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Author SHA1 Message Date
k88936 d558cfe42d 修复预览画布快捷键测试的平台兼容
根据 navigator.platform 发送 Ctrl 或 Cmd 修饰键。

避免 Apple CI 下快捷键被正确忽略导致断言读取初始缩放值。
2026-09-08 16:00:45 +08:00
k88936 3e6fbaed9a 修复预览画布缩放百分比编辑
Project CI / Repository checks (pull_request) Successful in 2m45s
Project CI / Frontend tests (pull_request) Successful in 2m50s
Project CI / Backend tests (pull_request) Successful in 6m40s
Project CI / Native shell tests (pull_request) Successful in 17m32s
将百分比按钮替换为可编辑数字输入框

失焦时限制缩放范围并同步画布视口

新增百分比输入组件级回归测试并更新交互文档
2026-09-08 11:17:12 +08:00
k88936 3fa19600f2 Merge remote-tracking branch 'origin/fix/ui-editor-minor-adjusts' into fix/ui-editor-minor-adjusts
Project CI / Repository checks (pull_request) Successful in 2m21s
Project CI / Frontend tests (pull_request) Successful in 3m0s
Project CI / Backend tests (pull_request) Successful in 6m58s
Project CI / Native shell tests (pull_request) Successful in 17m24s
2026-09-07 18:49:04 +08:00
k88936 1a03bfebf6 修复UI编辑器通知弹窗文档末尾空行
删除文档末尾多余空行,保留标准EOF换行
2026-09-07 18:26:47 +08:00
k88936 777f928830 Merge branch 'master' into fix/ui-editor-minor-adjusts
Project CI / Frontend tests (pull_request) Successful in 2m38s
Project CI / Repository checks (pull_request) Failing after 2m13s
Project CI / Backend tests (pull_request) Successful in 6m34s
Project CI / Native shell tests (pull_request) Successful in 19m41s
2026-09-07 17:26:21 +08:00
k88936 a08b224590 Merge branch 'master' into fix/ui-editor-minor-adjusts
Project CI / Repository checks (pull_request) Failing after 2m16s
Project CI / Backend tests (pull_request) Successful in 7m7s
Project CI / Frontend tests (pull_request) Successful in 2m56s
Project CI / Native shell tests (pull_request) Successful in 20m43s
2026-09-07 15:44:17 +08:00
k88936 3f8b438fdc Merge branch 'master' into fix/ui-editor-minor-adjusts
Project CI / Native shell tests (pull_request) Has been cancelled
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2026-09-07 13:11:54 +08:00
k88936 584b0f95cb Merge remote-tracking branch 'origin/fix/ui-editor-minor-adjusts' into fix/ui-editor-minor-adjusts
Project CI / Repository checks (pull_request) Failing after 9s
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2026-09-07 12:49:13 +08:00
k88936 933ddca561 Merge branch 'master' into fix/ui-editor-minor-adjusts 2026-09-07 11:12:56 +08:00
k88936 6271026e2d Merge branch 'master' into fix/ui-editor-minor-adjusts
Project CI / Repository checks (pull_request) Failing after 2m38s
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Project CI / Backend tests (pull_request) Successful in 6m35s
Project CI / Native shell tests (pull_request) Successful in 21m42s
2026-09-05 19:55:27 +08:00
k88936 29b0b944bd 修复缩放控件焦点拦截节点删除
Project CI / Repository checks (pull_request) Failing after 15s
Project CI / Backend tests (pull_request) Failing after 20s
Project CI / Frontend tests (pull_request) Successful in 3m37s
Project CI / Native shell tests (pull_request) Successful in 21m7s
允许缩放滑杆和缩放按钮焦点下继续执行 Delete/Backspace。

修正 UI 树宽度测量重复节点文本并保持预览点击选择语义。

补充缩放焦点快捷键回归测试与交互文档。
2026-09-05 19:54:06 +08:00
k88936 df72dd4bed 接入预览画布加减快捷缩放
复用工具栏中心缩放逻辑并统一加减倍率常量
为预览画布增加悬停与键盘焦点作用域
保留既有适配画布和实际尺寸快捷键行为
2026-09-05 19:49:27 +08:00
k88936 af8e1df139 封装预览画布快捷缩放判定
识别跨平台加减、适配画布与实际尺寸快捷键
限制快捷键作用域并放行可编辑和可操作目标
增加按键变体、重复输入和默认行为回归测试
2026-09-05 19:33:10 +08:00
k88936 c50960f4c4 明确预览画布快捷缩放约定
区分滑杆选择范围与快捷加减的核心视口边界
约定跨平台按键、作用域、事件拦截与既有重置行为
补充组件级回归测试和定向验证标准
2026-09-05 19:25:33 +08:00
k88936 9deae852ec 补充 UI 树布局约定
记录节点操作列与树横向滚动规则
说明深层节点名称不得截断
2026-09-05 18:46:58 +08:00
k88936 39736fb54f 优化 UI 树节点操作布局
统一节点操作列宽度并对齐可见性与删除按钮
为树内容增加横向滚动和动态宽度测量
组件数量改用实心橙色拼图图标徽标
2026-09-05 18:46:37 +08:00
k88936 98c5768ebf 修正缩放滑杆百分比映射
Project CI / Repository checks (pull_request) Failing after 2m35s
Project CI / Frontend tests (pull_request) Failing after 2m9s
Project CI / Native shell tests (pull_request) Failing after 4m57s
Project CI / Backend tests (pull_request) Successful in 6m33s
使用显示百分比同步滑块位置
2026-09-05 14:42:37 +08:00
k88936 9d53c44241 优化预览画布缩放滑杆
新增桌面端可拖动缩放滑杆

保留按钮与视口中心缩放行为
2026-09-05 14:42:02 +08:00
k88936 dd6bd0cb7b 补充预览画布缩放滑杆交互文档
新增桌面端缩放滑杆交互约定

明确范围、键盘操作与验收标准
2026-09-05 14:40:57 +08:00
k88936 48b78c1b33 Merge remote-tracking branch 'origin/fix/ui-editor-minor-adjusts' into fix/ui-editor-minor-adjusts 2026-09-05 13:59:09 +08:00
k88936 d8d4501665 补充弹窗快捷键规范
明确对话框打开时暂停编辑器级撤销重做
2026-09-05 13:54:28 +08:00
k88936 5b75792d6a 修复弹窗内编辑器快捷键误触发
抽取UI编辑器键盘快捷键处理模块

阻止对话框内撤销重做并保留普通按钮快捷键行为
2026-09-05 13:54:26 +08:00
k88936 84222dd44e Merge branch 'master' into fix/ui-editor-minor-adjusts
Project CI / Native shell tests (pull_request) Failing after 4m11s
Project CI / Frontend tests (pull_request) Failing after 30m6s
Project CI / Repository checks (pull_request) Failing after 30m26s
Project CI / Backend tests (pull_request) Successful in 35m27s
2026-09-05 13:50:25 +08:00
k88936 897683e63f 补充UI树删除计数测试
覆盖嵌套节点定位与后代节点递归计数
2026-09-05 13:17:51 +08:00
k88936 8242885c79 新增UI树节点快捷删除
在可删除节点行提供桌面端垃圾桶按钮

复用右键删除入口并对后代节点显示确认弹窗
2026-09-05 13:17:49 +08:00
k88936 b4ba318849 补充UI树快捷删除方案
记录桌面端快捷删除按钮与右键删除复用规则

明确后代节点确认提示、页面根禁删和底层命令边界
2026-09-05 13:01:35 +08:00
k88936 6f29c60d63 统一节点选区的严格空值判断
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / Backend tests (pull_request) Failing after 19s
Project CI / Frontend tests (pull_request) Successful in 2m57s
Project CI / Native shell tests (pull_request) Successful in 18m0s
将 selectedNodeId 的宽松不等比较改为 !== null
2026-09-04 18:07:08 +08:00
k88936 6f0bae7724 让工作流步骤标题映射显式穷举
使用覆盖全部 UiEditorStepId 的 switch 映射步骤标题

增加 never 穷举检查以便新增步骤触发类型错误
2026-09-04 18:06:47 +08:00
k88936 efd67911c9 提取工作流完成状态上报逻辑
统一成功与失败分支的提示拼接、状态更新和终态通知

保持三个工作流步骤现有消息与状态行为不变
2026-09-04 18:06:03 +08:00
k88936 f029992083 修复弹窗内删除快捷键误删节点
排除 role=dialog 和 aria-modal 弹窗内的 Delete/Backspace 快捷键

补充弹窗焦点下节点不应被删除的回归测试

同步更新 UI 编辑器撤销重做规范
2026-09-04 18:04:16 +08:00
k88936 fe813802a5 简化工作流检查提示拼接
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / Backend tests (pull_request) Failing after 10s
Project CI / Frontend tests (pull_request) Successful in 3m26s
Project CI / Native shell tests (pull_request) Successful in 20m41s
移除请检查文案探测逻辑
终态文案统一直接追加检查提示
2026-09-04 16:09:19 +08:00
k88936 7f3cf3b64b 调整工作流通知测试位置
将通知辅助测试纳入AGC测试目录
保持提示文案和步骤映射覆盖
2026-09-04 15:34:18 +08:00
k88936 e6b2539dfe 增加工作流通知文案测试
覆盖请检查提示去重
覆盖三项步骤标题映射
2026-09-04 15:32:48 +08:00
k88936 620c2c5015 接入UI工作流终态通知
为三项工作流动作增加成功失败通知
扩展结果数量与请检查提示
在编辑器页面挂载阻塞通知弹窗
2026-09-04 15:31:54 +08:00
k88936 e7345508df 提取UI工作流通知文案工具
拆分通知类型与文案辅助函数
修复组件快速刷新导出约束
2026-09-04 15:31:35 +08:00
k88936 fc37bfbceb 补充UI工作流完成通知设计
新增工作流终态通知弹窗交互约定
明确三步骤反馈文案与验收边界
2026-09-04 15:26:21 +08:00
k88936 20a065e540 同步 UI 编辑器快捷键规范
Project CI / Repository checks (pull_request) Failing after 16s
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记录 macOS Backspace 删除节点快捷键

