充 resourceBookController 用例覆盖来源顺序
2026-09-09 16:58:44 +08:00
suzmii a655ee1b1e 修复资源画本转场克隆遮挡顺序的第二次跳变
两个场景的 z-index 数值本身不同(总览 1-3、子画布 25),只搬数值无法保证顺序一致;且只存在于来源里的淡出克隆被排在最后会盖住存活卡片,消失时表现为跳变
改为按目标场景的最终绘制顺序(z-index 升序,同值再按 DOM 顺序)给克隆分配单调层级,淡出项统一压到最底层
快照记录 DOM 序号,补充 resourceBookController 用例断言层级单调与标题栏在卡片之上
2026-09-09 16:49:53 +08:00
suzmii 9a3313fe56 修复资源画本转场克隆的遮挡顺序跳变
层级相同的卡片由 DOM 顺序决定遮挡,而转场层原先按来源 key 在前追加克隆,和动画结束后的目标场景顺序不一致,结束瞬间会跳变
改为先按目标场景 DOM 顺序排列,再补只存在于来源里的 key
补充 resourceBookController 用例覆盖来源与目标顺序不同时的克隆顺序
2026-09-09 16:43:54 +08:00
suzmii 04ab7ee0da 资源画布加载态改为每栏目框内提示
撤销全屏遮罩,改为每个功能画布框内各自转圈:该栏目一张预览都没落地时显示,本栏目加载完立即消失
版本、占位与音频卡片本来不请求卡片预览,不计入等待,避免一直转圈
加载态 pointer-events 为 none,不拦截点击,未加载完也能直接进入栏目
判定函数改为按栏目,补充 resourceBookModel 用例
2026-09-09 16:41:03 +08:00
suzmii bafae0f127 资源画布首屏加载增加转圈提示
进入资源画布到首屏预览落地之间画布是空的,新增居中加载态:Loader2 转圈加文案,role=status 可被读屏播报
加载判定抽到 resourceBookIsLoading:有资源且布局未就绪或首屏预览一张都没落地时显示;预览失败同样视为落地,避免一直转圈
补充 resourceBookModel 加载态用例
2026-09-09 16:31:02 +08:00
suzmii 985db358a7 修复资源画本转场克隆的层级与静态不一致
转场层里的克隆只按自身 DOM 顺序叠放,而静态场景中卡片是 25、标题栏是 30,导致动画期间卡片盖住标题栏、结束后又瞬间跳回下方
快照记录元素自身或最近定位祖先的 z-index,克隆按该值设置层级,保持静态层叠关系
补充 resourceBookController 层级回归用例
2026-09-09 16:22:07 +08:00
suzmii 2c5ad3903e 总览摞按当前视图就近选卡
总览原先按资源数组顺序取前 3 张,和进入子画布后视口内最近的卡片不是同一批,FLIP 找不到对应终点就退化成淡入淡出,返回总览时还会跳成另一张图
新增 selectResourceBookOverviewCards:按卡片中心到该栏目当前视口中心的距离选最近的卡片,仍受筛选可见性约束
每栏目视口中心换算到画布坐标后传入资源画本场景
补充 resourceBookLayout 用例覆盖无视图中心、就近排序与筛选过滤
2026-09-09 16:16:16 +08:00
suzmii 85f0f6a57b 修复资源画本入场动画找不到终点卡片
进入子画布时若视口停在空白处,目标卡片不在画面内,FLIP 快照找不到终点会整段退化成淡入淡出,只剩标题栏有动画
新增 ensureResourceBookContentVisible:视口内没有可见卡片时,把离画面中心最近的卡片平移到画面中心,保持当前缩放不变
openResourceBookChild 计算入场视口后应用该修正,保证动画终点落在真实卡片上
补充 resourceBookViewport 用例覆盖已可见、就近居中与空栏目三种情况
2026-09-09 16:09:39 +08:00
suzmii 79cf932cba 修复资源画本转场快照丢失卡片预览图
快照克隆原先直接复制 blob: 对象 URL,源卡片卸载或预览缓存驱逐后该 URL 被 revoke,克隆里的图片随即失效,表现为进入/退出子画布时卡片框在动而图片不跟着展开和复原
对 blob: 来源且已解码的图片在克隆时栅格化为 data URL 冻结,与既有视频快照处理保持一致
补充 resourceBookController 快照图片冻结回归用例
2026-09-09 15:55:05 +08:00
suzmii 6d3d24df5e 合并 #283 资源画本画布实现
合入 feat/game-agent-canvas-resource-workbench-v2 的完整画布实现:资源画本控制器/模型/视口/布局、转场层、资源分页缓存与自动聚焦修复、资源总览卡片预览懒加载
保留本分支已有的聊天素材引用改动(引用输入区、@ 引用按钮、运行画面点选)
解决 index.tsx 状态声明与 pitfalls.md 文档冲突;styles.css 去重后仅保留一份画本视觉层
2026-09-09 15:43:32 +08:00
suzmii 8ed7e201d1 补齐资源画本迁移遗漏的输入区模型触发器样式
用 postcss 精确比对 #283 与当前分支的 CSS 规则集合,补齐唯一缺失的 .project-supervisor-surface.is-direct-codex .conversation-model-trigger
补齐后 #283 的 1057 条规则在当前分支全部存在,postcss 解析通过
2026-09-09 15:32:09 +08:00
suzmii 30580814d7 修复资源画本样式冲突遗留的缺失闭合括号
解决 #283 迁移与 master 的冲突时,.conversation-model-select [role='status'] 规则丢失了闭合大括号
导致 Tailwind 生成阶段报 Missing closing },Vite 错误覆盖层阻断页面打开
补齐闭合括号后 postcss 解析与 Vite 转换均恢复正常
2026-09-09 15:23:20 +08:00
suzmii 10e28b038c Merge remote-tracking branch 'origin/master' into feat/agc-canvas-resource-workbench-v3 2026-09-09 15:14:54 +08:00
suzmii aba896bf65 迁移资源画本视觉层样式
自 #283(V2.0 资源画本)迁入 .game-resource-book-* 视觉层共 523 行
该层作为 V3 资源画布的样式基础,JSX 待画布重写时接入
不包含 V2 主/子画布的行为代码
2026-09-09 15:04:18 +08:00
suzmii bf03a18676 修复资源依赖本地身份解析
资源依赖图同时索引远端资源身份和 local-asset 本地资源身份

本地 canonical 引用与远端候选去重后再建立依赖连线

补充本地身份解析与候选不歧义回归测试

更新资源自由画板技术方案的依赖身份合同
2026-09-09 15:03:54 +08:00
suzmii 57a5b642fc 建立AGC资源语义类型契约
共享契约新增 canonical 资源类型目录和历史类型读时映射

角色动画派生结果写入 character-animation 主类型

补充角色动画落盘与 legacy 类型映射回归测试

更新资源自由画板技术方案的类型边界说明
2026-09-09 15:03:54 +08:00
suzmii f7374b2101 fix: 调整 AGC 输入区滚动条显示阈值
- 输入编辑器默认高度提高到 96px,超过 140px 后滚动

- 加深并加宽滚动条拇指,避免溢出时不可见

- 同步调整消息列表底部空间
2026-09-09 13:33:13 +08:00
suzmii a0f3cc21a6 fix: 输入区滚动条改为按内容溢出显示
- 移除常驻滚动条和标准 scrollbar 属性

- 保留 WebKit 细滚动条样式,仅在内容超出时出现
2026-09-09 13:33:13 +08:00
suzmii c82a684004 fix: 收紧 AGC 输入区模型选择布局
- 模型选择改为按内容宽度靠右排列

- 取消状态点、名称和箭头之间的异常拉伸

- 拉开模型选择与发送按钮间距
2026-09-09 13:33:12 +08:00
suzmii 08e20dc7c5 fix: 恢复 AGC 输入区模型名称显示
- 模型选择设置稳定最小宽度,避免被右侧 flex 压缩

- 提高模型名称文字对比度

- 固定 @ 和发送按钮宽度,保持控制行布局稳定
2026-09-09 13:33:12 +08:00
suzmii e726dc41b8 fix: 约束 AGC 素材候选弹层到输入框范围
- 类型提示改为固定定位并按输入框宽度约束

- 根据上下可用空间选择展开方向

- 避免弹层越过聊天栏覆盖其它区域
2026-09-09 13:33:12 +08:00
suzmii 5f36ab8081 style: 对齐 AGC 输入区参考样式
- 输入区外框统一承载编辑器和底部控制行

- @ 放左侧,模型选择和发送放右侧

- 恢复输入编辑器滚动条样式

- 消息列表为底部输入框保留滚动条空间
2026-09-09 13:33:12 +08:00
suzmii cc569e7e1e refactor: 统一 AGC 输入区为单框结构
- form 作为完整背景框承载输入区和底部控制行

- 输入编辑器在框内透明显示

- 模型选择、@ 和发送按钮位于同一框内底部行
2026-09-09 13:32:41 +08:00
suzmii 664c8fbaf0 refactor: 统一 AGC 输入区底部控件结构
- 直接 Codex 输入区改为输入框下方单一控制行

- 模型选择、@ 和发送按钮使用同一 flex 布局

- 通用引用编辑器支持外部触发素材面板

- 移除依赖多个绝对定位拼接的对齐方式
2026-09-09 13:32:41 +08:00
suzmii a42452106c fix: 对齐 AGC 输入区 @ 与发送按钮
- 覆盖直接 Codex 输入区的全局按钮绝对定位

- @ 按钮改为 actions 容器内静态网格项,与发送按钮保持同一基线
2026-09-09 13:32:10 +08:00
suzmii b3989b0d5c fix: 修复 AGC 素材面板预览和按钮重叠
- 每个素材缩略图使用独立预览 scope,避免开发模式取消后无法恢复

- 调整模型选择、@ 按钮和发送按钮的底部布局

- 聊天引用候选改为使用完整已登记素材列表

- 补充图片缩略图和 StrictMode 回归测试
2026-09-09 13:32:10 +08:00
suzmii 46f27e2bde fix: 优化 AGC 素材候选弹层样式
- 固定候选弹层宽度并限制高度

- 候选名称和类型标签改为单行省略

- 增加候选弹层层级和滚动条样式
2026-09-09 13:32:10 +08:00
suzmii b7a659cdfe feat: AGC 聊天支持素材与运行画面结构化引用
- 新增通用素材引用编辑器与结构化引用协议

- 三个聊天入口接入 @ 候选和素材选择面板

- 资源卡新增 @引用 入口

- 运行画面新增区域点选与 runtime-region 引用

- Rust 按 manifest 二次校验并生成安全投影

- 补充前端与 Rust 定向测试
2026-09-09 13:32:10 +08:00
suzmii 36747b3ece 修复资源总览摞堆叠旋转与卡片预览懒加载
- 总览每个资源类型最多铺 3 张卡片,其余数量由栏目标题栏的“N 项”表达
- 总览摞旋转角改为固定小角度,素材变多后不再随堆叠下标无限增大
- 总览摞下标小的卡片压在上层,不再被模糊卡遮住最上面那张清晰卡
- 截断前先按搜索可见性过滤,避免搜索结果落在深处时总览显示空摞
- 资源卡片可见性观察改用真正包含卡片的容器,恢复滚动时的预览懒加载
- 补充资源画本布局单测、预览观察根回归用例和总览摞上限用例
2026-09-08 20:23:33 +08:00
suzmii 8a47cdfc1b Merge remote-tracking branch 'origin/master' into feat/game-agent-canvas-resource-workbench-v2
Project CI / Native shell tests (pull_request) Failing after 15m58s
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Project CI / Repository checks (pull_request) Successful in 11m18s
2026-09-08 19:48:37 +08:00
suzmii 5550a7b28c 修复资源画布文案重命名后的CI失败
删除project-development.suite.ts中未使用的resetButton变量,修复ESLint unused-vars错误

将projectResourceLiveIntegration.test.tsx中过期的复位资源画布断言更新为复位资源视图
2026-09-08 16:38:49 +08:00
suzmii 7bd67f2b3a Merge remote-tracking branch 'origin/master' into feat/game-agent-canvas-resource-workbench-v2 2026-09-08 14:58:58 +08:00
suzmii ea71540413 Merge branch 'feat/game-agent-canvas-resource-workbench-v2' of https://git.genarrative.world/git/GenarrativeAI/Genarrative into feat/game-agent-canvas-resource-workbench-v2 2026-09-08 14:58:29 +08:00
suzmii 4e0ce1902b 建立AGC资源语义类型契约
共享契约新增 canonical 资源类型目录和历史类型读时映射

角色动画派生结果写入 character-animation 主类型

补充角色动画落盘与 legacy 类型映射回归测试

更新资源自由画板技术方案的类型边界说明
2026-09-08 13:41:55 +08:00
suzmii e2a50088c9 修复资源依赖本地身份解析
资源依赖图同时索引远端资源身份和 local-asset 本地资源身份

本地 canonical 引用与远端候选去重后再建立依赖连线

补充本地身份解析与候选不歧义回归测试

更新资源自由画板技术方案的依赖身份合同
2026-09-08 13:29:08 +08:00
suzmii 6de536ecbd Merge branch 'master' into feat/game-agent-canvas-resource-workbench-v2
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2026-09-08 12:24:11 +08:00
suzmii 1347b4a743 去除资源区滚轮切换栏目
Project CI / Frontend tests (pull_request) Failing after 1m49s
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删除普通滚轮切页状态、队列与节流控制逻辑

