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Author SHA1 Message Date
lhk229 0847b1bb83 Merge remote-tracking branch 'origin/rm/design-v2' into rm/design-v2
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2026-09-14 07:23:48 +00:00
lhk229 8f691d4c8c Merge branch 'master' into rm/design-v2
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2026-09-14 15:22:30 +08:00
lhk229 d3b9f326f0 删除孤立的策划 GDD 模型模块
移除已无调用方的 planning_gdd_model.rs 及模块导出

删除仅依赖退役提交错误类型的无效判定函数
2026-09-14 07:20:13 +00:00
lhk229 7eb2326a76 移除退役策划 V2 运行态刷新入口
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删除旧版策划状态随项目总控运行态刷新的专用 effect

移除仅服务该 effect 的 planningLane 判定模块
2026-09-14 06:30:07 +00:00
lhk229 9fc28790a4 移除退役策划 V2 运行面板参数
删除项目总控运行面板中已无调用方的 GDD 审批状态参数
2026-09-14 06:26:54 +00:00
lhk229 cea45a608d 删除退役策划 V2 前端审批面板
移除旧版 GDD 审批卡和策划运行条组件

项目总控视图仅保留新版 Design Agent 与通用运行面板
2026-09-14 06:23:16 +00:00
lhk229 ee03ade156 Merge remote-tracking branch 'origin/master' into rm/design-v2
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2026-09-14 06:19:46 +00:00
lhk229 4933c6c380 删除退役策划 V2 前端测试契约
Project CI / Repository checks (pull_request) Has been cancelled
Project CI / Frontend tests (pull_request) Has been cancelled
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移除 Plan GDD 审批测试套件及注册入口
2026-09-14 06:15:13 +00:00
lhk229 931f3eae0a 删除退役策划 V2 Rust Runtime
移除 Planning V2 协议模块与 Tauri 命令注册

保留新版 Design Agent、做游戏 Agent 与共享运行时
2026-09-14 06:07:20 +00:00
lhk229 c5f8fa1ef6 清理旧策划 V1 残留注释
删除已失效的 --plan 策划自动应答说明
2026-09-14 05:54:24 +00:00
19 changed files with 72 additions and 6606 deletions
@@ -957,9 +957,6 @@ async function runInteractiveCargo(cliArguments, setActiveChild) {
return result;
}
// 立项策划跑 standard 档,`agent.delegate` 这类动作按项目权限策略必须逐个确认,
// 而确认和问询都只从 CLI 的 stdin 读。自主构建档没有这一步,所以只有 --plan 需要
// 一个把「人坐在终端前敲 approve」自动化掉的应答器;判据本身仍然走后端确认命令。
const swarmConfirmationPromptPattern = /输入 approve 或 reject$/u;
const swarmUserInputPromptPattern = /请选择 1-\d+,或直接输入其他答案:$/u;
@@ -795,15 +795,10 @@ pub(crate) async fn continue_design_agent_at(
.ok_or("策划 Agent 当前正在工作")?;
let mut session = match read_design_session(root)? {
Some(session) => session,
None => {
if read_planning_session_v2(root)?.is_some() {
return Err("此项目包含旧策划会话,请查看原有记录或在新项目开始五阶段策划".into());
}
new_design_session(
&project_id,
&load_game_creator_app_config()?.selected_model_id,
)
}
None => new_design_session(
&project_id,
&load_game_creator_app_config()?.selected_model_id,
),
};
if session.project_id != project_id {
return Err("策划会话与当前项目不匹配".into());
@@ -78,12 +78,6 @@ pub(super) fn game_creator_agent_final_reply_error_allows_fallback(error: &str)
matches!(kind.as_str(), "empty-response" | "deserialize")
}
/// 这些错误只描述本次 Provider input 或候选 GDD;真正的 session CAS 冲突不在
/// 此列——那说明 durable session 已被推进或损坏,必须 reconcile。
fn plan_submit_error_is_business_rejection(error: &PlanningStorageError) -> bool {