明确按钮链接焦点下撤销重做与删除快捷键的差异
2026-09-04 13:00:04 +08:00
k88936 fb058adb17 明确删除后的节点选区判断
仅在存在选中节点时查询删除节点集合

避免使用空字符串作为节点 ID 查询值
2026-09-04 12:56:44 +08:00
k88936 4886dffda2 稳定 UI 编辑器删除回调引用
使用 useCallback 保持 deleteNode 在输入未变化时的函数引用稳定

减少全局键盘监听器不必要的解绑与重新注册
2026-09-04 12:56:13 +08:00
k88936 d456b97eaf 恢复工具栏聚焦时撤销快捷键
将删除快捷键的交互控件过滤与撤销重做的可编辑目标过滤分离

避免按钮和链接聚焦时意外屏蔽 Ctrl/Cmd+Z/Y
2026-09-04 12:55:00 +08:00
k88936 21aa894871 修复 UI 编辑器 macOS 删除快捷键
支持 macOS 标准 Delete 键上报的 Backspace 事件

保留原有修饰键、重复事件和交互控件过滤
2026-09-04 12:54:12 +08:00
k88936 2d884f1bc5 补充 Delete 快捷键页面验收测试
Project CI / Repository checks (pull_request) Failing after 15s
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验证页面选中节点可通过 Delete 删除

覆盖真实树面板选择与删除后的渲染结果
2026-09-04 11:37:00 +08:00
k88936 5898d38083 支持 UI 编辑器 Delete 删除选中节点
复用现有 deleteNode 命令处理 Delete 快捷键

过滤交互控件、修饰键和重复按键事件

清理删除子树后的无效节点选区并补充页面测试
2026-09-04 11:35:58 +08:00
k88936 a2876eaf65 补充 UI 编辑器 Delete 快捷键规范
明确 Delete 快捷键触发范围与交互控件过滤