资源区普通滚轮只平移当前视图,缩放继续由 Ctrl 或 Cmd 配合滚轮触发

同步更新 PRD、技术方案与控制器测试
2026-09-08 12:12:29 +08:00
suzmii d5411eae62 去除资源区主子画布概念文案
资源总览、栏目入口、返回与复位文案移除主画布和子画布概念

资源栏目可访问名称改为设计文档、美术资源等名称

同步更新相关界面测试断言
2026-09-08 12:11:09 +08:00
suzmii 0a5080dbd9 Merge remote-tracking branch 'origin/master' into feat/game-agent-canvas-resource-workbench-v2
Project CI / Repository checks (pull_request) Successful in 2m27s
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Project CI / Backend tests (pull_request) Successful in 6m32s
2026-09-08 10:45:07 +08:00
suzmii c5bbb864f5 修复资源分页类别缓存回归
资源分页复用完整资源签名以识别同数量类别变化

补充同长度类别变化回归测试
2026-09-07 16:26:08 +08:00
suzmii ccb3a3ab6a 修复资源保存后的自动聚焦
Project CI / Frontend tests (pull_request) Successful in 3m21s
Project CI / Repository checks (pull_request) Successful in 6m18s
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将保存后资源卡的 DOM 查找范围改为资源画本管理器\n确保新派生资源和恢复资源在布局就绪后能够进入详情聚焦
2026-09-05 13:04:54 +08:00
suzmii 879e732b04 完善资源分页依赖
Project CI / Frontend tests (pull_request) Failing after 2m32s
Project CI / Repository checks (pull_request) Successful in 2m54s
Project CI / Native shell tests (pull_request) Failing after 6m19s
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按资源类别签名刷新分页类别\n避免资源数量不变时使用过期类别,同时保持稳定引用避免无关编辑面板重置
2026-09-05 12:20:47 +08:00
suzmii cac3e19632 修复资源分页类别缓存
Project CI / Frontend tests (pull_request) Failing after 2m47s
Project CI / Repository checks (pull_request) Successful in 3m4s
Project CI / Native shell tests (pull_request) Failing after 5m49s
Project CI / Backend tests (pull_request) Successful in 7m12s
资源数组变化时重新计算资源分页类别\n避免资源总数不变但类别更新后继续使用旧分页状态
2026-09-05 11:59:23 +08:00
suzmii cd17ae8123 修复资源主画布无限平移与滚轮交互
分离固定交互视口与可平移缩放的内容层
支持主画布滚轮平移并保留缩放及主子画布视口记忆
补充越界拖动和滚轮回归测试并同步技术文档
2026-09-05 11:41:16 +08:00
suzmii 41c9ee7db4 Merge branch 'master' into feat/game-agent-canvas-resource-workbench-v2
Project CI / Frontend tests (pull_request) Failing after 2m23s
Project CI / Repository checks (pull_request) Successful in 2m34s
Project CI / Native shell tests (pull_request) Failing after 4m58s
Project CI / Backend tests (pull_request) Successful in 6m51s
2026-09-05 11:23:18 +08:00
suzmii ba718e3d4b 重构资源画本独立转场与中断处理
Project CI / Repository checks (pull_request) Failing after 15s
Project CI / Backend tests (pull_request) Failing after 15s
Project CI / Frontend tests (pull_request) Has been cancelled
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使用独立FLIP快照层和Web Animations统一动画收尾
统一分类导航并保留滚轮节流和各画布视口
修复快照缩放与悬停导致的终点偏移
补充动画回归测试并更新资源画本技术文档
2026-09-05 11:21:17 +08:00
suzmii 65ffd4cc69 取消资源画本返回主画布的二次平移动画
新增 returning-main 阶段,区分返回主画布与进入子画布的 transform 过渡。

返回期间取消残留分页事件和进行中的子画布切换,避免返回流程被重新改写。

补充状态机与 appSurface 回归测试,并同步技术方案文档。
2026-09-05 09:25:52 +08:00
suzmii 5bcaca7233 重构资源画本画布与转场状态
统一主画布与子画布的可见渲染层和 viewport 状态管理。

将子画布改为固定视口加无限平移 world,并保证首次 fit 的可读比例。

补充转场、滚轮、viewport 和资源画本回归测试,更新技术方案文档。
2026-09-05 09:10:56 +08:00
suzmii 820fbfd988 修复子画布缩放并支持Ctrl滚轮与右下角缩放控件
美术资源初始适配不再放大过头

scene层支持Ctrl滚轮锚点缩放,普通滚轮保留翻页
2026-09-04 16:41:39 +08:00
suzmii 069248b296 子画布展开改用真实坐标与视口承载
资源卡拖拽使用模型坐标换算,消除阻力和回弹

子画布空白区域支持画布平移,保持进入退出动画连贯
2026-09-04 16:31:50 +08:00
suzmii 9c85a9501e 调整资源画本hover高亮仅用于未展开主画布
Project CI / Repository checks (pull_request) Failing after 2m58s
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子画布展开态不再显示hover高亮线

未展开缩略卡hover时标题栏三边高亮,底边接缝保持默认色
2026-09-04 15:46:42 +08:00
suzmii 816844065b 拆分子画布标题与本体hover高亮
Project CI / Repository checks (pull_request) Failing after 2m52s
Project CI / Frontend tests (pull_request) Failing after 2m17s
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Project CI / Backend tests (pull_request) Successful in 6m37s
标题栏与本体分别作为独立对象绑定同一hover源

标题栏底边与本体顶边接缝保持默认色不高亮
2026-09-04 15:42:16 +08:00
suzmii 8323b13fd3 Merge branch 'master' into feat/game-agent-canvas-resource-workbench-v2
Project CI / Frontend tests (pull_request) Failing after 2m29s
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Project CI / Backend tests (pull_request) Successful in 6m39s
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2026-09-04 15:22:34 +08:00
suzmii f883d4bf2e 修复从项目入口首次进入主画布的错位
Project CI / Frontend tests (pull_request) Has been cancelled
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移除主画布入场缩放动画避免测量和终态不一致

无效缩略卡测量结果不再直接展示共享场景
2026-09-04 15:13:19 +08:00
suzmii 019b1761f4 修复资源画本首次布局错位
Project CI / Repository checks (pull_request) Failing after 9s
Project CI / Backend tests (pull_request) Failing after 11s
Project CI / Frontend tests (pull_request) Has been cancelled
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首帧测量未完成时隐藏共享场景,避免标题和卡片使用默认坐标

在首帧和资源数量变化后重新校准缩略卡布局
2026-09-04 15:03:28 +08:00
suzmii f339b383f5 实现资源画本统一节点转场
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重构主画布与子画布为共享资源卡和标题栏节点