matches!(error.code(), "PLAN_INVALID_REQUEST" | "PLAN_SIZE_LIMIT")
}
const AGENT_RUNTIME_PLAN_UPDATE_IDLE_LIMIT: u32 = 4;
/// 最终回复被收束门禁拦下后 run 会原地续跑重试。多数 blocker 是模型自己能解的
@@ -7,9 +7,6 @@ mod design_session;
mod finalization;
mod json_sidecar;
mod models;
mod planning_gdd_model;
mod planning_policy_v2;
mod planning_session_v2;
mod provider_control;
mod provider_retry;
mod real_e2e_checkpoint;
@@ -24,9 +21,6 @@ pub(crate) use design_session::*;
pub(in crate::agent) use finalization::*;
pub(in crate::agent) use json_sidecar::*;
pub(in crate::agent) use models::*;
pub(crate) use planning_gdd_model::*;
pub(crate) use planning_policy_v2::*;
pub(crate) use planning_session_v2::*;
pub(in crate::agent) use provider_control::*;
pub(in crate::agent) use provider_retry::*;
pub(in crate::agent) use real_e2e_checkpoint::*;
@@ -2628,10 +2628,6 @@ fn main() {
chat_with_game_creator_role_agent,
chat_with_game_creator_role_agent_stream,
chat_with_game_creator_direct_codex,
start_planning_session_v2,
continue_planning_session_v2,
decide_planning_artifact_v2,
hydrate_planning_session_v2,
hydrate_design_agent_session,
reset_design_agent_session,
get_design_agent_runtime_mode,
@@ -372,7 +372,7 @@ pub(crate) fn project_write_lock_reclaim(
}
/// `.agent/project.lock` 的争用错误前缀。`project_gates.rs`、`provider_recovery.rs`、
/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
/// 识别成"可以等一下"的瞬时状态;文案扩展时要保持前缀逐字不变。
pub(crate) const PROJECT_WRITE_LOCK_CONTENTION_PREFIX: &str = "项目正在被其他写操作占用:";
@@ -476,7 +476,7 @@ impl ProjectWriteLockFailure {
}
/// 零等待入口的文案。可重试的失败保持争用前缀逐字不变:`provider_recovery.rs`、
/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
/// 当成可等待的瞬时状态,改前缀等于顺手改掉它们的重试语义。
pub(crate) fn message(&self) -> String {
match self {
-34
View File
@@ -229,7 +229,6 @@ import {
parseRememberInput,
} from './features/project-workspace/memoryCommands';
import { pendingCommandDetail } from './features/project-workspace/pendingCommandPresentation';
import { planningStateNeedsRuntimeRefresh } from './features/project-workspace/planningLane';
import {
type PlanningApprovalCommandResultV2,
planningMessagesToChatMessages,
@@ -1202,39 +1201,6 @@ export function App({
void hydratePlanGddState(targetProjectPath);
}, [hydratePlanGddState, localProject?.projectPath]);
useEffect(() => {
// 存在性判据故意走 `status`(必选字段,为 `undefined` 当且仅当 runtime 为 null)而不是整个
// 对象:依赖里只挖 phase/status/updatedAt 三个标量,是为了只在监工状态真的动了时
// 重灌。把 `projectSupervisorRuntime` 本体写进依赖会让每一轮轮询新建的对象身份都触发一次
// hydrate,白烧 IPC。
if (
!localProject?.projectPath ||
projectSupervisorRuntime?.status === undefined
) {
return;
}
// 后端 hydrate 会抢项目写锁并扫 authority,不是纯内存读。没有这道门,做游戏和做
// 素材链路的每一拍监工心跳都会去抢一次项目写锁——而那两条链路根本不产生策划状态。
// 策划状态读 ref 而不进依赖:hydrate 成功就会换一个 `planGddState` 对象身份,写进
// 依赖等于 hydrate 触发 hydrate。
if (
!planningStateNeedsRuntimeRefresh(