规定复用 deleteNode、子树删除、撤销与脏状态语义

补充删除后无效选区清理和验收标准
2026-09-04 11:28:56 +08:00
k88936 754964c57e 完善组件建议,增加容器背景与节点大小一致的实现
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2026-09-04 11:03:09 +08:00
623 changed files with 73085 additions and 100568 deletions
-1
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@@ -5,7 +5,6 @@
## 目录约定
- `.codex/skills/` 是项目专属 skill 根目录。每个 skill 以目录中的 `SKILL.md` 为入口,配套的参考资料和脚本放在同一目录下。
- `spec-driven-development` 负责跨模块、公开契约、SpacetimeDB、AGC/Runtime 和复杂 UI 任务的规范先行与逐里程碑验收;具体规则以 `docs/` 下的 SDD 工作流和模板为准。
- `.codex/plugins/` 保存随仓库分发的项目插件资源及其参考资料。当前的 `game-studio` 插件提供浏览器游戏设计、原型、2D/3D 技术栈、素材管线和 playtest 工作流;是否启用遵循当前 Codex 的插件加载机制,不依赖旧工具的环境变量或个人配置脚本。
- `.codex/hooks/``.codex/environments/` 等目录保存项目工具链所需的 hooks 和环境模板;它们不替代项目代码中的运行时配置。
- 长期有效的产品、架构、接口、排障和协作知识统一放在 `docs/``docs/project-memory/`,不复制到本目录。
@@ -1,43 +0,0 @@
---
name: spec-driven-development
description: 在 Genarrative 中处理跨模块功能、公开 API/DTO、SpacetimeDB schema、AGC/Runtime 或复杂 UI 状态链路时,按主规范、里程碑规范、单里程碑实现计划和验收证据推进;小型局部修复不触发。
license: MIT
metadata:
codex:
tags: [SDD, 规范驱动开发, 主规范, 里程碑, 验收]
---
# SDD 规范驱动开发
本 skill 把 Genarrative 的复杂任务路由到规范先行、单里程碑交付的工作流。权威规则和模板分别见:
- `docs/【协作规范】规范驱动开发工作流-2026-09-12.md`
- `docs/project-memory/shared-memory/【模板】规范驱动开发主规范与里程碑模板-2026-09-12.md`
## 触发条件
使用本 skill 的任务包括:
- 跨前端、`api-server``platform-*``spacetime-client``spacetime-module``module-*` 的功能。
- `/api/external/v1`、共享 DTO、OpenAPI、SpacetimeDB schema、迁移或跨版本重放合同变化。
- AGC / DirectProject、Agent Runtime、工具白名单、审批、持久化恢复或资源工作流变化。
- 复杂 UI 状态链路、入口/页面生命周期变化,或需要多个独立验收面的功能。
文案、单文件局部修复、无行为变化重构和一次性诊断继续使用轻量流程;执行中一旦触及公开行为或跨模块合同,切换到本 skill。
## 执行要求
1. 检查工作树,读取当前专题、源码、测试、契约和历史决策;写清交付结果、验收判据和不做项。
2. 找到或更新唯一主规范。主规范描述行为合同、边界、非目标、兼容/迁移和证据,不绑定实现细节。
3.`docs/project-memory/plans/` 创建一个或多个 `【里程碑】中文标题-YYYY-MM-DD.md`,填写 `Version``Status``Date``Parent Spec`、范围、依赖和验收标准;评审通过前不写业务代码。
4. 每次只选择一个已评审里程碑,创建对应的 `【实施计划】中文标题-YYYY-MM-DD.md`,明确修改边界、顺序、验证命令、风险和回滚点。
5. 发现行为需要变化时,严格按 `主规范 → 尚未实现的里程碑规范 → 当前实现计划 → 代码与测试` 更新。
6. 完成一个里程碑后,提供主规范/里程碑逐条对照、自动化验证、必要运行时 smoke、边界验证和未验证项;未验收不得推进下一个里程碑。
7. 全部验收通过后,将持久结论合并回主规范,删除已完成的临时计划,并检查文档、契约、测试和提交边界一致。
## 约束
- 里程碑和实现计划是开发期协调文件,完成或取消后删除;阶段编号和临时名称不得进入产品代码、用户文档、测试名称或提交标题。
- 活动计划可以提交以便团队同步,但不得把一次性实现步骤写进长期规范。
- 继续遵守现有 API、SpacetimeDB、AGC、编码和中文文档约束;本 skill 不替代专题门禁。
- 文档任务至少运行 `npm run check:doc-index``npm run check:encoding``git diff --check`;代码任务再运行范围匹配的测试、类型检查、schema/OpenAPI 或运行时 smoke。
-31
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@@ -232,37 +232,6 @@ jobs:
done
done
- name: Prepare standalone Rust crate dependencies
shell: bash
run: |
set -euo pipefail
# agent-runtime-core / agent-runtime-orchestration 被 server-rs/Cargo.toml 的
# exclude 排除,不参与上面的 workspace 锁文件,因此上面那次锁定 fetch 覆盖不到它们;
# 而 check:native-shells 会经 agent-runtime-*:check 用 `cargo test --manifest-path`
# 单独跑这两个 crate。不在这里预热的话,这两条测试会在测试阶段自己
# `Updating crates.io index`crates.io 一抖动整条 native shell 作业就红
# (见 #327 / PR #316 run 1950)。
# 两个 crate 都没有提交 Cargo.lock,所以这里只能做不带锁标志的 fetch:
# 加锁标志会因为缺少锁文件直接失败。生成的 Cargo.lock 落在两个 crate 目录内,
# 已被各自的 .gitignore 忽略,只留在容器里;随后的测试阶段因此能用锁定版本
# 解析,不再触碰 registry index。
for manifest_path in \
server-rs/crates/agent-runtime-core/Cargo.toml \
server-rs/crates/agent-runtime-orchestration/Cargo.toml; do
for attempt in $(seq 1 5); do
if cargo fetch \
--target x86_64-unknown-linux-gnu \
--manifest-path "${manifest_path}"; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo "standalone crate dependency fetch failed after 5 attempts: ${manifest_path}" >&2
exit 1
fi
sleep $((attempt * 2))
done
done
- name: Run native shell gates
run: npm run check:native-shells
-2
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@@ -40,8 +40,6 @@ temp*build*/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-path/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-resources/
/apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/codex-package.json
/apps/ai-game-creator-shell/src-tauri/resources/plugins/
/plugins/agc-cocos-editor/native/payload/
/apps/ai-game-creator-shell/logs/
/apps/ai-game-creator-shell/.llm-drafts/
/apps/ai-game-creator-shell/game-creator.config.local.json
-1
View File
@@ -16,7 +16,6 @@
3. [`docs/project-memory/README.md`](docs/project-memory/README.md)、[`project-overview.md`](docs/project-memory/shared-memory/project-overview.md)、[`team-conventions.md`](docs/project-memory/shared-memory/team-conventions.md)、[`development-workflow.md`](docs/project-memory/shared-memory/development-workflow.md)。
4. 与任务相关的 [`decision-log.md`](docs/project-memory/shared-memory/decision-log.md)、[`pitfalls.md`](docs/project-memory/shared-memory/pitfalls.md)、[`docs/README.md`](docs/README.md) 和当前专题文档。
- 落地工程修改前,先确认是否已有足够具体的 PRD、技术方案或当前融合文档;文档仍存在编码级歧义时,先补文档再编码。
- 跨模块功能、公开 API/DTO、SpacetimeDB schema、AGC/Runtime 或复杂 UI 状态链路必须按 [`docs/【协作规范】规范驱动开发工作流-2026-09-12.md`](docs/【协作规范】规范驱动开发工作流-2026-09-12.md) 先完成主规范、里程碑规范和单里程碑实现计划;评审与验收门禁未通过前不得进入下一里程碑。局部修复、文案和无行为变化重构继续走轻量流程。
- 本仓库的本地 RAG 位于 [`scripts/rag/`](scripts/rag/);RAG 只作为候选上下文,不替代打开源文件核对。默认不安装 RAG 运行时依赖,需要启用时必须先询问用户,并只安装到 gitignored 的 `.rag/runtime/`
## 绝对约束
-4
View File
@@ -1,4 +0,0 @@
# resources/plugins 由 build.rs 从 plugins/ 复制生成,属于构建产物。
# 它在 dev 监听范围内,重新生成会让 Tauri dev 误判为源码改动而触发
# “构建 -> 监听 -> 再构建”的自触发循环。
resources/plugins/
@@ -16,5 +16,8 @@
"maxRetries": 2,
"retryBackoffMs": 500
},
"agentLlm": {}
"agentLlm": {},
"planning": {
"capabilityEnabled": true
}
}
+3 -2
View File
@@ -1,7 +1,7 @@
{
"name": "@genarrative/ai-game-creator-shell",
"private": true,
"version": "0.1.27",
"version": "0.1.12",
"type": "module",
"scripts": {
"dev": "node scripts/start-tauri-dev.mjs",
@@ -19,6 +19,8 @@
"config": "node scripts/game-creator-config-wizard.mjs",
"test:chat": "node scripts/agent-swarm-test-chat.mjs --task \"制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。\" --no-open",
"test:chat:manual": "node scripts/agent-swarm-test-chat.mjs",
"test:plan": "node scripts/agent-swarm-test-chat.mjs --plan --task \"我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。\"",
"test:plan:manual": "node scripts/agent-swarm-test-chat.mjs --plan",
"agent-run": "node scripts/run-cli-with-config.mjs --agent-run",
"agent-run:smoke": "node scripts/smoke-agent-run-local-provider.mjs",
"agent-runtime:real-e2e": "node scripts/agent-runtime-real-e2e.mjs",
@@ -51,7 +53,6 @@
"focus-trap-react": "^12.0.3",
"lexical": "^0.47.0",
"lucide-react": "^0.546.0",
"phaser": "^4.2.1",
"react": "^19.0.0",
"react-arborist": "^3.16.0",
"react-colorful": "^5.8.0",
@@ -36,6 +36,8 @@ export const ungeneratedGameEntryMarker =
'还没有生成游戏。回到聊天输入创意并确认生成后';
export const defaultRealSwarmTestTask =
'制作一个可直接试玩的原创植物塔防小游戏:玩家选择并放置原创守卫阻挡敌人,完成波次后可以进入下一关并重新开始。主题、单位名称与视觉语言必须原创,不使用任何现有游戏角色、单位名、Logo 或受保护视觉语言。请自主完成正式产物、静态检查和双视口试玩验证。';
export const defaultRealSwarmPlanTask =
'我想做一款原创横版像素解谜小游戏,主角是一个能操控自己影子的小机器人,影子可以变成平台和开关。请完成立项策划并给出 Fast GDD。主题、角色名与视觉语言必须原创,不使用任何现有游戏角色、名称、Logo 或受保护视觉语言。';
export const swarmTurnReportPrefix = '[turn.report] ';
export const swarmTurnReportSchema = 'game-creator-swarm-turn-report.v1';
@@ -138,10 +140,15 @@ export const usage = `用法:
--keep-project 保留自动创建的一次性项目
--no-open 手工模式启动预览但不自动打开浏览器
--task <需求> 通过 manual 入口非交互提交自定义需求
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,手工模式默认不限时
--plan 走「做方案」立项策划入口,不做游戏,不做产物验收和试玩
--timeout-minutes <分钟> 设置本次执行期限;自动任务默认 50 分钟,--plan 默认 6 分钟,手工模式默认不限时
--dry-run 只检查目录发现和项目准备,不启动 LLM
-h, --help 显示帮助
`;
环境变量:
AGC_PLAN_GDD_DECISION 审批卡自动应答动作,默认 approverevise/reject 必须
同时用 AGC_PLAN_GDD_COMMENT 给出真实修改意见
AGC_PLAN_GDD_COMMENT revise/reject 的意见原文`;
function readOptionValue(args, index, option) {
const value = args[index + 1]?.trim();
@@ -170,6 +177,7 @@ export function parseSwarmTestArguments(args) {
keepProject: false,
openBrowser: true,
task: null,
plan: false,
timeoutMinutes: null,
dryRun: false,
help: false,
@@ -194,6 +202,8 @@ export function parseSwarmTestArguments(args) {
if (task.length > 4_000) throw new Error('--task 不能超过 4000 字符');
options.task = task;
index += 1;
} else if (argument === '--plan') {
options.plan = true;
} else if (argument === '--timeout-minutes') {
if (options.timeoutMinutes !== null) {
throw new Error('--timeout-minutes 只能指定一次');