补充缩略堆叠、进入返回动画、遮罩与定位适配

同步更新资源画本 UI 技术方案文档
2026-09-04 14:06:24 +08:00
159 changed files with 25030 additions and 33973 deletions
@@ -1,7 +1,7 @@
{
"$schema": "../gen/schemas/desktop-schema.json",
"identifier": "main",
"description": "AI 游戏创作主窗口允许读取系统剪贴板图片,用于粘贴素材附件。",
"description": "AI 游戏创作主窗口允许读取系统剪贴板图片,用于粘贴素材附件;允许弹出原生打开/保存对话框用于素材上传与导出。",
"windows": ["client"],
"permissions": [
"clipboard-manager:allow-read-image",
@@ -21,6 +21,7 @@
]
},
"opener:default",
"dialog:allow-open"
"dialog:allow-open",
"dialog:allow-save"
]
}
@@ -0,0 +1 @@
你是游戏创作需求的润色助手。把用户给创作 Agent 的一段需求改写成更清晰、可执行的中文需求。要求:保留用户的原始意图、玩法、美术方向、数值与限制条件,不得新增或删除需求点,不得替用户做决定,不得写成方案书或任务清单。只输出润色后的需求正文,不要解释、不要引言、不要 Markdown 标记、不要引号包裹、不要重复用户原文;无法润色时原样输出用户输入。
@@ -16,6 +16,7 @@ mod direct_codex_attachments;
mod direct_codex_audit;
mod direct_project_history;
mod direct_project_turn_history;
mod direct_codex_references;
mod direct_runtime;
mod direct_tool_bridge;
mod direct_tools_mcp;
@@ -42,6 +43,7 @@ pub(crate) use direct_codex_attachments::*;
pub(crate) use direct_codex_audit::*;
pub(crate) use direct_project_history::*;
pub(crate) use direct_project_turn_history::*;
pub(crate) use direct_codex_references::*;
pub(crate) use direct_runtime::*;
pub(crate) use direct_tool_bridge::*;
pub(crate) use direct_tools_mcp::*;
@@ -0,0 +1,328 @@
use super::*;
pub(crate) const MAX_DIRECT_CODEX_REFERENCES: usize = 32;
const MAX_DIRECT_CODEX_REFERENCE_ID_CHARS: usize = 200;
const MAX_DIRECT_CODEX_REFERENCE_LABEL_CHARS: usize = 160;
const MAX_DIRECT_CODEX_REFERENCE_SOURCE_CHARS: usize = 32;
const MAX_DIRECT_CODEX_REFERENCE_ELEMENT_CHARS: usize = 80;
const MAX_DIRECT_CODEX_REFERENCE_TEXT_CHARS: usize = 240;
const DIRECT_CODEX_REFERENCE_HEADER: &str =
"[本轮用户引用素材:以下均为当前项目已确认的安全引用。请使用稳定资源 ID 和项目相对路径读取,不要读取或输出其它路径。]";
#[derive(Clone, Debug, serde::Deserialize)]
#[serde(rename_all = "camelCase", tag = "type")]
pub(crate) enum DirectCodexTurnReference {
#[serde(rename = "resource")]
Resource(DirectCodexResourceReference),
#[serde(rename = "runtime-region")]
RuntimeRegion(DirectCodexRuntimeRegionReference),
}
#[derive(Clone, Debug, serde::Deserialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct DirectCodexResourceReference {
pub(crate) resource_id: String,
#[serde(default)]
pub(crate) label: Option<String>,
#[serde(default)]
pub(crate) source: Option<String>,
}
#[derive(Clone, Debug, serde::Deserialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct DirectCodexRuntimeRegionReference {
#[serde(default)]
pub(crate) label: Option<String>,
#[serde(default)]
pub(crate) run_id: Option<String>,
#[serde(default)]
pub(crate) version_id: Option<String>,
#[serde(default)]
pub(crate) element_tag: Option<String>,
#[serde(default)]
pub(crate) element_role: Option<String>,
#[serde(default)]
pub(crate) text: Option<String>,
#[serde(default)]
pub(crate) width: Option<f64>,
#[serde(default)]
pub(crate) height: Option<f64>,
#[serde(default)]
pub(crate) resource_ids: Vec<String>,
}
fn sanitize_reference_text(value: &str, max_chars: usize) -> Option<String> {
let sanitized = value
.trim()
.chars()
.filter(|character| !character.is_control())
.take(max_chars)
.collect::<String>();
if sanitized.is_empty() {
None
} else {
Some(sanitized)
}
}
fn sanitize_reference_label(value: Option<&str>) -> Option<String> {
value.and_then(|value| sanitize_reference_text(value, MAX_DIRECT_CODEX_REFERENCE_LABEL_CHARS))
}
fn sanitize_reference_source(value: Option<&str>) -> Option<String> {
let value = sanitize_reference_text(value?, MAX_DIRECT_CODEX_REFERENCE_SOURCE_CHARS)?;
if value
.chars()
.all(|character| character.is_ascii_alphanumeric() || matches!(character, '-' | '_' | '.'))
{
Some(value)
} else {
None
}
}
fn sanitize_reference_element(value: Option<&str>) -> Option<String> {
let value = sanitize_reference_text(value?, MAX_DIRECT_CODEX_REFERENCE_ELEMENT_CHARS)?;
if value
.chars()
.all(|character| character.is_ascii_alphanumeric() || matches!(character, '-' | '_' | '.'))
{
Some(value)
} else {
None
}
}
fn sanitize_reference_dimension(value: Option<f64>) -> Option<u32> {
value
.filter(|value| value.is_finite() && *value > 0.0)
.map(|value| value.round().clamp(1.0, 100_000.0) as u32)
}
fn asset_display_label(asset: &GameCreationAppAssetManifestEntry) -> String {
let basename = asset
.local_path
.rsplit(['/', '\\'])
.next()
.unwrap_or(&asset.id);
let without_extension = basename
.rsplit_once('.')
.map(|(name, _)| name)
.unwrap_or(basename)
.trim();
if without_extension.is_empty() {
asset.id.clone()
} else {
without_extension
.chars()
.filter(|character| !character.is_control())
.take(MAX_DIRECT_CODEX_REFERENCE_LABEL_CHARS)
.collect()
}
}
fn validate_resource_reference_id(value: &str) -> Result<String, String> {
let resource_id = value.trim();
if resource_id.is_empty()
|| resource_id.chars().count() > MAX_DIRECT_CODEX_REFERENCE_ID_CHARS
|| resource_id.chars().any(char::is_control)
{
return Err("引用的素材 ID 无效,请移除后重新选择".to_string());
}
Ok(resource_id.to_string())
}
fn render_resource_reference_line(
manifest: &GameCreationAppManifest,
reference: &DirectCodexResourceReference,
) -> Result<String, String> {
let resource_id = validate_resource_reference_id(&reference.resource_id)?;
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 local_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())?;
let label = sanitize_reference_label(reference.label.as_deref())
.unwrap_or_else(|| asset_display_label(asset));
let source = sanitize_reference_source(reference.source.as_deref())
.unwrap_or_else(|| "unknown".to_string());
Ok(format!(
"- 素材 ID{resource_id};名称:{label};类型:{};媒体类型:{};项目路径:{local_path};来源:{source}",
asset.kind, asset.media_type
))
}
fn render_runtime_region_reference_line(
manifest: &GameCreationAppManifest,
reference: &DirectCodexRuntimeRegionReference,
) -> Result<String, String> {
let label = sanitize_reference_label(reference.label.as_deref())
.unwrap_or_else(|| "运行画面区域".to_string());
let run_id = sanitize_reference_source(reference.run_id.as_deref());
let version_id = sanitize_reference_source(reference.version_id.as_deref());
let element_tag = sanitize_reference_element(reference.element_tag.as_deref());
let element_role = sanitize_reference_element(reference.element_role.as_deref());
let text = reference
.text
.as_deref()
.and_then(|value| sanitize_reference_text(value, MAX_DIRECT_CODEX_REFERENCE_TEXT_CHARS));
let width = sanitize_reference_dimension(reference.width);
let height = sanitize_reference_dimension(reference.height);
let mut related_resource_ids = Vec::new();
for resource_id in &reference.resource_ids {
let resource_id = validate_resource_reference_id(resource_id)?;
if !manifest.assets.iter().any(|asset| asset.id == resource_id) {
return Err("运行画面引用的素材已变化,请重新点选".to_string());
}
related_resource_ids.push(resource_id);
}
let mut parts = vec![format!("名称:{label}")];
if let Some(run_id) = run_id {
parts.push(format!("运行标识:{run_id}"));
}
if let Some(version_id) = version_id {
parts.push(format!("版本标识:{version_id}"));
}
if let Some(element_tag) = element_tag {
parts.push(format!("元素:{element_tag}"));
}
if let Some(element_role) = element_role {
parts.push(format!("角色:{element_role}"));
}
if let Some(text) = text {
parts.push(format!("文本摘要:{text}"));
}
if let (Some(width), Some(height)) = (width, height) {
parts.push(format!("尺寸:{width}x{height}"));
}
if !related_resource_ids.is_empty() {
parts.push(format!("关联素材 ID{}", related_resource_ids.join(",")));
}
Ok(format!("- 运行画面区域:{}", parts.join("")))
}
pub(crate) fn render_direct_codex_references_section(
root: &Path,
references: &[DirectCodexTurnReference],
) -> Result<Option<String>, String> {
if references.is_empty() {
return Ok(None);
}
if references.len() > MAX_DIRECT_CODEX_REFERENCES {
return Err(format!("一次最多引用 {MAX_DIRECT_CODEX_REFERENCES} 个素材"));
}
let manifest = read_manifest_for_project(root)?;
let mut lines = Vec::with_capacity(references.len());
for reference in references {
lines.push(match reference {
DirectCodexTurnReference::Resource(reference) => {
render_resource_reference_line(&manifest, reference)?
}
DirectCodexTurnReference::RuntimeRegion(reference) => {
render_runtime_region_reference_line(&manifest, reference)?
}
});
}
Ok(Some(
std::iter::once(DIRECT_CODEX_REFERENCE_HEADER.to_string())
.chain(lines)
.collect::<Vec<_>>()
.join("\n"),
))
}
#[cfg(test)]
mod tests {
use super::*;
fn fixture_project() -> tempfile::TempDir {
let directory = tempfile::tempdir().expect("temp project");
let root = directory.path();
std::fs::create_dir_all(root.join(".agent")).expect("create agent dir");
let mut manifest = new_game_creation_app_manifest("project-1", "测试项目");
manifest.assets.push(GameCreationAppAssetManifestEntry {
id: "asset-hero".to_string(),
kind: "character".to_string(),
media_type: "image/png".to_string(),
local_path: "assets/hero.png".to_string(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Uploaded,
canvas_project_id: None,
resource_id: None,
asset_object_id: None,
task_id: None,
prompt: None,
model: None,
generation_route: None,
generation_kind: None,
reference_resource_ids: Vec::new(),
},
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("character"),
tags: Vec::new(),
});
write_manifest(&root.join(".agent/manifest.json"), &manifest).expect("write manifest");
directory
}
#[test]
fn resource_reference_uses_manifest_identity_and_never_accepts_client_paths() {
let project = fixture_project();
let reference: DirectCodexTurnReference = serde_json::from_str(
r#"{"type":"resource","resourceId":"asset-hero","label":"主角","source":"asset-picker","localPath":"C:\\secret.png"}"#,
)
.expect("reference json");
let section = render_direct_codex_references_section(
project.path(),
std::slice::from_ref(&reference),
)
.expect("render")
.expect("section");
assert!(section.contains("素材 IDasset-hero"));
assert!(section.contains("名称:主角"));
assert!(section.contains("项目路径:assets/hero.png"));
assert!(!section.contains("C:\\secret.png"));
}
#[test]
fn deleted_resource_fails_closed() {
let project = fixture_project();
let reference: DirectCodexTurnReference = serde_json::from_str(
r#"{"type":"resource","resourceId":"asset-missing","label":"不存在"}"#,
)
.expect("reference json");
let error = render_direct_codex_references_section(
project.path(),
std::slice::from_ref(&reference),
)
.expect_err("missing resource");
assert_eq!(error, "引用的素材已不存在,请移除后重新选择");
}
#[test]
fn runtime_region_keeps_only_safe_summary_and_existing_resource_ids() {
let project = fixture_project();
let reference: DirectCodexTurnReference = serde_json::from_str(
r#"{"type":"runtime-region","label":"开始按钮","runId":"run-1","elementTag":"button","elementRole":"button","text":"开始游戏","width":120.4,"height":40.2,"resourceIds":["asset-hero"],"html":"<button onclick=secret>"}"#,
)
.expect("reference json");
let section = render_direct_codex_references_section(
project.path(),
std::slice::from_ref(&reference),
)
.expect("render")
.expect("section");
assert!(section.contains("运行画面区域:名称:开始按钮"));
assert!(section.contains("文本摘要:开始游戏"));
assert!(section.contains("尺寸:120x40"));
assert!(section.contains("关联素材 IDasset-hero"));
assert!(!section.contains("onclick"));
assert!(!section.contains("secret"));
}
}
@@ -1776,7 +1776,7 @@ fn direct_codex_failure_recovery_hint(stage: DirectCodexFailureStage, error: &st
if normalized.contains("permission-denied") || normalized.contains("http 403") {
return "当前陶泥儿账号可能没有访问该资源的权限,请检查账号后重试";
}
if error.contains(crate::project::PROJECT_WRITE_LOCK_CONTENTION_PREFIX) {
if error.contains("项目正在被其他写操作占用") {
return "当前项目仍有写入正在结束,请稍后再次发送该需求";
}
if error.contains("身份不唯一")
@@ -4414,6 +4414,7 @@ pub(crate) async fn chat_with_game_creator_direct_codex(
creation_type: Option<String>,
client_turn_id: Option<String>,
attachments: Option<Vec<DirectCodexTurnAttachment>>,
references: Option<Vec<DirectCodexTurnReference>>,
) -> Result<String, String> {
let root = Path::new(project_path.trim());
let turn_id = normalize_direct_client_turn_id(client_turn_id.as_deref())?;
@@ -4428,16 +4429,33 @@ pub(crate) async fn chat_with_game_creator_direct_codex(
&prompt,
attachments.as_deref().unwrap_or_default(),
);
let user_prompt = match render_direct_codex_user_prompt(
&prompt,
attachments.as_deref().unwrap_or_default(),
) {
let attachments = attachments.unwrap_or_default();
let references = references.unwrap_or_default();
let mut user_prompt = match render_direct_codex_user_prompt(&prompt, &attachments) {