projectSupervisorRuntime?.source,
planGddStateRef.current,
)
) {
return;
}
void hydratePlanGddState(localProject.projectPath);
}, [
hydratePlanGddState,
localProject?.projectPath,
projectSupervisorRuntime?.phase,
projectSupervisorRuntime?.source,
projectSupervisorRuntime?.status,
projectSupervisorRuntime?.updatedAt,
]);
useEffect(() => {
const hydrateOnResume = () => {
if (document.visibilityState === 'hidden' || !localProject?.projectPath) {
@@ -676,7 +676,6 @@ export function ProjectSupervisorRuntimePanel({
error: string;
runtimeByAgentId: Record<string, AgentRuntimeState | undefined>;
controlBusy: boolean;
planGddAwaitingDecision?: boolean;
readOnly?: boolean;
professionalResultsByAgentId: Record<
string,
File diff suppressed because it is too large Load Diff
@@ -1,171 +0,0 @@
import { useEffect, useState } from 'react';
import type {
AgentRuntimeState,
AgentRuntimeUserInputRequest,
} from '../../app/types';
import {
AgentRuntimeUserInputCard,
projectRuntimeVisibleError,
} from '../agent-runtime';
type PlanningLaneRuntimeStripProps = {
runtime: AgentRuntimeState | null;
error: string;
controlBusy: boolean;
readOnly?: boolean;
onSupervisorRetry: (runtime: AgentRuntimeState) => Promise<string>;
onUserInput: (
request: AgentRuntimeUserInputRequest,
responseId: string,
answers: Record<string, string>,
) => void | Promise<void>;
};
/**
* 立项策划链路下替代 `ProjectSupervisorRuntimePanel` 的窄条。
*
* 完整面板是为做游戏链路设计的:十几个专业 Agent、多步计划、逐 Agent 重试。套到
* 策划链路上,子 Agent 永远只有 `project-planning` 一个,计划永远一两步,「专业
* Agent 协作:1」永远是 1——它把 D11 的「总控 + 委派子 Run」拓扑整个漏给了用户,而
* 用户的心智模型是在跟一个策划聊天。状态本身由顶部的 `PlanGddStageProgress` 承担。
*
* 这里只画真正需要用户动手的两样:澄清问答卡,以及失败后的恢复入口。其余时候
* 返回 null,不占一行。
*
* 完整面板在 `waiting-for-user-input` 却读不到 `userInputRequest` 时会画一句
* 「待回答问题未能读取」。策划链路里这个组合出现在子 Run 退出到父 Run 醒来之间的
* 瞬时窗口,以及审批等待(交互面是审批卡)——两种都不是读取失败,所以这里不画。
*/
export function PlanningLaneRuntimeStrip({
runtime,
error,
controlBusy,
readOnly = false,
onSupervisorRetry,
onUserInput,
}: PlanningLaneRuntimeStripProps) {
const [retrySubmitting, setRetrySubmitting] = useState(false);
const [retryAccepted, setRetryAccepted] = useState(false);
const [retryFeedback, setRetryFeedback] = useState('');
useEffect(() => {
setRetrySubmitting(false);
setRetryAccepted(false);
if (runtime?.status === 'failed' || runtime?.phase === 'failed') {
setRetryFeedback('');
}
}, [runtime?.phase, runtime?.runId, runtime?.status]);
const userInputRequest = readOnly
? null
: (runtime?.userInputRequest ?? null);
const needsReconciliation = Boolean(
runtime &&
(runtime.status === 'needs-reconciliation' ||
runtime.phase === 'needs-reconciliation'),
);
// Planning V2 has no supported manual retry path. Its Provider failure is
// terminal for the current session; exposing the generic Supervisor retry
// would incorrectly enter the retired V1 Runtime and report a busy service.