@@ -212,11 +222,16 @@ export function parseSwarmTestArguments(args) {
}
export function shouldStartPersistentPreview(options) {
return !options.task;
// 立项策划链路只出 GDD,没有可试玩产物,任何模式都不该起预览。
return !options.task && !options.plan;
}
export function resolveSwarmTestTimeoutMs(options) {
const minutes = options.timeoutMinutes ?? (options.task ? 50 : null);
// 立项策划的设计目标是五分钟出方案,给一分钟余量;再久就是卡住了,早失败
// 比让 harness 空等更有用。做游戏那条链路的 50 分钟不变。
const planMinutes = options.plan ? 6 : null;
const minutes =
options.timeoutMinutes ?? planMinutes ?? (options.task ? 50 : null);
return minutes === null ? null : minutes * 60_000;
}
@@ -371,15 +386,7 @@ async function runMissingConfigWizard(setActiveChild, explicitConfigDir) {
}
}
async function secureWindowsPrivateRuntimePath(
targetPath,
options,
secureWindowsPath = null,
) {
if (secureWindowsPath) {
await secureWindowsPath(targetPath, options);
return;
}
async function secureWindowsPrivateRuntimePath(targetPath, options) {
const { secureWindowsGameCreatorPathForCurrentUser } = await import(
'./game-creator-config-wizard.mjs'
);
@@ -391,7 +398,6 @@ async function copyPrivateRuntimeConfigEntry(
runtimeConfigDir,
fileName,
required,
secureWindowsPath = null,
) {
const sourcePath = path.join(sourceConfigDir, fileName);
const sourceMetadata = await lstat(sourcePath).catch((error) => {
@@ -411,11 +417,9 @@ async function copyPrivateRuntimeConfigEntry(
const sourceBytes = await readFile(sourcePath);
const destinationFile = await open(destinationPath, 'wx', 0o600);
try {
await secureWindowsPrivateRuntimePath(
destinationPath,
{ isDirectory: false },
secureWindowsPath,
);
await secureWindowsPrivateRuntimePath(destinationPath, {
isDirectory: false,
});
await destinationFile.writeFile(sourceBytes);
await destinationFile.sync();
} finally {
@@ -448,11 +452,7 @@ async function copyPrivateRuntimeConfigEntry(
return true;
}
export async function prepareSwarmTestRuntimeConfig(
sourceConfigDir,
tempRoot,
{ secureWindowsPath = null } = {},
) {
export async function prepareSwarmTestRuntimeConfig(sourceConfigDir, tempRoot) {
if (!path.isAbsolute(sourceConfigDir)) {
throw new Error('配置来源目录必须是绝对路径');
}
@@ -472,11 +472,9 @@ export async function prepareSwarmTestRuntimeConfig(
);
try {
if (process.platform === 'win32') {
await secureWindowsPrivateRuntimePath(
runtimeConfigDir,
{ isDirectory: true },
secureWindowsPath,
);
await secureWindowsPrivateRuntimePath(runtimeConfigDir, {
isDirectory: true,
});
} else {
await chmod(runtimeConfigDir, 0o700);
}
@@ -494,14 +492,12 @@ export async function prepareSwarmTestRuntimeConfig(
runtimeConfigDir,
configFileName,
true,
secureWindowsPath,
);
await copyPrivateRuntimeConfigEntry(
canonicalSourceConfigDir,
runtimeConfigDir,
localConfigFileName,
false,
secureWindowsPath,
);
return {
path: await realpath(runtimeConfigDir),
@@ -957,6 +953,9 @@ 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;
@@ -980,12 +979,25 @@ export function swarmAutoPilotShouldCloseInput(output, promptsAfterSubmit) {
return swarmAutoPilotSitsAtPrompt(output) && promptsAfterSubmit >= 1;
}
// GDD 审批位不能等 CLI 退出之后再处理:Run 停在这里时状态是 waiting-for-user-input
// 而 swarm CLI 恰好把这个状态算作「本轮还在跑」,turn 永远不 settleCLI 也就永远
// 不退出。所以审批必须在 CLI 还活着的时候并发做完,让 Run 自己继续跑到收束。
// 这一句是 PlanGddCompletionBlockerKind::AwaitingApprovalDecision 专有的投影文案,
// 另外三个 blocked 子状态都不会打出它;即便认错了,真正的判据也是随后那次
// --plan-gdd-status,没有待决定审批时不会有任何写入。
const planGddApprovalWaitPattern = /等待 Fast GDD 审批决定/u;
export function swarmOutputAwaitsPlanGddApproval(line) {
return planGddApprovalWaitPattern.test(line);
}
async function runTaskCargo(
cliArguments,
task,
setActiveChild,
timeoutMs,
autoPilot = false,
onPlanGddApprovalWait = null,
) {
const child = spawnChild(cargoCommand, buildCargoCliArguments(cliArguments), {
stdio: ['pipe', 'pipe', 'inherit'],
@@ -997,6 +1009,25 @@ async function runTaskCargo(
let taskSubmitted = false;
let promptsSeen = 0;
let sittingAtPrompt = false;
let planGddApproval = null;
let planGddApprovalError = null;
let planGddApprovalStarted = false;
let planGddApprovalPromise = null;
const startPlanGddApproval = () => {
planGddApprovalStarted = true;
console.log(
`[自动审批] 检测到 Fast GDD 审批位,正在提交 ${resolvePlanGddAutoDecision().action}`,
);
planGddApprovalPromise = onPlanGddApprovalWait()
.then((value) => {
planGddApproval = value;
})
.catch((error) => {
planGddApprovalError = error;
// 审批没成的话 Run 会一直停在等待位,干等到超时只会把真正的原因埋掉。
void terminateChildTree(child).catch(() => {});
});
};
child.stdout.setEncoding('utf8');
child.stdout.on('data', (chunk) => {
process.stdout.write(chunk);
@@ -1009,6 +1040,13 @@ async function runTaskCargo(
reportLines.push(normalizedLine);
settled = true;
}
if (
onPlanGddApprovalWait &&
!planGddApprovalStarted &&
swarmOutputAwaitsPlanGddApproval(normalizedLine)
) {
startPlanGddApproval();
}
}
if (!autoPilot || child.stdin.writableEnded) return;
const atPrompt = swarmAutoPilotSitsAtPrompt(pendingLine);
@@ -1047,9 +1085,12 @@ async function runTaskCargo(
if (normalizedPendingLine.startsWith(swarmTurnReportPrefix)) {
reportLines.push(normalizedPendingLine);
}
await planGddApprovalPromise;
if (planGddApprovalError) throw planGddApprovalError;
return {
...result,
turnReportOutput: reportLines.join('\n'),
planGddApproval,
};
} finally {
setActiveChild(null);
@@ -1739,6 +1780,196 @@ export async function validateSwarmProjectArtifacts(projectPath, options) {
return inspection;
}
// 这四条路径的权威定义都在 Rust 侧 `planning_storage.rs``PLAN_SESSION_PATH`、
// `PLAN_GDD_INDEX_PATH`、`PLAN_STORAGE_ROOT`、`PLAN_FAST_GDD_PATH`)。跨语言没有共享
// 常量的通道,改路径时要连同 `GddApprovalCard.tsx` 一起动。
export const planningOutputPaths = [
'.agent/planning/session.json',
'.agent/planning/index.json',
'.agent/planning/pending.json',
'game/fast_gdd.md',
];
export async function inspectPlanningOutputs(projectPath) {
const outputs = [];
for (const relativePath of planningOutputPaths) {
const absolutePath = path.join(projectPath, ...relativePath.split('/'));
const metadata = await lstat(absolutePath).catch((error) => {
if (error?.code === 'ENOENT') return null;
throw error;
});
outputs.push({
path: relativePath,
exists: Boolean(metadata?.isFile()),
bytes: metadata?.isFile() ? metadata.size : 0,
});
}
return outputs;
}
async function reportPlanningOutputs(projectPath) {
const outputs = await inspectPlanningOutputs(projectPath);
console.log('\n立项策划产物:');
for (const output of outputs) {
console.log(
output.exists
? ` [有] ${output.path}${output.bytes} 字节)`
: ` [无] ${output.path}`,
);
}
}
const planGddApprovalTimeoutMs = 60_000;
export const planGddStatusOutputPrefix = 'planGddStateJson=';
export const planGddDecisionOutputPrefix = 'planGddDecisionJson=';
function parsePrefixedJsonLine(output, prefix, label) {
const line = output
.split('\n')
.map((value) => (value.endsWith('\r') ? value.slice(0, -1) : value))
.find((value) => value.startsWith(prefix));
if (!line) throw new Error(`${label}缺少 ${prefix} 输出`);
try {
return JSON.parse(line.slice(prefix.length));
} catch (error) {
throw new Error(`解析${label}失败:${error.message}`);
}
}
export function parsePlanGddStatusOutput(output) {
return parsePrefixedJsonLine(
output,
planGddStatusOutputPrefix,
'Fast GDD 审批状态',
);
}
export function parsePlanGddDecisionOutput(output) {
return parsePrefixedJsonLine(
output,
planGddDecisionOutputPrefix,
'Fast GDD 审批回执',
);
}
// 审批卡是这条链路唯一的人类判据,所以自动应答默认只投 approve,且只在投影确实有
// 一张待决定审批时出手。revise/reject 需要一段真实的修改意见,让机器编一段等于把
// 判据换成噪声——所以那两条分支只在跑的人自己用 AGC_PLAN_GDD_COMMENT 给出意见时
// 才走。手工调 --plan-gdd-decide 也能达到同样效果,但那要求 plan 根 run 仍然活着,
// 而它恰好是本进程持有的 CLI 子进程。
export function planGddAutoApprovalIsPending(state) {
return Boolean(state?.pendingApproval);
}
export function resolvePlanGddAutoDecision(env = process.env) {
const action = (env.AGC_PLAN_GDD_DECISION ?? 'approve').trim();
if (!['approve', 'revise', 'reject'].includes(action)) {
throw new Error('AGC_PLAN_GDD_DECISION 只能是 approve / revise / reject');
}
const comment = (env.AGC_PLAN_GDD_COMMENT ?? '').trim();
if (action === 'approve') return { action, comment: null };
if (!comment) {
throw new Error(
`${action} 必须同时设 AGC_PLAN_GDD_COMMENT 提供真实修改意见`,
);
}
return { action, comment };
}
async function settlePlanGddApproval(
projectPath,