Ok(prompt) => prompt,
Err(_) if !references.is_empty() && prompt.trim().is_empty() => String::new(),
Err(error) => {
audit.finish(false);
return Err(error);
}
};
if let Some(reference_section) = match render_direct_codex_references_section(root, &references)
{
Ok(section) => section,
Err(error) => {
audit.finish(false);
return Err(error);
}
} {
if !user_prompt.trim().is_empty() {
user_prompt.push_str("\n\n");
}
user_prompt.push_str(&reference_section);
}
if user_prompt.trim().is_empty() {
audit.finish(false);
return Err("聊天内容不能为空".to_string());
}
let reply = match run_direct_game_creator_turn_at_with_creation_type_and_emitter(
root,
&user_prompt,
@@ -1161,6 +1161,8 @@ fn bridge_registered_resource(
"localPath": asset.local_path,
"kind": asset.kind,
"mediaType": asset.media_type,
"category": asset.category,
"tags": asset.tags,
"canvasProjectId": asset.source.canvas_project_id,
"resourceId": asset.source.resource_id,
"assetObjectId": asset.source.asset_object_id,
@@ -1473,14 +1475,7 @@ fn bridge_write_file(root: &Path, arguments: &Value) -> Value {
return Err("工具参数 content 不能包含 NUL".to_string());
}
reject_command_output_wrapper(content)?;
// Direct 写入原本用零等待取锁:任何重叠都在 24-42ms 内直接被判成"别人正在写",
// 而 `file.write / file.patch / file.delete` 等写入口用的是约 10 秒有界等待。
// 这是用户直接触发、失败即整轮无法落盘的项目写入通道,必须和其它写入口同语义:
// 短暂重叠排队等成功,只有预算耗尽才报出带持锁方身份的错误。
let _lock = acquire_game_creator_agent_runtime_project_write_lock_with_wait(
root,
"direct-codex.file.write",
)?;
let _lock = acquire_project_write_lock(root, "direct-codex.file.write")?;
let written = write_local_project_file_at(root, &path, content)?;
let revision = advance_agent_runtime_project_revision_locked(root)?;
Ok::<_, String>(json!({
@@ -1500,27 +1495,6 @@ fn bridge_write_file(root: &Path, arguments: &Value) -> Value {
}
}
/// 项目写锁的有界等待是同步轮询(2_000 × 5ms,最多约 10 秒)。handler 是 async
/// 直接在 handler 里走完整条写路径会占住一个 tokio worker:争用窗口内同一轮并行写多个
/// 文件时会有多个 worker 被占,而这条 bridge 与只读端点、UI 命令共享同一个 runtime,
/// 正是 Issue #318 现场"只读工具全部正常"这条诊断特征会被破坏的情形。
/// 因此整条写路径挪进阻塞线程池,等待语义与错误文案都不变。
async fn bridge_write_file_in_blocking_pool(root: PathBuf, arguments: Value) -> Value {
let task_root = root.clone();
match tokio::task::spawn_blocking(move || bridge_write_file(&task_root, &arguments)).await {
Ok(result) => result,
Err(error) => bridge_tool_result(
redact_agent_runtime_error(
&root,
&format!("agc_write_file 阻塞任务未返回:{error}"),
480,
),
Vec::new(),
true,
),
}
}
fn bridge_safe_account_asset_projection(asset: &Value) -> Option<Value> {
let asset_id = asset.get("assetId").and_then(Value::as_str)?;
if asset_id.trim().is_empty() {
@@ -2335,9 +2309,7 @@ async fn handle_direct_tool_bridge(
bridge_list_registered_assets(&state.root, &request.arguments)
}
"agc_list_project_files" => bridge_list_project_files(&state.root, &request.arguments),
"agc_write_file" => {
bridge_write_file_in_blocking_pool(state.root.clone(), request.arguments).await
}
"agc_write_file" => bridge_write_file(&state.root, &request.arguments),
"agc_list_account_assets" => bridge_list_account_assets(&state, &request.arguments).await,
"agc_import_account_assets" => {
bridge_import_account_assets(&state, &request.arguments).await
@@ -2742,185 +2714,6 @@ mod tests {
);
}
/// Issue #318 第 1 条验收:同一轮里并行的多个文件写必须排队成功,
/// 而不是互相报"项目正在被其他写操作占用"。
#[test]
fn bridge_write_file_serializes_parallel_writes_in_one_round() {
let temporary = tempfile::tempdir().expect("create parallel direct write root");
init_local_game_project_at(temporary.path(), "direct-parallel", "Direct 并行写入测试")
.expect("initialize parallel direct write root");
let root = temporary.path().to_path_buf();
let paths = (0..4)
.map(|index| format!("game/parallel-{index}.js"))
.collect::<Vec<_>>();
let results = std::thread::scope(|scope| {
let handles = paths
.iter()
.map(|path| {
let root = root.clone();
let path = path.clone();
scope.spawn(move || {
let result = bridge_write_file(
&root,
&json!({ "path": path, "content": format!("// {path}\n") }),
);
(path, result)
})
})
.collect::<Vec<_>>();
handles
.into_iter()
.map(|handle| handle.join().expect("parallel direct write must not panic"))
.collect::<Vec<_>>()
});
for (path, result) in &results {
assert_eq!(
result.get("isError").and_then(Value::as_bool),
Some(false),
"parallel direct write of {path} must succeed: {result}"
);
assert_eq!(
fs::read_to_string(root.join(path)).expect("read parallel direct write"),
format!("// {path}\n")
);
}
}
/// Issue #318 第 1 条验收:App 自己另一条写通道正在写该项目时,
/// Direct 写入必须等待后成功,而不是在 24-42ms 内被判成"别人正在写"。
#[test]
fn bridge_write_file_waits_for_a_short_same_process_project_writer() {
let temporary = tempfile::tempdir().expect("create contended direct write root");
init_local_game_project_at(temporary.path(), "direct-contended", "Direct 写入等待测试")
.expect("initialize contended direct write root");
let root = temporary.path().to_path_buf();
let barrier = std::sync::Arc::new(std::sync::Barrier::new(2));
let holder_barrier = std::sync::Arc::clone(&barrier);
let holder_root = root.clone();
let holder = std::thread::spawn(move || {
let lock = acquire_project_write_lock(&holder_root, "concurrent-writer")
.expect("acquire a short-lived project writer");
holder_barrier.wait();
std::thread::sleep(std::time::Duration::from_millis(300));
drop(lock);
});
barrier.wait();
let result = bridge_write_file(
&root,
&json!({ "path": "game/waited.js", "content": "// waited\n" }),
);
holder.join().expect("join the short-lived project writer");
assert_eq!(
result.get("isError").and_then(Value::as_bool),
Some(false),
"the direct write must wait out a short same-process writer: {result}"
);
assert_eq!(
fs::read_to_string(root.join("game/waited.js")).expect("read waited direct write"),
"// waited\n"
);
}
/// 有界等待是同步轮询(最多约 10 秒),而 handler 是 async:等待必须挪到阻塞线程池,
/// 否则会占住 runtime worker。本用例用默认的 current_thread runtime——handler 一旦同步
/// 阻塞,同一 runtime 上的心跳任务就完全停摆,因此在写入等待期间检查心跳即可区分。
#[tokio::test]
async fn bridge_write_file_waits_on_the_blocking_pool_instead_of_a_runtime_worker() {
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::Duration;
let temporary = tempfile::tempdir().expect("create blocking pool write root");
init_local_game_project_at(temporary.path(), "direct-pool", "Direct 阻塞池测试")
.expect("initialize blocking pool write root");
let state = direct_tool_bridge_state(temporary.path().to_path_buf());
// 另一条写通道由 OS 线程持有项目写锁,不受本 runtime 影响。
let holder_root = temporary.path().to_path_buf();
let lock = acquire_project_write_lock(&holder_root, "concurrent-writer")
.expect("acquire the concurrent project writer");
let holder = std::thread::spawn(move || {
std::thread::sleep(Duration::from_millis(250));
drop(lock);
});
// 心跳任务:只有 handler 让出 worker,它才可能在写入等待期间推进。
let heartbeat = Arc::new(AtomicBool::new(false));
let heartbeat_writer = Arc::clone(&heartbeat);
tokio::spawn(async move {
tokio::time::sleep(Duration::from_millis(50)).await;
heartbeat_writer.store(true, Ordering::SeqCst);
});
let response = handle_direct_tool_bridge(
axum::extract::State(state),
axum::Json(DirectToolBridgeRequest {
tool: "agc_write_file".to_string(),
arguments: json!({ "path": "game/blocking-pool.js", "content": "// pooled\n" }),
}),
)
.await
.0;
holder.join().expect("join the concurrent project writer");
assert!(
heartbeat.load(Ordering::SeqCst),
"写入等待期间同一 runtime 的心跳任务停摆了:等待必须走阻塞线程池,不能占住 worker"
);
assert_eq!(
response.get("isError").and_then(Value::as_bool),
Some(false),
"the pooled direct write must still wait out the holder: {response}"
);
assert_eq!(
fs::read_to_string(temporary.path().join("game/blocking-pool.js"))
.expect("read pooled direct write"),
"// pooled\n"
);
}
/// Issue #318 第 3 条验收:权限拒绝不得被投影成"被其他写操作占用"。
#[cfg(unix)]
#[test]
fn bridge_write_file_does_not_project_permission_denial_as_contention() {
use std::os::unix::fs::PermissionsExt;
let temporary = tempfile::tempdir().expect("create acl direct write root");
init_local_game_project_at(temporary.path(), "direct-acl", "Direct ACL 测试")
.expect("initialize acl direct write root");
let agent_directory = temporary.path().join(".agent");
let original = fs::metadata(&agent_directory)
.expect("read control directory metadata")
.permissions();
fs::set_permissions(&agent_directory, fs::Permissions::from_mode(0o500))
.expect("drop write permission on the control directory");
let result = bridge_write_file(
temporary.path(),
&json!({ "path": "game/acl-denied.js", "content": "// denied\n" }),
);
fs::set_permissions(&agent_directory, original)
.expect("restore control directory permission");
if result.get("isError").and_then(Value::as_bool) != Some(true) {
// 以 root 运行(或文件系统忽略权限位)时 0o500 不构成拒绝,本用例不成立。
return;
}
let text = result
.pointer("/content/0/text")
.and_then(Value::as_str)
.unwrap_or_default();
assert!(
!text.contains("项目正在被其他写操作占用"),
"a permission denial must not be projected as lock contention: {text}"
);
assert!(!temporary.path().join("game/acl-denied.js").exists());
}
#[test]
fn resource_request_uuid_is_stable_v4_and_domain_separated() {
let operation = direct_resource_request_uuid("turn-1", "operation", "abc");
@@ -2990,6 +2783,8 @@ mod tests {
local_path: "assets/art-spritesheet-slices/player.png".to_string(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("art-spritesheet-slice"),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
canvas_project_id: Some("canvas-1".to_string()),
@@ -3053,6 +2848,8 @@ mod tests {
},
]),
image_sequence_duration_ms: Some(4_000),
category: game_creation_app_asset_category_for_kind("character-animation"),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
canvas_project_id: Some("canvas-1".to_string()),
@@ -3072,6 +2869,8 @@ mod tests {
projection["imageSequenceFrames"][0]["objectKey"],
"animations/frame-01.png"
);
assert_eq!(projection["category"], "character");
assert_eq!(projection["tags"], json!([]));
let serialized = projection.to_string();
assert!(!serialized.contains("signed.invalid"));
assert!(!serialized.contains("private prompt"));
@@ -3079,6 +2878,42 @@ mod tests {
assert!(!serialized.contains("private.invalid"));
}
#[test]
fn bridge_registered_resource_projects_manifest_classification_verbatim() {
let asset = GameCreationAppAssetManifestEntry {
id: "spec-1".to_string(),
kind: "spec".to_string(),
media_type: "application/json".to_string(),
local_path: "assets/specs/hero.json".to_string(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category:
shared_contracts::game_creation_app::GameCreationAppAssetCategory::UiInteraction,
tags: vec!["主角".to_string(), "第一版".to_string()],
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Generated,
canvas_project_id: None,
resource_id: None,
asset_object_id: None,
task_id: None,
prompt: Some("private prompt".to_string()),
model: Some("private model".to_string()),
generation_route: None,
generation_kind: None,
reference_resource_ids: Vec::new(),
},
};
let projection = bridge_registered_resource(&asset, false);
assert_eq!(projection["kind"], "spec");
assert_eq!(projection["category"], "ui-interaction");
assert_eq!(projection["tags"], json!(["主角", "第一版"]));
assert_eq!(projection["imageSequenceFrames"], Value::Null);
let serialized = projection.to_string();
assert!(!serialized.contains("private prompt"));
assert!(!serialized.contains("private model"));
}
#[test]
fn bridge_success_warnings_are_redacted_before_serialization() {
let root = tempfile::tempdir().expect("warning redaction root");
@@ -256,7 +256,7 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool) -> Value {
}),
json!({
"name": "agc_list_registered_assets",
"description": "查询当前项目由客户端权威 manifest 登记的资源与未完成资源 operation。结果有界且只包含项目相对路径、稳定资源身份、序列帧身份和恢复状态,不返回 prompt、模型、签名 URL、宿主路径或凭据。",
"description": "查询当前项目由客户端权威 manifest 登记的资源与未完成资源 operation。结果有界且只包含项目相对路径、稳定资源身份、功能分类与自定义标签、序列帧身份和恢复状态,不返回 prompt、模型、签名 URL、宿主路径或凭据。",
"inputSchema": {
"type": "object",
"properties": {
@@ -6786,6 +6786,8 @@ fn register_platform_art_slice_manifest_entries_at(
local_path: registration.local_path.clone(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("art-spritesheet-slice"),
tags: Vec::new(),
source,
});
ids.push(id);
@@ -1822,45 +1822,27 @@ const AGENT_RUNTIME_PROJECT_WRITE_LOCK_SHORT_WAIT_ATTEMPTS: usize = 200;
/// Take the project write lock, riding out transient contention for at most
/// `max_attempts` polls.
///
/// 能不能等由 `ProjectWriteLockFailure` 的**类型**决定,不解析错误文案:只有可重试的
/// 取锁失败才在这里等,权限拒绝和坏路径立刻返回。判据曾经是
/// `项目正在被其他写操作占用:` 这个前缀,那等于把"要不要等"绑在中文文案上——