const showRecovery = false;
// 与完整面板同源:App 层的操作错误(如「请先回答当前的澄清问题」)优先,其次是
// run 自己记下的失败原因。这是原面板里唯一真正面向用户的一行文字,照搬。
const rawErrorDetail = error || runtime?.error || '';
const errorDetail = rawErrorDetail
? projectRuntimeVisibleError(rawErrorDetail, '项目总控 Agent', true)
: '';
if (!userInputRequest && !showRecovery && !errorDetail) {
return null;
}
return (
<section
className="agent-runtime-status planning-lane-runtime-strip"
aria-label="立项策划运行状态"
>
{errorDetail ? (
<small className="project-runtime-error" role="alert">
{errorDetail}
</small>
) : null}
{showRecovery && runtime ? (
<div
className="project-runtime-recovery"
aria-label={
needsReconciliation ? '立项策划待核对恢复' : '立项策划失败恢复'
}
>
<span>
{needsReconciliation ? (
<>
<small></small>
</>
) : (
<>
<small></small>
</>
)}
</span>
<button
type="button"
disabled={controlBusy || retrySubmitting || retryAccepted}
onClick={() => {
setRetryFeedback(
needsReconciliation
? '正在结束待核对的旧任务…'
: '正在重新启动策划…',
);
setRetrySubmitting(true);
void onSupervisorRetry(runtime)
.then((message) => {
setRetryAccepted(true);
setRetryFeedback(message);
})
.catch((retryError) => {
setRetryAccepted(false);
setRetryFeedback(
projectRuntimeVisibleError(
retryError instanceof Error
? retryError.message
: String(retryError),
'项目总控 Agent',
true,
),
);
})
.finally(() => setRetrySubmitting(false));
}}
>
{retrySubmitting
? needsReconciliation
? '正在结束旧任务…'
: '正在重新启动…'
: retryAccepted
? needsReconciliation
? '旧任务结束请求已受理'
: '重试已受理'
: needsReconciliation
? '已核对,结束旧任务'
: '重新启动策划'}
</button>
{retryFeedback ? (
<small className="project-runtime-retry-feedback" role="status">
{retryFeedback}
</small>
) : null}
</div>
) : null}
{userInputRequest && !controlBusy ? (
<AgentRuntimeUserInputCard
key={`${userInputRequest.requestId}:${userInputRequest.responseId ?? 'pending'}`}
request={userInputRequest}
controlBusy={controlBusy}
onSubmit={onUserInput}
/>
) : null}
</section>
);
}
@@ -13,8 +13,6 @@ import type {
GameCreatorDirectTurnUpdateStatus,
PendingCommand,
PendingUiConfirmation,
PlanGddDecisionAction,
PlanGddStateViewV1,
} from '../../app/types';
import type { DesignClarificationRequest, DesignView } from '../../app/types';
import { ChatMarkdownMessage } from '../../components/ChatMarkdownMessage';
@@ -35,13 +33,10 @@ import {
DesignAgentPendingActions,
DesignAgentPhaseStatus,
} from './DesignAgentSurface';
import { PlanGddSurface } from './GddApprovalCard';
import {
pendingCommandDetail,
pendingCommandTitle,
} from './pendingCommandPresentation';
import { isPlanningLaneRuntime } from './planningLane';
import { PlanningLaneRuntimeStrip } from './PlanningLaneRuntimeStrip';
import { resolvePendingCommandProjectPath } from './projectCommandPolicy';
import {
ResourceReferenceInput,
@@ -100,17 +95,6 @@ type ProjectSupervisorViewProps = RuntimePanelProps & {
visibleMessages: ChatMessage[];
visibleProfessionalAgentCards: AgentStatusCard[];
workspaceStatus: string;
planGddState: PlanGddStateViewV1 | null;
planGddHydrateBusy: boolean;
planGddDecisionBusy: boolean;
planGddError: string | null;
planningLane?: boolean;
onPlanGddRefresh: () => void;
onPlanGddDecision: (
action: PlanGddDecisionAction,
comment: string | null,