runtimeConfigPath,
setActiveChild,
) {
const readStatus = async () => {
const result = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--plan-gdd-status', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批状态查询',
},
);
if (result.code !== 0 || result.signal) {
throw new Error(
`读取 Fast GDD 审批状态失败:${result.stderr.trim() || result.stdout.trim()}`,
);
}
return parsePlanGddStatusOutput(result.stdout);
};
const before = await readStatus();
if (!planGddAutoApprovalIsPending(before)) {
return { decided: false, state: before };
}
const { action, comment } = resolvePlanGddAutoDecision();
const decision = await runCapturedCargo(
[
'--config-dir',
runtimeConfigPath,
'--plan-gdd-decide',
projectPath,
action,
...(comment === null ? [] : ['--stdin']),
],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批决定',
stdin: comment,
},
);
if (decision.code !== 0 || decision.signal) {
throw new Error(
`提交 Fast GDD 审批决定失败:${decision.stderr.trim() || decision.stdout.trim()}`,
);
}
const receipt = parsePlanGddDecisionOutput(decision.stdout);
// 回执落盘和唤醒后台任务是两件事:decide 命令把唤醒失败降级成 recoveryPending
// 于是审批已经生效、Run 却仍停在 waiting-for-user-input。实测就是这样——只有
// 补一次 --agent-resume 才会重新起 turn。这是仓库自己给这个状态定义的恢复动作。
let recovered = false;
if (receipt.recoveryPending) {
const resume = await runCapturedCargo(
['--config-dir', runtimeConfigPath, '--agent-resume', projectPath],
setActiveChild,
{
timeoutMs: planGddApprovalTimeoutMs,
label: 'Fast GDD 审批后恢复后台任务',
},
);
if (resume.code !== 0 || resume.signal) {
throw new Error(
`审批已提交但恢复后台任务失败:${resume.stderr.trim() || resume.stdout.trim()}`,
);
}
recovered = true;
}
return { decided: true, receipt, recovered, state: await readStatus() };
}
async function reportPlanGddApproval(approval) {
const { state } = approval;
console.log('\nFast GDD 审批:');
if (!approval.decided) {
console.log(` [无待决定审批] 当前投影状态=${state.state}`);
return;
}
console.log(
` [已决定 ${approval.receipt.decisionRef.action}] outcome=${approval.receipt.outcome} v${approval.receipt.decisionRef.version} 投影状态=${state.state}`,
);
if (approval.recovered) {
console.log(
' [已恢复] 审批回执的 recoveryPending 由一次 --agent-resume 收口',
);
}
if (state.session) {
console.log(
` 澄清轮次=${state.session.clarificationRound} 返工深度=${state.session.repairDepth} phase=${state.session.phase}`,
);
}
}
export async function hasConfiguredEditorApiKey(configDir) {
let configured = false;
for (const fileName of [configFileName, localConfigFileName]) {
@@ -1891,7 +2122,13 @@ export async function runSwarmTestChat(options) {
const setActiveChild = (child) => {
activeChild = child;
};
// GDD 审批要和 swarm CLI 并发跑,两者不能共用 activeChild 这一个槽位:审批子进程
// 结束时的 setActiveChild(null) 会把 CLI 从槽里抹掉,Ctrl-C 就杀不到它了。
const concurrentChildren = new Set();
const setConcurrentChild = (child) => {
if (child) concurrentChildren.add(child);
else concurrentChildren.clear();
};
const stopRequested = () => receivedSignal !== null;
const handleSignal = (signal) => {
const repeatedSignal = receivedSignal !== null;
@@ -1969,10 +2206,11 @@ export async function runSwarmTestChat(options) {
);
}
console.log('LLM 配置已就绪。');
const requirementNoun = options.plan ? '立项策划需求' : '游戏需求';
console.log(
options.task
? '已提交一条非交互游戏需求,正在等待 Swarm 自主完成。\n'
: '输入一条游戏需求并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n',
? `已提交一条非交互${requirementNoun},正在等待 Swarm 自主完成。\n`
: `输入一条${requirementNoun}并回车;提交后按 Ctrl+D,让 Swarm 自主完成。\n`,
);
phase = 'chat';
@@ -1982,7 +2220,8 @@ export async function runSwarmTestChat(options) {
runtimeConfig.path,
'--swarm-chat',
'--init',
'--autonomous-game-build',
// 做方案链路只能跑 standard 档,后端对 plan + autonomous 是硬否决。
options.plan ? '--plan' : '--autonomous-game-build',
project.path,
];
let chat;
@@ -1995,6 +2234,15 @@ export async function runSwarmTestChat(options) {
timeoutDeadline === null
? null
: Math.max(1, timeoutDeadline - Date.now()),
options.plan,
options.plan
? () =>
settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
)
: null,
)
: await runInteractiveCargo(chatArguments, setActiveChild);
} catch (error) {
@@ -2010,6 +2258,32 @@ export async function runSwarmTestChat(options) {
if (options.task) {
turnReport = parseSettledSwarmTurnReport(chat.turnReportOutput);
}
if (options.plan) {
// 立项策划不出游戏产物,正式验收在 GDD 审批卡上;这里只报告落盘情况,
// 是否收束已经由 CLI 的退出码判过了。
// 自动任务档的审批已经在 CLI 运行期间并发做完了;手工档(人自己敲 Ctrl+D
// 退出)没有那次触发,退出后补一次,没有待决定审批时它是只读的。
phase = 'plan-approval';
const approval =
chat.planGddApproval ??
(await settlePlanGddApproval(
project.path,
runtimeConfig.path,
setConcurrentChild,
));
if (receivedSignal) break session;
phase = 'plan-report';
await reportPlanGddApproval(approval);
await reportPlanningOutputs(project.path);
phase = 'complete';
console.log(
approval.decided
? '\n立项策划链路已收束:Fast GDD 已批准,策划产物见上方清单。'
: '\n立项策划链路已收束:Run 正常结束但没有待决定审批,策划产物见上方清单。',
);
break session;
}
phase = 'artifact-validation';
const requireEditorImages = await hasConfiguredEditorApiKey(
runtimeConfig.path,
);
@@ -4,11 +4,6 @@ import fs from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import {
defaultEditorFeatures,
withDefaultCargoFeatures,
} from './cargo-features.mjs';
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const defaultReleaseTarget = 'x86_64-pc-windows-msvc';
const releaseTarget =
@@ -164,30 +159,10 @@ export async function prepareReleaseVersion() {
return nextVersion;
}
export function buildTauriBuildArguments(
args = [],
target = releaseTarget,
platform = process.platform,
) {
const noBundle = args.includes('--no-bundle');
const targetIndex = args.indexOf('--target');
const explicitTarget =
targetIndex >= 0
? args[targetIndex + 1]
: args
.find((value) => value.startsWith('--target='))
?.slice('--target='.length);
const targetArgs = noBundle || explicitTarget ? [] : ['--target', target];
const features = defaultEditorFeatures(
explicitTarget || (noBundle ? platform : target),
);
return [
'build',
...withDefaultCargoFeatures([...targetArgs, ...args], features),
];
}
export function runTauriBuild(args = []) {
const noBundle = args.includes('--no-bundle');
const hasTarget = args.includes('--target');
const targetArgs = noBundle || hasTarget ? [] : ['--target', releaseTarget];
const npmCommand = process.platform === 'win32' ? 'npm.cmd' : 'npm';
const result = spawnSync(
npmCommand,
@@ -197,7 +172,9 @@ export function runTauriBuild(args = []) {
'exec',
'tauri',
'--',
...buildTauriBuildArguments(args),
'build',
...targetArgs,
...args,
],
{ cwd: appRoot, stdio: 'inherit', shell: process.platform === 'win32' },
);
@@ -1,24 +0,0 @@
/** 默认桌面能力;显式 feature 参数优先,不把应用参数当 Cargo 参数。 */
export function withDefaultCargoFeatures(argv, features) {
const separator = argv.indexOf('--');
const cargoArgs = separator < 0 ? argv : argv.slice(0, separator);
if (
!features.length ||
cargoArgs.some(
(value) =>
value === '--features' ||
value === '-f' ||
value.startsWith('--features=') ||
/^-f.+/u.test(value),
)
) {
return argv;
}
return [`--features=${features.join(',')}`, ...argv];
}
export function defaultEditorFeatures(target) {
return target === 'win32' || target.includes('windows')
? ['cocos-editor-execute']
: [];
}
@@ -1,49 +0,0 @@
import assert from 'node:assert/strict';
import { test } from 'node:test';
import { buildTauriBuildArguments } from './build-release.mjs';
import { withDefaultCargoFeatures } from './cargo-features.mjs';
test('Windows release includes the same editor feature as development', () => {
assert.deepEqual(
buildTauriBuildArguments([], 'x86_64-pc-windows-msvc', 'win32'),
[
'build',
'--features=cocos-editor-execute',
'--target',
'x86_64-pc-windows-msvc',
],
);
assert.deepEqual(
buildTauriBuildArguments(
['--no-bundle'],
'x86_64-pc-windows-msvc',
'linux',
),
['build', '--no-bundle'],
);
assert.deepEqual(
buildTauriBuildArguments(['--target=aarch64-apple-darwin']),
['build', '--target=aarch64-apple-darwin'],
);
});
test('explicit Cargo features override defaults in every supported spelling', () => {
for (const args of [
['--features', 'custom'],
['--features=custom'],
['-f', 'custom'],
['-fcustom'],
]) {
assert.deepEqual(
withDefaultCargoFeatures(args, ['cocos-editor-execute']),
args,
);
}
assert.deepEqual(
withDefaultCargoFeatures(