/// 改一次文案就悄悄改掉一次重试语义。Callers pick the budget from what a lost race
/// costs them: a one-shot user intent waits out the full window, a poll that will run
/// again shortly waits far less.
/// `项目正在被其他写操作占用:` is the one lock error that means
/// "nothing is broken, the current holder is mid-write" — every other variant
/// (a torn lock file, a denied path) is returned immediately. Callers pick the
/// budget from what a lost race costs them: a one-shot user intent waits out the
/// full window, a poll that will run again shortly waits far less.
fn acquire_game_creator_agent_runtime_project_write_lock_within(
root: &Path,
command_id: &str,
max_attempts: usize,
) -> Result<ProjectWriteLock, String> {
let max_attempts = max_attempts.max(1);
let started_at = std::time::Instant::now();
for attempt in 0..max_attempts {
let failure = match acquire_project_write_lock_failure(root, command_id) {
Ok(lock) => return Ok(lock),
Err(failure) if failure.is_retryable() => failure,
Err(failure) => return Err(failure.message()),
};
if attempt + 1 == max_attempts {
// 等待预算耗尽才记一条:争用本身可能重试上千次,逐次记账会淹掉日志。
// 这条记录回答的正是 Issue #318 现场缺的问题——"谁在持锁、是不是自己人",
// 以及等满预算之后这到底是争用还是权限拒绝(`projection=`)。
// 单次试探(max_attempts == 1,例如 hydrate 的 try_acquire_*)根本没有等待:
// 既不写 `wait_exhausted`waitedMs≈0 会让"耗尽"这个词失去意义,而 hydrate
// 每次状态变化都会撞一次锁,会把它变成噪声),也不做终态改判。
let waited = max_attempts > 1;
let (projection, message) = failure.exhausted_projection(waited);
if waited {
app_log!(
"project.write_lock.wait_exhausted commandId={command_id} attempts={} waitedMs={} projection={projection} holder={}",
attempt + 1,
started_at.elapsed().as_millis(),
crate::project::project_write_lock_contention_diagnostic(root)
);
match acquire_project_write_lock(root, command_id) {
Err(error)
if error.starts_with("项目正在被其他写操作占用:")
&& attempt + 1 < max_attempts =>
{
std::thread::sleep(AGENT_RUNTIME_PROJECT_WRITE_LOCK_RETRY_INTERVAL);
}
return Err(message);
result => return result,
}
std::thread::sleep(AGENT_RUNTIME_PROJECT_WRITE_LOCK_RETRY_INTERVAL);
}
unreachable!("project write lock retry loop always returns")
}
@@ -24,7 +24,7 @@ enum AutonomousManifestParentWakeReconciliationOutcome {
pub(crate) fn autonomous_manifest_parent_wake_error_is_transient(error: &str) -> bool {
let normalized = error.to_ascii_lowercase();
error.starts_with(crate::project::PROJECT_WRITE_LOCK_CONTENTION_PREFIX)
error.starts_with("项目正在被其他写操作占用:")
|| error.contains("另一个程序正在使用此文件")
|| normalized.contains("sharing violation")
|| normalized.contains("lock violation")
@@ -1495,7 +1495,7 @@ pub(crate) fn hydrate_planning_session_v2(
"planning.v2.hydrate",
) {
Ok(lock) => lock,
Err(error) if error.starts_with(crate::project::PROJECT_WRITE_LOCK_CONTENTION_PREFIX) => {
Err(error) if error.starts_with("项目正在被其他写操作占用:") => {
return Ok(None)
}
Err(error) => return Err(error),
@@ -1768,6 +1768,8 @@ pub(crate) fn register_local_asset_entry(
local_path: normalized_path.clone(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind(kind),
tags: Vec::new(),
source,
});
Ok((id, "asset.register"))
@@ -1793,6 +1795,181 @@ pub(crate) fn register_local_asset_entry(
})
}
#[derive(Clone, Debug, Deserialize)]
#[serde(deny_unknown_fields, rename_all = "camelCase")]
pub(crate) struct ReadLocalProjectAssetReferencesInput {
pub project_path: String,
pub asset_id: String,
}
/// 引用了某个素材的项目版本摘要。删除弹窗据此列出「被哪些版本使用」。
#[derive(Clone, Debug, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct LocalProjectAssetReferenceVersion {
pub version_id: String,
pub project_revision: u64,
pub created_at: u64,
}
#[derive(Clone, Debug, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct ReadLocalProjectAssetReferencesResult {
pub asset_id: String,
pub versions: Vec<LocalProjectAssetReferenceVersion>,
}
/// 版本数组里 `resourceBindings` 指向该素材的版本,顺序与版本数组一致。
///
/// 版本绑定即资源记录:`resourceId` 指向 manifest 资产 ID,命中即表示该版本用了这个素材。
fn asset_referencing_versions(
manifest: &GameCreationAppManifest,
asset_id: &str,
) -> Vec<LocalProjectAssetReferenceVersion> {
manifest
.versions
.iter()
.filter(|version| {
version
.resource_bindings
.iter()
.any(|binding| binding.resource_id == asset_id)
})
.map(|version| LocalProjectAssetReferenceVersion {
version_id: version.version_id.clone(),
project_revision: version.project_revision,
created_at: version.created_at,
})
.collect()
}
fn normalized_asset_id(asset_id: &str) -> Result<&str, String> {
let asset_id = asset_id.trim();
if asset_id.is_empty() {
return Err("素材 assetId 不能为空".to_string());
}
Ok(asset_id)
}
pub(crate) fn read_manifest_asset_references_at(
root: &Path,
asset_id: &str,
) -> Result<ReadLocalProjectAssetReferencesResult, String> {
let asset_id = normalized_asset_id(asset_id)?;
let manifest = read_existing_manifest_for_project(root)?;
Ok(ReadLocalProjectAssetReferencesResult {
asset_id: asset_id.to_string(),
versions: asset_referencing_versions(&manifest, asset_id),
})
}
#[derive(Clone, Debug, Deserialize)]
#[serde(deny_unknown_fields, rename_all = "camelCase")]
pub(crate) struct DeleteLocalProjectAssetInput {
pub project_path: String,
pub expected_project_id: String,
pub expected_project_revision: u64,
pub asset_id: String,
/// 用户是否勾选「把相关游戏版本一并删除」;默认不勾,只删素材登记。
pub delete_referenced_versions: bool,
}
#[derive(Clone, Debug, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct DeleteLocalProjectAssetResult {
pub asset_id: String,
pub local_path: String,
pub committed_project_revision: u64,
/// 只删除 manifest 登记,磁盘文件保留;调用方据此提示用户。
pub file_retained: bool,
}
/// 删除一个素材登记,并按用户确认决定是否连带删除引用它的游戏版本。
///
/// 语义:
/// - 未被任何版本引用 → 只摘掉登记;
/// - 被引用且 `delete_referenced_versions` 为 `false` → 只摘掉登记,引用它的版本原样保留为
/// 悬空绑定,不做二次拦截;界面不为这些版本合成资源卡;
/// - 被引用且为 `true` → 素材与所有引用它的版本在**同一次 manifest 写入**里一起删除;
/// - 素材不可变,**不删除磁盘文件**,只摘掉 manifest 登记;
/// - 与资源分类更新同口径:持项目写锁后按 `expectedProjectId` / 当前 revision 做 CAS
/// 失败时 manifest 与 revision 都不变。
pub(crate) fn delete_manifest_asset_at(
root: &Path,
expected_project_id: &str,
expected_project_revision: u64,
asset_id: &str,
delete_referenced_versions: bool,
) -> Result<DeleteLocalProjectAssetResult, String> {
if expected_project_revision
> shared_contracts::game_creation_app::GAME_CREATION_RESOURCE_LAYOUT_MAX_SAFE_REVISION
{
return Err("expectedProjectRevision 超出 JavaScript 安全整数范围".to_string());
}
let expected_project_id = expected_project_id.trim();
if expected_project_id.is_empty() {
return Err("素材删除 expectedProjectId 不能为空".to_string());
}
let asset_id = normalized_asset_id(asset_id)?;
if read_existing_manifest_for_project(root)?.project_id != expected_project_id {
return Err("project-identity-conflict".to_string());
}
let _lock = acquire_project_write_lock(root, "asset.register")?;
if read_existing_manifest_for_project(root)?.project_id != expected_project_id {
return Err("project-identity-conflict".to_string());
}
if read_game_creator_agent_runtime_project_revision(root)?.revision != expected_project_revision
{
return Err("project-revision-conflict".to_string());
}
let mut local_path = String::new();
mutate_manifest_at_allowing_version_removals(
root,
&|manifest| {
if !delete_referenced_versions {
return Vec::new();
}
asset_referencing_versions(manifest, asset_id)
.into_iter()
.map(|version| version.version_id)
.collect()
},
|manifest| {
let Some(index) = manifest
.assets
.iter()
.position(|asset| asset.id == asset_id)
else {
return Err(format!("项目资源不存在:{asset_id}"));
};
local_path = manifest.assets[index].local_path.clone();
manifest.assets.remove(index);
if delete_referenced_versions {
let referenced_version_ids: Vec<String> =
asset_referencing_versions(manifest, asset_id)
.into_iter()
.map(|version| version.version_id)
.collect();
manifest
.versions
.retain(|version| !referenced_version_ids.contains(&version.version_id));
}
Ok(())
},
)?;
let committed_project_revision = advance_agent_runtime_project_revision_locked(root)
.map_err(|error| format!("素材登记已删除,但项目 revision 未能推进:{error}"))?;
Ok(DeleteLocalProjectAssetResult {
asset_id: asset_id.to_string(),
local_path,
committed_project_revision,
file_retained: true,
})
}
#[cfg(test)]
mod tests {
use super::*;
@@ -18,6 +18,13 @@ const AUTOMATIC_PROJECT_NAME_MAX_PROMPT_CHARS: usize = 8_000;
const AUTOMATIC_PROJECT_NAME_MAX_OUTPUT_TOKENS: u32 = 64;
const AUTOMATIC_PROJECT_NAME_SYSTEM_PROMPT: &str =
include_str!("../prompts/automatic-project-name.md");
// 聊天输入区的 AI 润色复用同一条短文本生成通道:只做一次单轮改写,
// 计费由平台 LLM 路由(/api/llm/chat/completions、/api/llm/responses)侧完成。
const LOCAL_PROJECT_PROMPT_POLISH_MAX_PROMPT_CHARS: usize = 4_000;
const LOCAL_PROJECT_PROMPT_POLISH_MAX_CONTEXT_CHARS: usize = 1_000;
const LOCAL_PROJECT_PROMPT_POLISH_MAX_OUTPUT_TOKENS: u32 = 2_048;
const LOCAL_PROJECT_PROMPT_POLISH_SYSTEM_PROMPT: &str =
include_str!("../prompts/local-project-prompt-polish.md");
fn is_chinese_project_name_character(value: char) -> bool {
matches!(
@@ -79,6 +86,122 @@ async fn request_automatic_project_name(prompt: &str) -> Result<Option<String>,
Ok(normalize_suggested_project_name(response.text.trim()))
}
pub(crate) fn build_local_project_prompt_polish_prompt(
prompt: &str,
context: Option<&str>,
) -> Result<String, String> {
let prompt = prompt.trim();
if prompt.is_empty() {
return Err("待润色的内容为空,无法润色".to_string());
}
let mut user_prompt: String = prompt
.chars()
.take(LOCAL_PROJECT_PROMPT_POLISH_MAX_PROMPT_CHARS)
.collect();
if let Some(context) = context.map(str::trim).filter(|value| !value.is_empty()) {
let context: String = context
.chars()
.take(LOCAL_PROJECT_PROMPT_POLISH_MAX_CONTEXT_CHARS)
.collect();
user_prompt.push_str("\n\n当前项目上下文:\n");
user_prompt.push_str(&context);
}
Ok(user_prompt)
}
/// 只接受非空文本:空回复或纯空白一律视为润色失败,由调用方保留原文。
fn normalize_polished_prompt(value: &str) -> Option<String> {
let value = value.trim();
if value.is_empty() {
None
} else {
Some(value.to_string())
}
}
async fn request_local_project_prompt_polish(
prompt: &str,
context: Option<&str>,
) -> Result<String, String> {
let user_prompt = build_local_project_prompt_polish_prompt(prompt, context)?;
let app_config = load_game_creator_app_config()?;
if app_config.agent_mode == GAME_CREATOR_AGENT_MODE_CODEX_APP_SERVER {
let reply = crate::agent::direct_game_creator_home_codex_chat(
LOCAL_PROJECT_PROMPT_POLISH_SYSTEM_PROMPT.trim().to_string(),
user_prompt,
)
.await?;
return normalize_polished_prompt(&reply)
.ok_or_else(|| "AI 润色没有返回可用文本".to_string());
}
let mut llm = app_config.llm.clone();
llm.max_retries = 0;
let client = build_game_creator_llm_client_from_llm_config(&llm, "llm")?;
let request = LlmRunRequest::single_turn(
LOCAL_PROJECT_PROMPT_POLISH_SYSTEM_PROMPT.trim(),
user_prompt,
)
.with_api_kind(parse_game_creator_llm_api_kind(&llm.api_kind)?)
.with_model(llm.model.clone())
.with_request_timeout_ms(llm.request_timeout_ms)
.with_max_output_tokens(LOCAL_PROJECT_PROMPT_POLISH_MAX_OUTPUT_TOKENS)
.with_web_search(false);
let response = client
.run(request)
.await
.map_err(|error| format!("AI 润色失败:{error}"))?;
normalize_polished_prompt(&response.text).ok_or_else(|| "AI 润色没有返回可用文本".to_string())
}
#[cfg(test)]
mod local_project_prompt_polish_tests {
use super::*;
#[test]
fn rejects_empty_prompt() {
assert!(build_local_project_prompt_polish_prompt(" ", None).is_err());
}
#[test]
fn appends_optional_project_context() {
let prompt =
build_local_project_prompt_polish_prompt("做个跳跃游戏", Some(" 像素风 ")).unwrap();
assert_eq!(prompt, "做个跳跃游戏\n\n当前项目上下文:\n像素风");
let without_context =
build_local_project_prompt_polish_prompt("做个跳跃游戏", None).unwrap();
assert_eq!(without_context, "做个跳跃游戏");
let blank_context =
build_local_project_prompt_polish_prompt("做个跳跃游戏", Some(" ")).unwrap();
assert_eq!(blank_context, "做个跳跃游戏");
}
#[test]
fn truncates_prompt_and_context_to_their_limits() {
let long_prompt = "".repeat(LOCAL_PROJECT_PROMPT_POLISH_MAX_PROMPT_CHARS + 32);
let long_context = "".repeat(LOCAL_PROJECT_PROMPT_POLISH_MAX_CONTEXT_CHARS + 32);
let prompt =
build_local_project_prompt_polish_prompt(&long_prompt, Some(&long_context)).unwrap();
let (body, context) = prompt.split_once("\n\n当前项目上下文:\n").unwrap();
assert_eq!(
body.chars().count(),
LOCAL_PROJECT_PROMPT_POLISH_MAX_PROMPT_CHARS
);
assert_eq!(
context.chars().count(),
LOCAL_PROJECT_PROMPT_POLISH_MAX_CONTEXT_CHARS
);
}
#[test]
fn empty_model_reply_is_not_accepted_as_polished_text() {
assert_eq!(normalize_polished_prompt(" \n "), None);
assert_eq!(
normalize_polished_prompt(" 做个像素风跳跃游戏 \n").as_deref(),
Some("做个像素风跳跃游戏")
);
}
}