) => Promise<void>;
onMakeGameFromApprovedGdd?: () => Promise<void>;
versions?: import('../../../../../packages/shared/src/contracts/gameCreationApp').GameIterationVersion[];
designView?: DesignView | null;
onDesignApprove?: (requestId: string, approved: boolean) => void;
@@ -152,14 +136,6 @@ export function ProjectSupervisorView({
visibleMessages,
visibleProfessionalAgentCards,
workspaceStatus,
planGddState,
planGddHydrateBusy,
planGddDecisionBusy,
planGddError,
planningLane = false,
onPlanGddRefresh,
onPlanGddDecision,
onMakeGameFromApprovedGdd,
versions,
designView = null,
onDesignApprove,
@@ -167,8 +143,6 @@ export function ProjectSupervisorView({
onDesignRetry,
...runtimePanelProps
}: ProjectSupervisorViewProps) {
const planningSurfaceActive =
planningLane || isPlanningLaneRuntime(runtimePanelProps.runtime);
const [expandedProcessKey, setExpandedProcessKey] = useState<string | null>(
null,
);
@@ -217,25 +191,13 @@ export function ProjectSupervisorView({
{designView || onDesignApprove ? (
<DesignAgentPhaseStatus
view={designView}
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
error={planGddError}
busy={runtimePanelProps.controlBusy}
error={runtimePanelProps.error}
onApprove={onDesignApprove ?? (() => undefined)}
onClarify={onDesignClarify ?? (() => undefined)}
onRetry={onDesignRetry ?? (() => undefined)}
/>
) : (
<PlanGddSurface
state={planGddState}
active={planningSurfaceActive}
projectPath={projectPath}
hydrateBusy={planGddHydrateBusy}
decisionBusy={planGddDecisionBusy}
error={planGddError}
onRefresh={onPlanGddRefresh}
onDecision={onPlanGddDecision}
onMakeGame={onMakeGameFromApprovedGdd}
/>
)}
) : null}
<div
ref={messagesRef}
className="message-list project-supervisor-message-list"
@@ -343,20 +305,8 @@ export function ProjectSupervisorView({
</div>
) : null}
</div>
{directCodex ? null : planningSurfaceActive ? (
<PlanningLaneRuntimeStrip
runtime={runtimePanelProps.runtime}
error={runtimePanelProps.error}
controlBusy={runtimePanelProps.controlBusy}
readOnly={runtimePanelProps.readOnly}
onSupervisorRetry={runtimePanelProps.onSupervisorRetry}
onUserInput={runtimePanelProps.onUserInput}
/>
) : (
<ProjectSupervisorRuntimePanel
{...runtimePanelProps}
planGddAwaitingDecision={Boolean(planGddState?.pendingApproval)}
/>
{directCodex ? null : (
<ProjectSupervisorRuntimePanel {...runtimePanelProps} />
)}
{pendingCommand ? (
<div className="pending-command">
@@ -399,8 +349,8 @@ export function ProjectSupervisorView({
{designView || onDesignApprove ? (
<DesignAgentPendingActions
view={designView}
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
error={planGddError}
busy={runtimePanelProps.controlBusy}
error={runtimePanelProps.error}
onApprove={onDesignApprove ?? (() => undefined)}
onClarify={onDesignClarify ?? (() => undefined)}
onRetry={onDesignRetry ?? (() => undefined)}
@@ -1,61 +0,0 @@
import { PROJECT_SUPERVISOR_PLAN_SOURCE } from '../../app/constants';
import type { AgentRuntimeState, PlanGddStateViewV1 } from '../../app/types';
/**
* 当前总控 run 是否属于立项策划链路。
*
* 判据是 run 的 `source`,不是 `planGddState`:做游戏链路在策划批准之后照样带着
* 一份 approved 的策划状态,但它的总控 run 是 autonomous 源,必须继续拿完整面板。
*/