['--', '--features=app'],
['cocos-editor-execute'],
),
['--features=cocos-editor-execute', '--', '--features=app'],
);
});
@@ -107,27 +107,12 @@ const rustSharedContractSource = fs.readFileSync(
'utf8',
);
const allowedUncalledTauriCommands = [
'append_direct_project_conversation_message',
'chat_with_game_creator_agent',
'check_ui_editor_font_glyph_coverage',
'create_ui_design_resource',
'open_game_creator_launcher_window',
'open_game_creator_workspace_window',
'read_direct_project_conversation',
'reset_design_agent_session',
'stop_local_game_preview_if_matches',
'start_game_creator_external_mcp',
'stop_game_creator_external_mcp',
'list_agc_plugins',
'list_agc_extensions',
'refresh_agc_plugins',
'start_agc_plugin',
'stop_agc_plugin',
'reload_agc_plugin',
'call_agc_plugin',
'read_agc_plugin_panel',
'set_agc_plugin_project_path',
'set_agc_plugin_enabled',
];
const sourceExtensions = new Set([
'.json',
@@ -1296,10 +1281,7 @@ if (tauriConfig.identifier !== 'world.genarrative.ai-game-creator') {
throw new Error('AI game creator shell identifier drifted');
}
const expectedBundledDesignAgentResources = {
'design-agent': 'design-agent',
};
const expectedBundledWindowsResources = {
const expectedBundledCodexResources = {
'resources/codex/win-x64/bin/codex.exe': 'codex/win-x64/bin/codex.exe',
'resources/codex/win-x64/bin/codex-code-mode-host.exe':
'codex/win-x64/bin/codex-code-mode-host.exe',
@@ -1313,35 +1295,17 @@ const expectedBundledWindowsResources = {
'codex/win-x64/codex-package.json',
'resources/codex/win-x64/NOTICE.md': 'codex/win-x64/NOTICE.md',
'resources/codex/win-x64/manifest.json': 'codex/win-x64/manifest.json',
'resources/plugins': 'plugins',
};
assert.deepEqual(
tauriConfig.bundle?.resources,
expectedBundledDesignAgentResources,
'AI game creator shell base Tauri config must bundle the design-agent resource pack',
);
for (const key of Object.keys(tauriConfig.bundle?.resources ?? {})) {
if (String(key).includes('codex')) {
throw new Error(
'AI game creator shell base Tauri config must not require Windows-only Codex resources',
);
}
if (tauriConfig.bundle?.resources !== undefined) {
throw new Error(
'AI game creator shell base Tauri config must not require Windows-only Codex resources',
);
}
assert.deepEqual(
windowsTauriConfig.bundle?.resources,
expectedBundledWindowsResources,
'AI game creator shell Windows Tauri config must bundle the complete pinned Codex resource set and Cocos bridge payload directory',
expectedBundledCodexResources,
'AI game creator shell Windows Tauri config must bundle the complete pinned Codex resource set',
);
if (
Object.prototype.hasOwnProperty.call(
windowsTauriConfig.bundle?.resources ?? {},
'design-agent',
)
) {
throw new Error(
'design-agent resource pack must not be mixed into the Windows Codex sidecar bundle',
);
}
if (windowsTauriConfig.bundle?.useLocalToolsDir !== true) {
throw new Error(
'AI game creator shell Windows Tauri config must cache bundling tools in the project target directory',
@@ -1737,16 +1701,10 @@ if (
runtimeConfigSetupStart === -1 ||
runtimeConfigSetupEnd === -1 ||
!runtimeConfigSetupSource.includes('sanitize_diagnostic_message(') ||
!runtimeConfigSetupSource.includes('setup_log.fail(') ||
!runtimeConfigSetupSource.includes('append_bounded_diagnostic_line(') ||
!runtimeConfigSetupSource.includes(
'startup.appdata.configure.failed details={details}',
) ||
!tauriHandlerSource.includes('impl StartupLogSlot {') ||
!tauriHandlerSource.includes('append_bounded_diagnostic_line(&path, line)') ||
!tauriHandlerSource.includes(
'self.append(line);\n show_startup_error_dialog(self.path().as_deref());',
) ||
!tauriHandlerSource.includes('early_startup_log_path(')
)
) {
throw new Error(
'AI game creator setup must configure the runtime AppData directory and log sanitized setup failures',
@@ -722,7 +722,7 @@ function runAgent() {
stderr += chunk.toString();
});
child.on('error', reject);
child.on('close', (code, signal) => {
child.on('close', (code) => {
const output = `${stdout}${stderr}`;
if (previewReadError) {
reject(previewReadError);
@@ -740,24 +740,13 @@ function runAgent() {
previewDom,
});
} else {
reject(
new Error(
`agent run failed: exitCode=${code}, signal=${signal ?? 'none'}\n` +
`stderr tail (last 8000 characters):\n${stderr.slice(-8000)}\n` +
`stdout tail (last 4000 characters):\n${stdout.slice(-4000)}`,
),
);
reject(new Error(output || `agent run exited with ${code}`));
}
});
});
}
async function seedLocalAsset() {
await fs.mkdir(path.join(projectRoot, 'game'), { recursive: true });
await fs.writeFile(
path.join(projectRoot, 'game/index.html'),
'<!doctype html><html lang="zh-CN"><meta charset="UTF-8"><body>还没有生成游戏</body></html>',
);
await fs.mkdir(path.join(projectRoot, 'assets/uploads'), { recursive: true });
await fs.mkdir(path.join(projectRoot, '.agent'), { recursive: true });
await seedConversationContext();
@@ -1,16 +1,10 @@
import { spawn, spawnSync } from 'node:child_process';
import { spawn } from 'node:child_process';
import { existsSync, readdirSync, readFileSync } from 'node:fs';
import http from 'node:http';
import net from 'node:net';
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import {
normalizeWindowsPath,
parseWindowsProcessSnapshot,
stopWindowsProcessTree,
stopWindowsWorktreeProcesses,
} from '../../../scripts/dev-windows-process.mjs';
import {
agcVitePortEnvKey,
readAgcDevEndpoint,
@@ -21,10 +15,6 @@ import {
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const devStackStatePath = resolve(repoRoot, '.app/dev-stack.json');
const apiServerExePath = resolve(
repoRoot,
'server-rs/target/debug/api-server.exe',
);
const defaultApiTarget =
process.env.RUST_SERVER_TARGET || 'http://127.0.0.1:8082';
const backendDatabase = 'genarrative-game-creator-dev';
@@ -84,7 +74,6 @@ function resolveBackendTargetsFromState(
requireAgcBackend = false,
expectedDatabase = backendDatabase,
expectedSpacetimeDataDir = backendSpacetimeDataDir,
expectedRepoRoot = repoRoot,
fallbackApiTarget = defaultApiTarget,
} = {},
) {
@@ -102,25 +91,7 @@ function resolveBackendTargetsFromState(
const hasMatchingDataDir =
Boolean(spacetimeDataDir) &&
spacetimeDataDir === resolve(expectedSpacetimeDataDir);
const instanceId =
typeof state?.instanceId === 'string' ? state.instanceId.trim() : '';
const hasMatchingRepoRoot =
typeof state?.repoRoot === 'string' &&
resolve(state.repoRoot) === resolve(expectedRepoRoot);
const hasMatchingInstance =
Boolean(instanceId) &&
[apiServer, spacetime, bgfilterWorker]
.filter(Boolean)
.every(
(service) =>
service.repoRoot &&
resolve(service.repoRoot) === resolve(expectedRepoRoot) &&
service.instanceId === instanceId,
);
const hasMatchingBackend =
hasMatchingDatabase &&
hasMatchingDataDir &&
(!requireAgcBackend || (hasMatchingRepoRoot && hasMatchingInstance));
const hasMatchingBackend = hasMatchingDatabase && hasMatchingDataDir;
const canReuseState = !requireAgcBackend || hasMatchingBackend;
const apiUrl =
canReuseState && isActive(apiServer) && apiServer.url
@@ -146,8 +117,6 @@ function resolveBackendTargetsFromState(
spacetimeDataDir,
hasMatchingDatabase,
hasMatchingDataDir,
hasMatchingRepoRoot,
hasMatchingInstance,
hasMatchingBackend,
};
}
@@ -158,217 +127,19 @@ function readBackendTargets({ requireAgcBackend = false } = {}) {
});
}
function readBackendServiceFailure(
state,
{
expectedDatabase = backendDatabase,
expectedSpacetimeDataDir = backendSpacetimeDataDir,
} = {},
) {
const targets = resolveBackendTargetsFromState(state, {
requireAgcBackend: true,
expectedDatabase,
expectedSpacetimeDataDir,
});
if (!targets.hasMatchingBackend) {
return null;
}
for (const serviceName of ['spacetime', 'api-server', 'bgfilter-worker']) {
const service = state?.services?.[serviceName];
if (service?.status !== 'failed') {
continue;
}
return {
serviceName,
failure: service.signal
? `signal=${service.signal}`
: `code=${service.exitCode ?? 1}`,
};
}
return null;
}
function urlPort(url) {
try {
const port = Number(new URL(url).port);
return Number.isInteger(port) && port > 0 ? port : 0;
} catch {
return 0;
}
}
// 读取端口当前真正的监听进程身份。返回 null 表示探测本身不可用(例如缺少
// Get-NetTCPConnection),此时调用方必须退化为旧行为,不能让本地启动直接失败。