#[derive(Clone, Debug, Deserialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct AssetImportRequirements {
@@ -848,242 +971,45 @@ pub(crate) fn update_local_project_resource_canvas_layout(
)
}
/// 读取引用了某个素材的项目版本,供删除弹窗提示「被哪些版本使用」。
#[tauri::command]
pub(crate) fn create_local_project_asset_canvas_draft(
input: CreateAssetCanvasDraftInput,
) -> Result<CreateAssetCanvasDraftResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
create_asset_canvas_draft_at(&root, &input)
pub(crate) fn read_local_project_asset_references(
input: ReadLocalProjectAssetReferencesInput,
) -> Result<ReadLocalProjectAssetReferencesResult, String> {
let root = Path::new(input.project_path.trim());
enforce_project_permission_policy(root, "asset.list")?;
read_manifest_asset_references_at(root, &input.asset_id)
}
/// 删除一个素材登记,并按用户确认决定是否连带删除引用它的游戏版本。
///
/// 素材不可变:只摘掉 manifest 登记,磁盘文件保留。
#[tauri::command]
pub(crate) fn read_local_project_asset_canvas_draft(
input: ReadAssetCanvasDraftInput,
) -> Result<ReadAssetCanvasDraftResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
read_asset_canvas_draft_at(&root, &input)
pub(crate) fn delete_local_project_asset(
input: DeleteLocalProjectAssetInput,
) -> Result<DeleteLocalProjectAssetResult, String> {
let root = Path::new(input.project_path.trim());
enforce_project_permission_policy(root, "asset.register")?;
delete_manifest_asset_at(
root,
&input.expected_project_id,
input.expected_project_revision,
&input.asset_id,
input.delete_referenced_versions,
)
}
/// 重命名一个已登记素材:磁盘文件改名 + 更新 manifest 的 `localPath`,资产 `id` 不变。
///
/// 只允许在资产当前所在目录内改名,扩展名必须一致,同目录不得已有同名文件;manifest 写失败
/// 时把文件改回原名,不留半成品。
#[tauri::command]
pub(crate) fn discover_local_project_asset_canvas_draft(
input: DiscoverAssetCanvasDraftInput,
) -> Result<DiscoverAssetCanvasDraftResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
discover_asset_canvas_draft_at(&root, &input)
}
#[tauri::command]
pub(crate) fn update_local_project_asset_canvas_draft(
input: UpdateAssetCanvasDraftInput,
) -> Result<UpdateAssetCanvasDraftResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
update_asset_canvas_draft_at(&root, &input)
}
#[tauri::command]
pub(crate) fn acknowledge_local_project_asset_canvas_candidate_layers(
input: AcknowledgeAssetCanvasCandidateLayersInput,
) -> Result<AcknowledgeAssetCanvasCandidateLayersResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
acknowledge_candidate_layers_at(&root, &input)
}
#[tauri::command]
pub(crate) async fn import_local_project_asset_canvas_images(
app: tauri::AppHandle,
input: ImportAssetCanvasImagesInput,
) -> Result<ImportAssetCanvasImagesResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let (sender, receiver) = tokio::sync::oneshot::channel();
let mut dialog = app
.dialog()
.file()
.set_title("导入图片")
.add_filter("图片", &["png", "jpg", "jpeg", "webp"]);
if let Some(window) = app.get_webview_window("client") {
dialog = dialog.set_parent(&window);
}
dialog.pick_files(move |paths| {
let _ = sender.send(paths);
});
let Some(paths) = receiver
.await
.map_err(|_| "图片文件选择器意外关闭".to_string())?
else {
return Ok(ImportAssetCanvasImagesResult::cancelled());
};
if paths.is_empty() {
return Ok(ImportAssetCanvasImagesResult::cancelled());
}
let paths = paths
.into_iter()
.map(|path| {
path.into_path()
.map_err(|error| format!("读取导入图片路径失败:{error}"))
})
.collect::<Result<Vec<_>, _>>()?;
tokio::task::spawn_blocking(move || import_asset_canvas_images_at(&root, &input, &paths))
.await
.map_err(|error| format!("图片导入任务异常结束:{error}"))?
}
#[tauri::command]
pub(crate) fn store_local_project_asset_canvas_media(
input: StoreAssetCanvasMediaInput,
) -> Result<StoreAssetCanvasMediaResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
store_asset_canvas_media_at(&root, &input)
}
#[tauri::command]
pub(crate) fn stage_local_project_asset_canvas_image(
input: StageAssetCanvasImageInput,
) -> Result<StageAssetCanvasImageResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
stage_asset_canvas_image_at(&root, &input)
}
#[tauri::command]
pub(crate) async fn archive_failed_local_project_asset_canvas_generation(
input: ArchiveAssetCanvasGenerationInput,
) -> Result<ArchiveAssetCanvasGenerationResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
archive_failed_asset_canvas_generation_at(&root, &input).await
}
#[tauri::command]
pub(crate) async fn generate_local_project_asset_canvas_image(
app: tauri::AppHandle,
input: GenerateAssetCanvasImageInput,
) -> Result<GenerateAssetCanvasImageResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let progress_app = app.clone();
let execution = generate_asset_canvas_image_at(&root, &input, move |payload| {
let _ = progress_app.emit(ASSET_CANVAS_GENERATION_PROGRESS_EVENT, payload);
})
.await?;
if let Some(event) = execution.event.as_ref() {
publish_asset_canvas_event_after_commit_at(&root, event, |payload| {
app.emit(
"game-creator-local-asset-committed",
asset_canvas_committed_public_event(payload),
)
.map_err(|error| error.to_string())
});
}
Ok(execution.result)
}
#[tauri::command]
pub(crate) async fn finalize_local_project_asset_canvas_generation_failure(
input: FinalizeAssetCanvasGenerationFailureInput,
) -> Result<FinalizeAssetCanvasGenerationFailureResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
finalize_asset_canvas_generation_failure_at(&root, &input).await
}
#[tauri::command]
pub(crate) async fn recover_local_project_asset_canvas_generations(
app: tauri::AppHandle,
input: RecoverAssetCanvasGenerationsInput,
) -> Result<RecoverAssetCanvasGenerationsResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let progress_app = app.clone();
let execution = recover_asset_canvas_generations_at(&root, &input, move |payload| {
let _ = progress_app.emit(ASSET_CANVAS_GENERATION_PROGRESS_EVENT, payload);
})
.await?;
for event in &execution.events {
publish_asset_canvas_event_after_commit_at(&root, event, |payload| {
app.emit(
"game-creator-local-asset-committed",
asset_canvas_committed_public_event(payload),
)
.map_err(|error| error.to_string())
});
}
Ok(execution.result)
}
#[tauri::command]
pub(crate) async fn confirm_local_project_asset_canvas_generation_service_identity(
input: ConfirmAssetCanvasGenerationServiceIdentityInput,
) -> Result<ConfirmAssetCanvasGenerationServiceIdentityResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
confirm_asset_canvas_generation_service_identity_at(&root, &input).await
}
#[tauri::command]
pub(crate) fn read_local_project_asset_canvas_media(
input: ReadAssetCanvasMediaInput,
) -> Result<ReadAssetCanvasMediaResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
read_asset_canvas_media_at(&root, &input)
}
#[tauri::command]
pub(crate) fn discard_local_project_asset_canvas_draft(
input: DiscardAssetCanvasDraftInput,
) -> Result<DiscardAssetCanvasDraftResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
discard_asset_canvas_draft_at(&root, &input)
}
#[tauri::command]
pub(crate) fn commit_local_project_asset(
app: tauri::AppHandle,
input: CommitAssetCanvasInput,
) -> Result<CommitAssetCanvasResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let execution = commit_asset_canvas_at(&root, &input)?;
if let Some(event) = execution.event.as_ref() {
publish_asset_canvas_event_after_commit_at(&root, event, |payload| {
app.emit(
"game-creator-local-asset-committed",
asset_canvas_committed_public_event(payload),
)
.map_err(|error| error.to_string())
});
}
Ok(execution.result)
}
#[tauri::command]
pub(crate) fn commit_local_project_asset_canvas_candidate(
app: tauri::AppHandle,
input: CommitAssetCanvasCandidateInput,
) -> Result<CommitAssetCanvasResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let execution = commit_asset_canvas_candidate_at(&root, &input)?;
if let Some(event) = execution.event.as_ref() {
publish_asset_canvas_event_after_commit_at(&root, event, |payload| {
app.emit(
"game-creator-local-asset-committed",
asset_canvas_committed_public_event(payload),
)
.map_err(|error| error.to_string())
});
}
Ok(execution.result)
}
#[tauri::command]
pub(crate) fn recover_local_project_asset_canvas_transactions(
app: tauri::AppHandle,
input: RecoverAssetCanvasTransactionsInput,
) -> Result<RecoverAssetCanvasTransactionsResult, String> {
let root = validated_local_project_directory_path(input.project_path.trim())?;
let execution = recover_asset_canvas_transactions_at(&root, &input.expected_project_id)?;
for event in &execution.events {
publish_asset_canvas_event_after_commit_at(&root, event, |payload| {
app.emit(
"game-creator-local-asset-committed",
asset_canvas_committed_public_event(payload),
)
.map_err(|error| error.to_string())
});
}
Ok(execution.result)
pub(crate) fn rename_local_project_asset(
input: RenameLocalProjectAssetInput,
) -> Result<RenameLocalProjectAssetResult, String> {
let root = Path::new(input.project_path.trim());
enforce_project_permission_policy(root, "asset.register")?;
rename_local_project_asset_at(root, &input.asset_id, &input.new_file_name, None)
}
#[tauri::command]
@@ -1865,6 +1791,16 @@ pub(crate) async fn suggest_automatic_project_name(
.map_err(|error| redact_agent_runtime_error(Path::new("."), &error, 320))
}
#[tauri::command]
pub(crate) async fn polish_local_project_prompt(
prompt: String,
context: Option<String>,
) -> Result<String, String> {
request_local_project_prompt_polish(prompt.trim(), context.as_deref())
.await
.map_err(|error| redact_agent_runtime_error(Path::new("."), &error, 320))
}
#[tauri::command]
pub(crate) fn read_platform_account_session_generation() -> u64 {
current_platform_session_generation()
@@ -2166,6 +2102,22 @@ pub(crate) fn create_ui_design_resource(
})
}
#[tauri::command]
pub(crate) fn update_local_project_resource_classification(
input: UpdateLocalProjectResourceClassificationInput,
) -> Result<UpdateLocalProjectResourceClassificationResult, String> {
let root = Path::new(input.project_path.trim());
enforce_project_permission_policy(root, "asset.register")?;
update_manifest_asset_classification_at(
root,
&input.expected_project_id,
input.expected_project_revision,
&input.asset_id,
&input.category,
input.tags,
)
}
#[tauri::command]
pub(crate) async fn derive_local_project_resource(
input: DeriveLocalProjectResourceInput,
@@ -2791,6 +2743,8 @@ mod ui_editor_font_tests {
local_path: relative_path.to_string(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("font"),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Uploaded,
canvas_project_id: None,
@@ -4378,6 +4332,12 @@ pub(crate) fn read_local_project_file(
read_local_project_file_at(root, &normalized_path)
}
#[tauri::command]
pub(crate) fn save_local_project_asset_file(
input: SaveLocalProjectAssetFileInput,
) -> Result<SaveLocalProjectAssetFileResult, String> {
save_local_project_asset_file_at(input)
}
#[tauri::command]
pub(crate) async fn read_local_project_image_preview(
preview_manager: tauri::State<'_, ProjectResourcePreviewReadManager>,
@@ -3640,38 +3640,7 @@ pub(crate) fn merge_game_creator_config_file(
Ok(())
}
/// Only files inside the managed runtime config directory (real credentials)
/// may use the private-read channel: it hardens the owner/DACL on every read.
/// Repository-adjacent fallback templates and overlay files are shared inputs
/// that can be git-tracked; privatizing one on read silently locks the
/// worktree template to whichever account happened to run the dev CLI, so
/// they must go through the non-mutating snapshot channel instead.
pub(crate) fn game_creator_config_path_is_runtime_managed(path: &Path) -> bool {
game_creator_runtime_config_dir().is_some_and(|directory| path.starts_with(directory))
}
fn read_game_creator_snapshot_file_to_string(
path: &Path,
label: &str,
max_bytes: u64,
) -> Result<String, String> {
let (mut file, metadata) = open_project_snapshot_regular_file(path, label)?;
if metadata.len() > max_bytes {
return Err(format!("{label}过大,已拒绝读取:{}", path.display()));
}
let mut content = String::with_capacity(metadata.len() as usize);
file.read_to_string(&mut content)
.map_err(|error| format!("读取{label}失败:{}: {error}", path.display()))?;
let final_metadata = file
.metadata()
.map_err(|error| format!("复核{label}失败:{}: {error}", path.display()))?;
if final_metadata.len() != metadata.len() {
return Err(format!("{label}读取期间文件发生漂移:{}", path.display()));
}
Ok(content)
}
pub(crate) fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String> {
fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String> {
let backup_path = game_creator_config_backup_path(path);
let path_exists = validate_game_creator_config_file_entry(path)?;
let read_path = if path_exists {
@@ -3681,11 +3650,7 @@ pub(crate) fn read_game_creator_config_file(path: &Path) -> Result<Option<String
} else {
return Ok(None);
};
let content = if game_creator_config_path_is_runtime_managed(read_path) {
read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?
} else {
read_game_creator_snapshot_file_to_string(read_path, "客户端配置", 256 * 1024)?
};
let content = read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?;
Ok(Some(content))
}
@@ -26,10 +26,11 @@ use serde::{Deserialize, Serialize};
use sha2::Digest;
use shared_contracts::error_reports::ErrorReportLogInput;
use shared_contracts::game_creation_app::{
game_creation_app_asset_category_for_kind, game_creation_app_asset_category_from_str,
new_game_creation_app_manifest, new_game_creation_app_seed_tasks,
validate_game_iteration_versions, GameCreationAgentArtifactTrace,
GameCreationAgentCapabilityDescriptor, GameCreationAgentPassPlanTrace,
GameCreationAgentRepairRouteTrace, GameCreationAgentRunStep,
normalize_game_creation_app_asset_tags, validate_game_iteration_versions,
GameCreationAgentArtifactTrace, GameCreationAgentCapabilityDescriptor,
GameCreationAgentPassPlanTrace, GameCreationAgentRepairRouteTrace, GameCreationAgentRunStep,
GameCreationAgentRunTaskGraphTrace, GameCreationAgentRunTrace, GameCreationAgentToolCallTrace,
GameCreationAppAgentGroup, GameCreationAppAssetManifestEntry, GameCreationAppAssetSource,
GameCreationAppAssetSourceKind, GameCreationAppCommandRunState,
@@ -2562,6 +2563,7 @@ fn main() {
pick_local_project_directory,
rename_local_game_project,
suggest_automatic_project_name,
polish_local_project_prompt,
pick_local_file,
pick_client_extension_file,
pick_client_extension_directory,
@@ -2613,6 +2615,7 @@ fn main() {
upload_local_asset,
register_local_asset,
create_ui_design_resource,
update_local_project_resource_classification,
derive_local_project_resource,
list_pending_local_project_resource_edits,
resume_local_project_resource_edit,
@@ -2645,6 +2648,7 @@ fn main() {
import_local_project_image_assets,
read_local_project_file,
read_local_project_image_preview,
save_local_project_asset_file,
read_local_project_text_preview,
read_local_project_media_preview,
cancel_local_project_resource_preview_scope,
@@ -2683,24 +2687,9 @@ fn main() {
read_local_project_resource_canvas_layout,
read_local_project_resource_graph,
update_local_project_resource_canvas_layout,
create_local_project_asset_canvas_draft,
read_local_project_asset_canvas_draft,
discover_local_project_asset_canvas_draft,
update_local_project_asset_canvas_draft,
acknowledge_local_project_asset_canvas_candidate_layers,
import_local_project_asset_canvas_images,
store_local_project_asset_canvas_media,
stage_local_project_asset_canvas_image,
finalize_local_project_asset_canvas_generation_failure,
archive_failed_local_project_asset_canvas_generation,
generate_local_project_asset_canvas_image,
recover_local_project_asset_canvas_generations,
confirm_local_project_asset_canvas_generation_service_identity,
read_local_project_asset_canvas_media,
discard_local_project_asset_canvas_draft,
recover_local_project_asset_canvas_transactions,
commit_local_project_asset,
commit_local_project_asset_canvas_candidate,
delete_local_project_asset,
read_local_project_asset_references,
rename_local_project_asset,
get_local_game_project_revision,
get_local_game_manifest,
download_agc_update,
@@ -488,6 +488,113 @@ const PREVIEW_FIT_BRIDGE_SCRIPT: &str = r#"(() => {
if (!document.hidden) schedule();
}, 500);
};
const inspectMessageType = 'genarrative.local-preview-inspect.v1';
const inspectState = { enabled: false, overlay: null, current: null };
const inspectOverlay = () => {
if (inspectState.overlay) return inspectState.overlay;
const overlay = document.createElement('div');
overlay.dataset.genarrativePreviewInspect = 'true';
overlay.style.cssText = 'position:fixed;z-index:2147483647;pointer-events:none;border:2px solid #f97316;background:rgba(249,115,22,0.14);box-shadow:inset 0 0 0 1px rgba(255,255,255,0.85);';
(document.body || document.documentElement).appendChild(overlay);
inspectState.overlay = overlay;
return overlay;
};
const clearInspectOverlay = () => {
inspectState.overlay?.remove();
inspectState.overlay = null;
inspectState.current = null;
};
const inspectElementSummary = (element) => {
const rect = element.getBoundingClientRect();
const tag = element.tagName ? element.tagName.toLowerCase() : 'div';
const role = (element.getAttribute && element.getAttribute('role')) || '';
const text = (element.innerText || element.textContent || '')
.replace(/\s+/g, ' ')
.trim()
.slice(0, 120);
const resourceIds = [];
if (element.getAttribute) {
for (const name of ['data-resource-id', 'data-asset-id', 'data-genarrative-resource-id']) {
const value = element.getAttribute(name);
if (value && !resourceIds.includes(value)) resourceIds.push(value);
}
}
const media = element.querySelector ? element.querySelector('img,video,audio') : null;
const rawSource =
(element.getAttribute && element.getAttribute('src')) ||
(media && media.getAttribute && media.getAttribute('src')) ||
'';
let sourcePath = '';
if (rawSource) {
try {
sourcePath = new URL(rawSource, window.location.href).pathname;
} catch {
sourcePath = '';
}
}
return {
label: text || tag,
elementTag: tag,
elementRole: role.slice(0, 80),
text,
width: Math.max(1, Math.round(rect.width)),
height: Math.max(1, Math.round(rect.height)),
resourceIds,
sourcePath,
};
};
const postInspect = (action, selection) => {
window.parent.postMessage({ type: inspectMessageType, action, selection }, '*');
};
const stopInspect = (cancelled) => {
if (!inspectState.enabled) return;
inspectState.enabled = false;
document.removeEventListener('mousemove', handleInspectMove, true);
document.removeEventListener('click', handleInspectClick, true);
document.removeEventListener('keydown', handleInspectKeyDown, true);
clearInspectOverlay();
postInspect(cancelled ? 'cancelled' : 'disabled');
};
const handleInspectMove = (event) => {
if (!inspectState.enabled) return;
const target = event.target;
if (!(target instanceof Element)) return;
inspectState.current = target;
const rect = target.getBoundingClientRect();
const overlay = inspectOverlay();
overlay.style.left = `${rect.left}px`;
overlay.style.top = `${rect.top}px`;
overlay.style.width = `${rect.width}px`;
overlay.style.height = `${rect.height}px`;
};
const handleInspectClick = (event) => {
if (!inspectState.enabled) return;
event.preventDefault();
event.stopPropagation();
const target = event.target;
if (target instanceof Element) postInspect('selected', inspectElementSummary(target));
stopInspect(false);
};
const handleInspectKeyDown = (event) => {
if (!inspectState.enabled || event.key !== 'Escape') return;
event.preventDefault();
stopInspect(true);
};
const startInspect = () => {
if (inspectState.enabled) return;
inspectState.enabled = true;
document.addEventListener('mousemove', handleInspectMove, true);
document.addEventListener('click', handleInspectClick, true);
document.addEventListener('keydown', handleInspectKeyDown, true);
postInspect('enabled');
};
window.addEventListener('message', (event) => {
if (event.source !== window.parent) return;
const data = event.data;
if (!data || data.type !== inspectMessageType) return;
if (data.action === 'enable') startInspect();
else if (data.action === 'disable') stopInspect(false);
});
if (ready) activate();
else window.addEventListener('load', activate, { once: true });
})();"#;
@@ -4,7 +4,8 @@ use similar::TextDiff;
use std::io::{Seek, SeekFrom};
mod agent_db;
mod asset_canvas;
mod asset_export;
mod asset_rename;
mod checkpoint;
mod conversation;
mod export;
@@ -16,10 +17,10 @@ mod resource_dependency_graph;
mod resource_editor;
mod resource_layout;
mod verification;
mod write_lock;
pub(crate) use agent_db::*;
pub(crate) use asset_canvas::*;
pub(crate) use asset_export::*;
pub(crate) use asset_rename::*;
pub(crate) use checkpoint::*;
pub(crate) use conversation::*;
pub(crate) use export::*;
@@ -31,4 +32,3 @@ pub(crate) use resource_dependency_graph::*;
pub(crate) use resource_editor::*;
pub(crate) use resource_layout::*;
pub(crate) use verification::*;
pub(crate) use write_lock::*;
@@ -2,7 +2,7 @@ use super::*;
use std::collections::BTreeSet;
#[cfg(windows)]
use super::write_lock::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT;
use super::filesystem::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT;
const AGENT_DB_MAX_RECORD_BYTES: usize = 1024 * 1024;
const AGENT_DB_ACTION_RECEIPT_RECORD_TYPE: &str = "agent.runtime.action_receipt";
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,255 @@
use super::*;
use std::fs::File;
use std::io::{Read, Write};
/// 显式保存:把项目内已登记的素材文件复制到用户选定的目标路径。
///
/// 这里刻意不做"浏览器下载"——AGC 是 Tauri/WebView2 宿主,未注册 `on_download`
/// 时 `<a download>` 能否落盘不可靠,所以保存路径由原生对话框给出,复制由 Rust 完成。
const ASSET_EXPORT_COPY_CHUNK_BYTES: usize = 64 * 1024;
#[derive(Clone, Debug, Deserialize)]
#[serde(deny_unknown_fields, rename_all = "camelCase")]
pub(crate) struct SaveLocalProjectAssetFileInput {
pub(crate) project_path: String,
pub(crate) relative_path: String,
pub(crate) destination_path: String,
}
#[derive(Clone, Debug, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct SaveLocalProjectAssetFileResult {
pub(crate) destination_path: String,
pub(crate) byte_len: u64,
}
fn resolve_export_source_file(
root: &Path,
relative_path: &str,
) -> Result<PathBuf, String> {
let normalized = normalize_relative_path(relative_path.trim())?;
if normalized.is_empty() {
return Err("待保存的素材路径不能为空".to_string());
}
let source = root.join(&normalized);
// 只允许保存项目根内真实存在的普通文件:符号链接与目录都要拒绝。
let metadata = std::fs::symlink_metadata(&source)
.map_err(|error| format!("素材文件不存在或不可读:{error}"))?;
if metadata.file_type().is_symlink() {
return Err("素材路径不能是符号链接".to_string());
}
if !metadata.is_file() {
return Err("素材路径必须是普通文件".to_string());
}
Ok(source)
}
fn resolve_export_destination_file(destination_path: &str) -> Result<PathBuf, String> {
let trimmed = destination_path.trim();
if trimmed.is_empty() {
return Err("保存目标路径不能为空".to_string());
}
let destination = PathBuf::from(trimmed);
if destination.file_name().is_none() {
return Err("保存目标必须是文件路径".to_string());
}
let parent = destination
.parent()
.filter(|parent| !parent.as_os_str().is_empty())
.ok_or_else(|| "保存目标缺少父目录".to_string())?;
if !parent.is_dir() {
return Err("保存目标的父目录不存在".to_string());
}
if destination.is_dir() {
return Err("保存目标不能是目录".to_string());
}
Ok(destination)
}
pub(crate) fn save_local_project_asset_file_at(
input: SaveLocalProjectAssetFileInput,
) -> Result<SaveLocalProjectAssetFileResult, String> {
let root = Path::new(input.project_path.trim());
validate_project_root(root)?;
enforce_project_auto_permission_policy(root, "file.read")?;
let source = resolve_export_source_file(root, &input.relative_path)?;
let destination = resolve_export_destination_file(&input.destination_path)?;
let mut reader =
File::open(&source).map_err(|error| format!("打开素材文件失败:{error}"))?;
let mut writer = File::create(&destination)
.map_err(|error| format!("创建保存目标失败:{error}"))?;
let mut buffer = vec![0_u8; ASSET_EXPORT_COPY_CHUNK_BYTES];
let mut byte_len = 0_u64;
loop {
let read = reader
.read(&mut buffer)
.map_err(|error| format!("读取素材文件失败:{error}"))?;
if read == 0 {
break;
}
writer
.write_all(&buffer[..read])
.map_err(|error| format!("写入保存目标失败:{error}"))?;
byte_len += read as u64;
}
writer
.flush()
.map_err(|error| format!("刷新保存目标失败:{error}"))?;
Ok(SaveLocalProjectAssetFileResult {
destination_path: destination.to_string_lossy().into_owned(),
byte_len,
})
}
#[cfg(test)]
mod tests {
use super::*;
use std::sync::atomic::{AtomicU64, Ordering};
static NEXT_ASSET_EXPORT_TEST_ID: AtomicU64 = AtomicU64::new(0);
fn unique_asset_export_directory(prefix: &str) -> PathBuf {
std::env::temp_dir().join(format!(
"genarrative-asset-export-{prefix}-{}-{}",
std::process::id(),
NEXT_ASSET_EXPORT_TEST_ID.fetch_add(1, Ordering::Relaxed)
))
}
fn create_export_project() -> (PathBuf, PathBuf) {
let root = unique_asset_export_directory("project");
let assets = root.join("assets");
std::fs::create_dir_all(&assets).expect("create project assets directory");
(root, assets)