export function isPlanningLaneRuntime(
runtime: AgentRuntimeState | null | undefined,
) {
return isPlanningLaneSource(runtime?.source);
}
/**
* 同一个判据的标量入口。
*
* `App.tsx` 里那条按监工状态重灌策划状态的 effect,依赖里只放 phase/status/updatedAt
* 这类标量——轮询每拍都会新建 runtime 对象,把本体写进依赖会让每一拍都重跑。要在那
* 条 effect 里用上链路判据,就只能拿 `source` 这一个标量进去。
*/
export function isPlanningLaneSource(source: string | null | undefined) {
return source === PROJECT_SUPERVISOR_PLAN_SOURCE;
}
/** 策划状态里还会继续变的那几个态。`approved` / `rejected` 是终态。 */
const PLAN_GDD_LIVE_STATES: ReadonlySet<PlanGddStateViewV1['state']> = new Set([
'draft',
'ready_for_approval',
'revision_requested',
]);
/**
* 监工状态每次变动时,要不要重新 hydrate 策划状态。
*
* hydrate 不是纯内存读:后端会抢项目写锁、扫 authority、必要时修投影。把它挂在
* 「任意 run 的任意一次更新」上,等于让做游戏和做素材链路的每一拍心跳都去抢一次
* 项目写锁。
*
* 但也不能简单地只看 `isPlanningLaneRuntime`:审批卡的可见性判据是
* `displayGdd && (pendingApproval || recoveryPending)`,跟当前 run 的 source 无关,
* 而非策划分支的监工面板还要靠 `planGddState.pendingApproval` 点亮等待审批位。所以
* 策划状态自身还没落定时,即便当前 run 不是策划链路也必须继续跟。
*/
export function planningStateNeedsRuntimeRefresh(
runtimeSource: string | null | undefined,
planGddState: PlanGddStateViewV1 | null | undefined,
) {
if (isPlanningLaneSource(runtimeSource)) {
return true;
}
if (!planGddState) {
return false;
}
return Boolean(
planGddState.pendingApproval ||
planGddState.recoveryPending ||
PLAN_GDD_LIVE_STATES.has(planGddState.state),
);
}
@@ -14,7 +14,6 @@ import {
registerHomeProjectCreationTests,
registerRecentProjectsTests,
} from './appSurface/home.suite';
import { registerPlanGddApprovalTests } from './appSurface/plan-gdd.suite';
import {
registerCanvasAssetTests,
registerProjectAssetTests,
@@ -72,6 +71,5 @@ describe('AI 游戏创作 App 界面边界', () => {
registerProjectAssetTests();
registerAgentRuntimeCommandTests();
registerCanvasAssetTests();
registerPlanGddApprovalTests();
registerDesignAgentSurfaceTests();
});
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# 关联里程碑
`【里程碑】退役策划V2 Rust Runtime清理-2026-09-14.md`
# 修改顺序
1.`runtime_protocol.rs` 移除 V2 模块声明与导出。
2.`main.rs` / `commands.rs` 移除 V2 command 注册和仅供 V2 的导入。
3. 删除 V2 Rust 模块及其专属单元测试;保留共享 GDD 模型或新版设计会话仍使用的类型。
4.`rg` 检查 V2 Rust 符号残留,修复编译引用。
# 验证命令
- `cargo check --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml`
- `npm run check:encoding`
- `git diff --check`
# 风险与回滚
- 风险:V2 类型可能被共享测试或前端桥接代码引用。处理方式是按编译错误逐项判断,保留真正共享类型。
- 回滚:按提交粒度回退本里程碑提交,不触碰前序 V1 清理提交。
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# Version
V2-RUST-RETIRE-1
# Status
in-progress
# Date
2026-09-14
# Parent Spec
`docs/technical/【技术方案】策划会话RuntimeV2接入与旧链路退役-2026-09-03.md`
# 目标
删除已经被独立 Design Agent 取代的旧策划 V2 Rust Runtime、Tauri 命令注册和仅服务 V2 的模块导出,使桌面壳继续编译并保留做游戏 Agent 与新版 Design Agent。
# 边界
- 删除 `planning_policy_v2``planning_session_v2` 及仅供这两者使用的 V2 注册和调用。
- 删除 V2 专属的 Tauri command 注册、模块导出和测试入口。
- 保留 `design_runtime``design_tools``design_session`、通用 runtime、DirectProject 和做游戏 Agent。
- 本里程碑不处理前端 V2 数据层、UI、文档索引和共享运行时中的可选清理。
# 验收标准
1. Rust 源码不再编译 `planning_policy_v2.rs``planning_session_v2.rs`
2. `main.rs``commands.rs` 和 runtime protocol 不再注册或导出 V2 命令。
3. 新版 Design Agent 与做游戏 Agent 的 Rust 编译路径保持可用。
4. 相关定向 Rust 测试和 `cargo check` 通过。
# 依赖
- 当前分支已包含 PR159 的 V1 清理。
- 前端 V2 调用暂时保留,待后续里程碑同步删除。