function readWindowsPortOwnerIdentities(
ports,
{ spawnImpl = spawnSync, env = process.env } = {},
) {
const uniquePorts = [...new Set(ports.filter((port) => port > 0))];
if (uniquePorts.length === 0) {
return null;
}
const command = [
'$ErrorActionPreference = "SilentlyContinue"',
'$ports = ($env:GENARRATIVE_QUERY_PORTS -split ",") | Where-Object { $_ }',
'$result = @()',
'foreach ($port in $ports) {',
' $connection = Get-NetTCPConnection -State Listen -LocalPort ([int]$port) -ErrorAction SilentlyContinue | Select-Object -First 1',
' if (-not $connection) { continue }',
' $owner = Get-CimInstance Win32_Process -Filter ("ProcessId=" + $connection.OwningProcess) -ErrorAction SilentlyContinue',
' $result += [pscustomobject]@{ port = [int]$port; processId = [int]$connection.OwningProcess; name = $owner.Name; executablePath = $owner.ExecutablePath; commandLine = $owner.CommandLine }',
'}',
'ConvertTo-Json -InputObject @($result) -Compress',
].join('\n');
const result = spawnImpl(
'powershell.exe',
['-NoProfile', '-ExecutionPolicy', 'Bypass', '-Command', command],
{
encoding: 'utf8',
env: { ...env, GENARRATIVE_QUERY_PORTS: uniquePorts.join(',') },
maxBuffer: 8 * 1024 * 1024,
},
);
if (result?.error || result?.status !== 0) {
return null;
}
const owners = new Map();
for (const entry of parseWindowsProcessSnapshot(result.stdout)) {
const port = Number(entry?.port);
if (Number.isInteger(port) && port > 0) {
owners.set(port, entry);
}
}
return owners;
}
function isWorktreeApiServerOwner(
owner,
{ expectedExePath = apiServerExePath } = {},
) {
if (!owner) {
return false;
}
const expected = normalizeWindowsPath(expectedExePath);
const actual = normalizeWindowsPath(owner.executablePath);
return Boolean(expected) && actual === expected;
}
function isWorktreeSpacetimeOwner(
owner,
{ expectedDataDir = backendSpacetimeDataDir } = {},
) {
if (!owner) {
return false;
}
const expected = normalizeWindowsPath(expectedDataDir);
if (!expected) {
return false;
}
const name = String(owner.name ?? '').toLowerCase();
if (!name.startsWith('spacetime')) {
return false;
}
return normalizeWindowsPath(owner.commandLine).includes(expected);
}
// 端口健康不代表后端属于当前工作树:上个工作树 Ctrl+C 残留的 api-server 仍会
// 应答 /healthz。复用前必须证明端口上的进程就是本工作树的可执行文件与数据目录。
function verifyAgcBackendOwnership({
apiUrl,
spacetimeUrl,
bgfilterWorkerUrl,
platform = process.platform,
expectedExePath = apiServerExePath,
expectedDataDir = backendSpacetimeDataDir,
readPortOwners = readWindowsPortOwnerIdentities,
} = {}) {
if (platform !== 'win32') {
return { ok: true, reason: 'platform-unsupported', owners: new Map() };
}
const ports = [
urlPort(apiUrl),
urlPort(bgfilterWorkerUrl),
urlPort(spacetimeUrl),
];
const owners = readPortOwners(ports);
if (!owners) {
return { ok: true, reason: 'owner-probe-unavailable', owners: new Map() };
}
const apiOwner = owners.get(urlPort(apiUrl));
if (!isWorktreeApiServerOwner(apiOwner, { expectedExePath })) {
return { ok: false, reason: 'api-server-owner-mismatch', owners, apiOwner };
}
const workerOwner = owners.get(urlPort(bgfilterWorkerUrl));
if (!isWorktreeApiServerOwner(workerOwner, { expectedExePath })) {
return {
ok: false,
reason: 'bgfilter-worker-owner-mismatch',
owners,
workerOwner,
};
}
const spacetimeOwner = owners.get(urlPort(spacetimeUrl));
if (!isWorktreeSpacetimeOwner(spacetimeOwner, { expectedDataDir })) {
return {
ok: false,
reason: 'spacetime-owner-mismatch',
owners,
spacetimeOwner,
};
}
return { ok: true, reason: 'owned', owners };
}
function formatOwnerLabel(owner) {
if (!owner) {
return '未知进程';
}
const pid = Number(owner.processId);
const label = owner.executablePath || owner.commandLine || owner.name || '';
return `${Number.isInteger(pid) ? `pid=${pid} ` : ''}${String(label).trim()}`.trim();
}
async function isBackendReady({
state = readJson(devStackStatePath),
isReady = isHttpReady,
verifyOwnership = verifyAgcBackendOwnership,
onOwnershipRejected = null,
} = {}) {
const { apiUrl, spacetimeUrl, bgfilterWorkerUrl, hasMatchingBackend } =
resolveBackendTargetsFromState(state, {
requireAgcBackend: true,
});
if (!hasMatchingBackend || !apiUrl || !spacetimeUrl || !bgfilterWorkerUrl) {
return false;
}
const ownership = await verifyOwnership({
apiUrl,
spacetimeUrl,
bgfilterWorkerUrl,
});
if (!ownership?.ok) {
onOwnershipRejected?.(ownership);
return false;
}
if (ownership.reason === 'owner-probe-unavailable') {
console.warn(
'[ai-game-creator-shell] 无法读取端口监听进程归属,本次按旧行为复用配套后端。',
);
}
return (
hasMatchingBackend &&
Boolean(apiUrl) &&
Boolean(spacetimeUrl) &&
Boolean(bgfilterWorkerUrl) &&
(await isReady(`${apiUrl}/healthz`)) &&
(await isReady(`${spacetimeUrl}/v1/ping`)) &&
(await isReady(`${bgfilterWorkerUrl}/readyz`))
@@ -457,10 +228,6 @@ function spawnChild(command, args, options, spawnImpl = spawn) {
const child = spawnImpl(command, args, {
...options,
shell: useShell,
// npm.cmd and the Windows shell otherwise create a visible console for
// every service in the dev stack. Their stdout/stderr is already inherited
// by the launcher, so no separate terminal window is useful.
windowsHide: process.platform === 'win32' ? true : options.windowsHide,
// POSIX 下让每个长驻服务拥有独立进程组,退出时可以连同 npm、
// Node、Cargo 及其子进程一起清理,避免残留订阅任务持续刷日志。
detached: isPosix,
@@ -685,18 +452,14 @@ async function terminateChildTree(
return { stopped: true, forced: false };
}
const result = await taskkillImpl(child.pid);
const taskkillStopped =
!result?.timedOut &&
!result?.error &&
[0, 128].includes(result?.code ?? 0);
if (taskkillStopped) {
return { stopped: true, forced: true, result };
}
// 包装层(cmd.exe / npm.cmd)先被 Ctrl+C 杀掉时 taskkill 拿不到活着的 PID
// 这里继续按记录下来的根 PID 遍历,尽量收掉更深的后端进程。
const treeStopped = stopWindowsProcessTree(child.pid);
return { stopped: treeStopped.length > 0, forced: true, result };
return {
stopped:
!result?.timedOut &&
!result?.error &&
[0, 128].includes(result?.code ?? 0),
forced: true,
result,
};
}
const processGroupId = childLifecycles.get(child)?.processGroupId;
@@ -742,43 +505,11 @@ async function terminateChildTree(
return { stopped, forced: true };
}
async function waitForBackendReady(
backendChild,
timeoutMs = 600_000,
{
checkBackendReady = (onOwnershipRejected) =>
isBackendReady({ onOwnershipRejected }),
readState = () => readJson(devStackStatePath),
resolveTargets = readBackendTargets,
} = {},
) {
const initialStateUpdatedAt = readState()?.updatedAt ?? '';
async function waitForBackendReady(backendChild, timeoutMs = 600_000) {
const startedAt = Date.now();
let lastOwnershipReason = '';
while (Date.now() - startedAt < timeoutMs) {
if (
await checkBackendReady((ownership) => {
if (ownership.reason === lastOwnershipReason) {
return;
}
lastOwnershipReason = ownership.reason;
// 本次自己拉起的后端如果归属校验一直不通过,必须把原因打出来,
// 否则只会表现为等待 600 秒后超时。
console.warn(
`[ai-game-creator-shell] 等待配套后端就绪时归属校验未通过(${ownership.reason}: ${formatOwnerLabel(ownership.apiOwner ?? ownership.spacetimeOwner ?? ownership.workerOwner)})。`,
);
})
) {
return resolveTargets();
}
const state = readState();
if ((state?.updatedAt ?? '') !== initialStateUpdatedAt) {
const serviceFailure = readBackendServiceFailure(state);
if (serviceFailure) {
throw new Error(
`配套后端启动失败: ${serviceFailure.serviceName} ${serviceFailure.failure}`,
);
}
if (await isBackendReady()) {
return readBackendTargets();
}
const failure = readChildFailure(backendChild);
if (failure) {
@@ -794,14 +525,7 @@ async function waitForBackendReady(
async function ensureBackend({
onBackendChild = () => {},
checkBackendReady = () =>
isBackendReady({
onOwnershipRejected(ownership) {
console.warn(
`[ai-game-creator-shell] 端口上的配套后端不属于当前工作树(${ownership.reason}: ${formatOwnerLabel(ownership.apiOwner ?? ownership.spacetimeOwner ?? ownership.workerOwner)}),改为启动本工作树自己的后端。`,
);
},
}),
checkBackendReady = isBackendReady,
resolveTargets = readBackendTargets,
spawnBackend = () =>
spawnChild(
@@ -881,33 +605,15 @@ async function startVite(apiTarget, endpoint = readAgcDevEndpoint()) {
async function main() {
let backendChild = null;
let startedBackend = false;
let viteChild = null;
let shutdownSignal = '';
const signalHandlers = new Map();
// 只有本次会话真正拉起过配套后端时才做兜底清扫:复用别人后端时不能连带