}
#[test]
fn copies_registered_asset_to_chosen_destination() {
let (root, assets) = create_export_project();
let source_bytes = b"genarrative-asset-export-payload".to_vec();
std::fs::write(assets.join("hero.png"), &source_bytes).expect("write source asset");
let destination_directory = unique_asset_export_directory("destination");
std::fs::create_dir_all(&destination_directory).expect("create destination directory");
let destination = destination_directory.join("hero-copy.png");
let result = save_local_project_asset_file_at(SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/hero.png".to_string(),
destination_path: destination.to_string_lossy().into_owned(),
})
.expect("save asset file");
assert_eq!(result.byte_len, source_bytes.len() as u64);
assert_eq!(result.destination_path, destination.to_string_lossy());
assert_eq!(
std::fs::read(&destination).expect("read copied asset"),
source_bytes
);
// 源素材保持不变:保存只是复制,不改动项目内文件。
assert_eq!(
std::fs::read(assets.join("hero.png")).expect("read source asset"),
source_bytes
);
let _ = std::fs::remove_dir_all(&root);
let _ = std::fs::remove_dir_all(&destination_directory);
}
#[test]
fn rejects_missing_source_asset() {
let (root, _assets) = create_export_project();
let destination_directory = unique_asset_export_directory("destination");
std::fs::create_dir_all(&destination_directory).expect("create destination directory");
let error = save_local_project_asset_file_at(SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/missing.png".to_string(),
destination_path: destination_directory
.join("missing-copy.png")
.to_string_lossy()
.into_owned(),
})
.expect_err("missing source must fail");
assert!(error.contains("素材文件不存在或不可读"), "{error}");
let _ = std::fs::remove_dir_all(&root);
let _ = std::fs::remove_dir_all(&destination_directory);
}
#[test]
fn rejects_directory_as_source_asset() {
let (root, assets) = create_export_project();
std::fs::create_dir_all(assets.join("nested")).expect("create nested directory");
let destination_directory = unique_asset_export_directory("destination");
std::fs::create_dir_all(&destination_directory).expect("create destination directory");
let error = save_local_project_asset_file_at(SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/nested".to_string(),
destination_path: destination_directory
.join("nested-copy")
.to_string_lossy()
.into_owned(),
})
.expect_err("directory source must fail");
assert!(error.contains("必须是普通文件"), "{error}");
let _ = std::fs::remove_dir_all(&root);
let _ = std::fs::remove_dir_all(&destination_directory);
}
#[test]
fn rejects_blank_destination_and_missing_parent_directory() {
let (root, assets) = create_export_project();
std::fs::write(assets.join("hero.png"), b"payload").expect("write source asset");
let blank = save_local_project_asset_file_at(SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/hero.png".to_string(),
destination_path: " ".to_string(),
})
.expect_err("blank destination must fail");
assert!(blank.contains("保存目标路径不能为空"), "{blank}");
let missing_parent_directory = unique_asset_export_directory("absent");
let missing_parent = save_local_project_asset_file_at(
SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/hero.png".to_string(),
destination_path: missing_parent_directory
.join("hero-copy.png")
.to_string_lossy()
.into_owned(),
},
)
.expect_err("missing parent directory must fail");
assert!(
missing_parent.contains("保存目标的父目录不存在"),
"{missing_parent}"
);
let _ = std::fs::remove_dir_all(&root);
}
#[test]
fn rejects_destination_that_is_an_existing_directory() {
let (root, assets) = create_export_project();
std::fs::write(assets.join("hero.png"), b"payload").expect("write source asset");
let destination_directory = unique_asset_export_directory("destination");
std::fs::create_dir_all(&destination_directory).expect("create destination directory");
let error = save_local_project_asset_file_at(SaveLocalProjectAssetFileInput {
project_path: root.to_string_lossy().into_owned(),
relative_path: "assets/hero.png".to_string(),
destination_path: destination_directory.to_string_lossy().into_owned(),
})
.expect_err("directory destination must fail");
assert!(error.contains("保存目标不能是目录"), "{error}");
let _ = std::fs::remove_dir_all(&root);
let _ = std::fs::remove_dir_all(&destination_directory);
}
}
@@ -0,0 +1,256 @@
use super::*;
use super::filesystem::validate_portable_project_path_component;
/// 素材重命名的入参。
///
/// 只收"新文件名"而不是新旧两个全路径:改名被限制在资产当前所在目录内,目录由 manifest
/// 里的 `localPath` 决定,调用方无法指定目标目录。
#[derive(Clone, Debug, Deserialize)]
#[serde(deny_unknown_fields, rename_all = "camelCase")]
pub(crate) struct RenameLocalProjectAssetInput {
pub(crate) project_path: String,
pub(crate) asset_id: String,
pub(crate) new_file_name: String,
}
#[derive(Clone, Debug, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
pub(crate) struct RenameLocalProjectAssetResult {
pub(crate) asset: GameCreationAppAssetManifestEntry,
pub(crate) previous_local_path: String,
pub(crate) committed_project_revision: u64,
}
/// 故障注入点:让测试在不依赖只读路径的前提下验证"manifest 写失败必须回滚文件改名"。
/// 生产路径始终传 `None`。
#[derive(Clone, Copy, Debug, Eq, PartialEq)]
pub(crate) enum RenameLocalProjectAssetFaultStage {
/// 文件已改名、manifest 尚未写入时失败。
ManifestWrite,
}
/// 校验调用方给出的新文件名,返回 trim 后的名字。
///
/// 判据(按顺序):
/// - 非空;
/// - 不含路径分隔符(`/`、`\`)——这同时保证"不跨目录",改名只落在资产当前所在目录内;
/// - 不含 `..`——分隔符已被拒绝后,`..` 仍可能以"整个名字就是 `..`"的形式改变层级,一律拒绝;
/// - 通过项目路径组件的可移植性校验(控制字符、Windows 保留字符、结尾点或空格、保留设备名),
/// 与项目内其它写入路径保持同一套路径安全口径。
fn normalize_asset_file_name(value: &str) -> Result<String, String> {
let name = value.trim();
if name.is_empty() {
return Err("新文件名不能为空".to_string());
}
if name.contains('/') || name.contains('\\') {
return Err("新文件名不能包含路径分隔符".to_string());
}
if name.contains("..") {
return Err("新文件名不能包含 ..".to_string());
}
validate_portable_project_path_component(name)
.map_err(|error| format!("新文件名非法:{error}"))?;
Ok(name.to_string())
}
/// 取小写扩展名。`.gitignore` 这类隐藏文件按"无扩展名"处理。
fn asset_file_extension(file_name: &str) -> Option<String> {
Path::new(file_name)
.extension()
.and_then(std::ffi::OsStr::to_str)
.map(str::to_ascii_lowercase)
}
/// 一个帧的 `imageSrc` 是否就是被改名的那份本地文件。
///
/// 判据:既不是绝对路径、也不是带 scheme 的远程地址、也不是反斜杠路径;去掉目录后文件名与旧名
/// 一致(大小写不敏感,和扩展名比较同口径)。只认真正指向该文件的帧,同目录但指向其它文件的帧
/// 保持原样,避免改名连带改坏别的引用。
fn asset_local_frame_matches(image_src: &str, directory: &str, previous_file_name: &str) -> bool {
let image_src = image_src.trim();
if image_src.is_empty()
|| image_src.starts_with('/')
|| image_src.contains('\\')
|| image_src.contains("://")
|| Path::new(image_src).is_absolute()
{
return false;
}
let (frame_directory, frame_file_name) = match image_src.rsplit_once('/') {
Some((directory, file_name)) => (directory, file_name),
None => ("", image_src),
};
frame_directory == directory && frame_file_name.eq_ignore_ascii_case(previous_file_name)
}
/// 把 manifest 条目里指向被改名文件的序列帧对齐到新 `localPath`。
fn align_image_sequence_frames(
asset: &mut GameCreationAppAssetManifestEntry,
directory: &str,
previous_file_name: &str,
next_local_path: &str,
) {
let Some(frames) = asset.image_sequence_frames.as_mut() else {
return;
};
for frame in frames.iter_mut() {
if !asset_local_frame_matches(&frame.image_src, directory, previous_file_name) {
continue;
}
frame.image_src = next_local_path.to_string();
}
}
/// manifest 写失败后的回滚:把文件改回原名,并把回滚失败单独报出来。
fn rollback_asset_file_rename(
current_absolute: &Path,
next_absolute: &Path,
error: String,
) -> String {
match fs::rename(next_absolute, current_absolute) {
Ok(()) => error,
Err(rollback_error) => format!(
"{error}reconciliation-required: 素材文件未能改回原名:{} -> {}: {rollback_error}",
next_absolute.display(),
current_absolute.display()
),
}
}
/// 重命名一个已登记素材:**文件改名 + 更新 manifest 的 `localPath`,资产 `id` 不变**。
///
/// manifest 资产条目没有 `name` 字段,资源显示名来自 `fileName(localPath)`,因此重命名的语义
/// 只能是"改文件名 + 改 `localPath`"。
///
/// 事务顺序(全程持既有项目写锁,期间不会出现第二个项目写者;manifest 写入仍走既有边界:
/// 版本数组不可变校验 + 安装后回读一致性校验):
/// 1. 读 manifest 定位资产,取旧 `localPath`
/// 2. 校验新文件名、扩展名一致、目标不冲突,然后 `rename` 磁盘文件;
/// 3. 更新 manifest 的 `localPath``id` / `kind` / `mediaType` / `source` / `category` / `tags`
/// 全部不变),并把 `imageSequenceFrames` 里指向该文件的帧对齐到新路径;
/// 4. 写 manifest
/// 5. 第 4 步失败时把文件改回原名,不留"文件已改名但 manifest 还是旧路径"的半成品;
/// 改回原名也失败时,两个错误都报出来并标记 reconciliation-required。
pub(crate) fn rename_local_project_asset_at(
root: &Path,
asset_id: &str,
new_file_name: &str,
fault: Option<RenameLocalProjectAssetFaultStage>,
) -> Result<RenameLocalProjectAssetResult, String> {
let asset_id = asset_id.trim();
if asset_id.is_empty() {
return Err("素材重命名 assetId 不能为空".to_string());
}
let new_file_name = normalize_asset_file_name(new_file_name)?;
let _lock = acquire_project_write_lock(root, "asset.register")?;
let manifest_path = root.join(".agent/manifest.json");
let mut manifest = read_existing_manifest_for_project(root)?;
let index = manifest
.assets
.iter()
.position(|asset| asset.id == asset_id)
.ok_or_else(|| format!("项目资源不存在:{asset_id}"))?;
let previous_local_path = manifest.assets[index].local_path.clone();
let (directory, current_file_name) = match previous_local_path.rsplit_once('/') {
Some((directory, file_name)) => (directory.to_string(), file_name.to_string()),
None => (String::new(), previous_local_path.clone()),
};
// 同名重命名是空操作:磁盘与 manifest 都不动,直接回报当前状态。
if current_file_name == new_file_name {
return Ok(RenameLocalProjectAssetResult {
asset: manifest.assets[index].clone(),
previous_local_path,
committed_project_revision: read_game_creator_agent_runtime_project_revision(root)?
.revision,
});
}
let current_extension = asset_file_extension(&current_file_name);
let next_extension = asset_file_extension(&new_file_name);
if current_extension != next_extension {
return Err(format!(
"新文件名扩展名必须与原文件一致,原扩展名:{}",
current_extension
.map(|extension| format!(".{extension}"))
.unwrap_or_else(|| "".to_string())
));
}
let next_local_path = normalize_relative_path(&if directory.is_empty() {
new_file_name.clone()
} else {
format!("{directory}/{new_file_name}")
})?;
let current_absolute = resolve_local_project_path(root, &previous_local_path)?;
let next_absolute = resolve_local_project_path(root, &next_local_path)?;
// 被改名的必须是真的普通文件:登记与磁盘不一致时先报错,不写出指向"新名字"的悬空登记。
match fs::symlink_metadata(&current_absolute) {
Ok(metadata) if metadata.is_file() && !metadata.file_type().is_symlink() => {}
Ok(_) => return Err(format!("素材路径必须是普通文件:{previous_local_path}")),
Err(error) if error.kind() == std::io::ErrorKind::NotFound => {
return Err(format!("素材文件不存在:{previous_local_path}"));
}
Err(error) => {
return Err(format!(
"读取素材元数据失败:{}: {error}",
current_absolute.display()
));
}
}
// 同目录内不得已存在同名文件:先检查再改名,避免 `rename` 覆盖既有文件。
// 只差文件名大小写的改名在大小写不敏感的文件系统上会命中同一条检查,按"同名冲突"拒绝。
match fs::symlink_metadata(&next_absolute) {
Ok(_) => return Err(format!("同目录已存在同名文件:{new_file_name}")),
Err(error) if error.kind() == std::io::ErrorKind::NotFound => {}
Err(error) => {
return Err(format!(
"读取目标素材元数据失败:{}: {error}",
next_absolute.display()
));
}
}
fs::rename(&current_absolute, &next_absolute).map_err(|error| {
format!(
"素材文件改名失败:{} -> {}: {error}",
current_absolute.display(),
next_absolute.display()
)
})?;
manifest.assets[index].local_path = next_local_path.clone();
align_image_sequence_frames(
&mut manifest.assets[index],
&directory,
&current_file_name,
&next_local_path,
);
let asset = manifest.assets[index].clone();
// 文件已改名:从这里开始的任何失败都必须把文件改回原名。
let write_error = match fault {
Some(RenameLocalProjectAssetFaultStage::ManifestWrite) => {
Some("fault-injected:rename-asset-manifest-write".to_string())
}
None => write_manifest(&manifest_path, &manifest).err(),
};
if let Some(error) = write_error {
return Err(rollback_asset_file_rename(
&current_absolute,
&next_absolute,
error,
));
}
let committed_project_revision = advance_agent_runtime_project_revision_locked(root)
.map_err(|error| format!("素材已改名,但项目 revision 未能推进:{error}"))?;
Ok(RenameLocalProjectAssetResult {
asset,
previous_local_path,
committed_project_revision,
})
}
@@ -3,7 +3,7 @@ use super::*;
use super::filesystem::validate_portable_project_path_component;
#[cfg(windows)]
use super::write_lock::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT;
use super::filesystem::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT;
#[cfg(windows)]
fn windows_regular_file_handle_identity(file: &File, label: &str) -> Result<(u32, u64), String> {
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