// 杀掉对方的进程。dev.mjs 的清理依赖它的 shell 包装层仍然活着,而 Ctrl+C
// 往往先杀掉包装层,所以这里必须按本工作树 api-server.exe 的身份再收一次。
const sweepStartedBackend = () => {
if (!startedBackend || process.platform !== 'win32') {
return;
}
const stopped = stopWindowsWorktreeProcesses({ apiServerExePath });
if (stopped.length > 0) {
console.log(
`[ai-game-creator-shell] 已清理残留后端进程: ${stopped.join(', ')}`,
);
}
};
for (const signal of ['SIGINT', 'SIGTERM']) {
const handler = () => {
shutdownSignal = signal;
stopChild(viteChild, signal);
stopChild(backendChild, signal);
// 立刻清扫,避免外层 taskkill /F 抢在 finally 之前把本进程杀掉。
sweepStartedBackend();
};
signalHandlers.set(signal, handler);
process.on(signal, handler);
@@ -926,7 +632,6 @@ async function main() {
},
});
backendChild = backend.backendChild;
startedBackend = Boolean(backendChild);
if (shutdownSignal) {
throw new Error(`启动期收到 ${shutdownSignal},已停止配套后端`);
}
@@ -960,7 +665,6 @@ async function main() {
terminateChildTree(viteChild),
terminateChildTree(backendChild),
]);
sweepStartedBackend();
for (const [signal, handler] of signalHandlers) {
process.off(signal, handler);
}
@@ -977,25 +681,19 @@ function isDirectModuleExecution() {
export {
ensureBackend,
formatChildFailure,
formatOwnerLabel,
isAiGameCreatorServer,
isBackendReady,
isDirectModuleExecution,
isProcessGroupAlive,
isWorktreeApiServerOwner,
isWorktreeSpacetimeOwner,
preflightExistingVite,
readBackendServiceFailure,
readChildFailure,
readExistingViteServer,
readLinuxProcessGroupAlive,
readWindowsPortOwnerIdentities,
resolveBackendTargetsFromState,
runWindowsTaskkill,
spawnChild,
stopChild,
terminateChildTree,
verifyAgcBackendOwnership,
waitForBackendReady,
waitForChildTermination,
};
@@ -1,7 +1,6 @@
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { withDefaultCargoFeatures } from './cargo-features.mjs';
import {
readAgcDevEndpoint,
resolveAgcDevEndpoint,
@@ -21,10 +20,6 @@ import {
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const tauriCliPath = resolve(repoRoot, 'node_modules/@tauri-apps/cli/tauri.js');
const AGC_DESIGN_DEBUG_ENV = 'GENARRATIVE_AGC_DESIGN_DEBUG';
const AGC_DESIGN_DEBUG_VITE_ENV = 'VITE_GENARRATIVE_AGC_DESIGN_DEBUG';
const designDebugEnabled =
process.env[AGC_DESIGN_DEBUG_ENV]?.trim() === '0' ? '0' : '1';
function buildTauriArguments(argv, devUrl = readAgcDevEndpoint().url) {
const args = [...argv];
@@ -48,24 +43,6 @@ function buildTauriArguments(argv, devUrl = readAgcDevEndpoint().url) {
];
}
// `agc_cocos_execute` 与 Cocos 编辑器适配器只在 `cocos-editor-execute` feature 下
// 注册。开发构建默认在 Windows 打开它,否则 Agent 的工具清单里根本没有该工具,
// 只能退化成改写脚本。可用 AGC_DEV_CARGO_FEATURES(逗号分隔)覆盖,传空串即关闭。
function readDevCargoFeatures(env = process.env) {
const override = env.AGC_DEV_CARGO_FEATURES;
if (override !== undefined) {
return override
.split(',')
.map((value) => value.trim())
.filter(Boolean);
}
return process.platform === 'win32' ? ['cocos-editor-execute'] : [];
}
function withDevCargoFeatures(argv, features = readDevCargoFeatures()) {
return withDefaultCargoFeatures(argv, features);
}
function spawnTauriCli(argv, { env = process.env } = {}) {
return spawnChild(process.execPath, [tauriCliPath, ...argv], {
cwd: appRoot,
@@ -129,16 +106,9 @@ async function runTauriDev(
shutdownRequested.then(() => false),
]);
if (!prepared || shutdownSignal) return 1;
const tauriArguments = buildTauriArguments(
withDevCargoFeatures(argv),
endpoint.url,
);
const tauriArguments = buildTauriArguments(argv, endpoint.url);
child = spawnCli(tauriArguments, {
env: {
...withAgcDevEndpointEnv(endpoint),
[AGC_DESIGN_DEBUG_ENV]: designDebugEnabled,
[AGC_DESIGN_DEBUG_VITE_ENV]: designDebugEnabled,
},
env: withAgcDevEndpointEnv(endpoint),
});
const childResult = waitForCli(child);
const outcome = await Promise.race([
@@ -187,13 +157,7 @@ async function prepareFrontendDev(endpoint, { onChild, signal }) {
const frontend = spawnChild(
process.platform === 'win32' ? 'npm.cmd' : 'npm',
['run', 'agc:serve'],
{
cwd: repoRoot,
env: {
...withAgcDevEndpointEnv(endpoint),
[AGC_DESIGN_DEBUG_VITE_ENV]: designDebugEnabled,
},
},
{ cwd: repoRoot, env: withAgcDevEndpointEnv(endpoint) },
);
onChild(frontend);
console.log(
@@ -229,7 +193,6 @@ export {
isDirectModuleExecution,
runTauriDev,
spawnTauriCli,
withDevCargoFeatures,
};
if (isDirectModuleExecution()) {
@@ -1,4 +0,0 @@
# resources/plugins 由 build.rs 从 plugins/ 复制生成,属于构建产物。
# 它在 dev 监听范围内,重新生成会让 Tauri dev 误判为源码改动而触发
# “构建 -> 监听 -> 再构建”的自触发循环。
resources/plugins/
+1 -26
View File
@@ -733,20 +733,6 @@ dependencies = [
"error-code",
]
[[package]]
name = "cocos-editor-bridge"
version = "0.1.0"
dependencies = [
"cc",
"editor-adapter-api",
"reqwest 0.12.28",
"serde",
"serde_json",
"sha2",
"tungstenite",
"windows-sys 0.61.2",
]
[[package]]
name = "combine"
version = "4.6.7"
@@ -1219,14 +1205,6 @@ version = "1.0.20"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d0881ea181b1df73ff77ffaaf9c7544ecc11e82fba9b5f27b262a3c73a332555"
[[package]]
name = "editor-adapter-api"
version = "0.1.0"
dependencies = [
"serde",
"serde_json",
]
[[package]]
name = "either"
version = "1.16.0"
@@ -1725,14 +1703,12 @@ dependencies = [
[[package]]
name = "genarrative-ai-game-creator-shell"
version = "0.1.27"
version = "0.1.12"
dependencies = [
"agent-runtime-core",
"axum",
"base64 0.22.1",
"chromiumoxide",
"cocos-editor-bridge",
"editor-adapter-api",
"futures",
"getrandom 0.3.4",
"http",
@@ -4305,7 +4281,6 @@ dependencies = [
"cookie",
"cookie_store",
"encoding_rs",
"futures-channel",
"futures-core",
"futures-util",
"h2",
@@ -1,14 +1,11 @@
[package]
name = "genarrative-ai-game-creator-shell"
version = "0.1.27"
version = "0.1.12"
edition = "2021"
publish = false
[features]
default = []
cocos-editor = ["cocos-editor-bridge/process-discovery"]
cocos-editor-execute = ["cocos-editor", "cocos-editor-bridge/windows-bootstrap"]
cocos-editor-injection = ["cocos-editor-execute", "cocos-editor-bridge/windows-injection"]
[build-dependencies]
serde = { version = "1", features = ["derive"] }
@@ -22,8 +19,6 @@ ts-rs = "12.0.1"
typed_floats = { version = "1.0.7", features = ["serde"] }
nalgebra = { version = "0.35.0", features = ["serde-serialize"] }
agent-runtime-core = { path = "../../../server-rs/crates/agent-runtime-core" }
cocos-editor-bridge = { path = "../../../plugins/agc-cocos-editor/native/cocos-editor-bridge", default-features = false }
editor-adapter-api = { path = "../../../server-rs/crates/editor-adapter-api" }
base64 = "0.22"
axum = "0.8"
chromiumoxide = "0.9.1"
@@ -79,14 +74,6 @@ codegen-units = 256
lto = "off"
incremental = true
# Runner 启动阶段会对当前 Debug 可执行文件计算 SHA-256。仅优化密码学依赖,
# 保持业务代码的 Debug 编译速度,同时避免整份 Debug 构建因未优化 hash 热点而阻塞启动。
[profile.dev.package.sha2]
opt-level = 3
[profile.dev.package.digest]
opt-level = 3
[profile.test]
opt-level = 0
debug = 1
@@ -182,8 +182,6 @@ fn main() {
);
let manifest_path = manifest_dir.join("prompts/runtime/manifest.json");
stage_bundled_codex_cli(&manifest_dir);
stage_plugin_workspace(&manifest_dir);
stage_cocos_editor_payload(&manifest_dir);
let compiled = runtime_prompt_bundle::compile_manifest(&manifest_path)
.unwrap_or_else(|error| panic!("Prompt Bundle 编译失败:{error}"));
validate_seed_task_catalog(&compiled);
@@ -205,146 +203,3 @@ fn main() {
}
tauri_build::build()
}
#[cfg(windows)]
fn stage_cocos_editor_payload(manifest_dir: &std::path::Path) {
if std::env::var_os("CARGO_FEATURE_COCOS_EDITOR_INJECTION").is_none() {
return;
}
let out_dir = std::path::PathBuf::from(std::env::var_os("OUT_DIR").expect("OUT_DIR"));
let profile_dir = out_dir
.ancestors()
.find(|path| path.file_name().is_some_and(|name| name == "build"))
.and_then(|build_dir| build_dir.parent())
.expect("AGC Cargo profile directory not found");
let candidates = [
profile_dir.join("deps/cocos_editor_bridge.dll"),
profile_dir.join("cocos_editor_bridge.dll"),
];
let source = candidates
.iter()
.find(|path| path.is_file())
.unwrap_or_else(|| {
panic!(
"Cocos bridge native payload 未构建:{}",
candidates
.iter()
.map(|p| p.display().to_string())
.collect::<Vec<_>>()
.join("")
)
});
for destination in [
// 插件工作区里的 payload 是开发态与打包态的唯一真源。
manifest_dir
.join("../../../plugins/agc-cocos-editor/native/payload/cocos-editor-bridge.dll"),
// 随包资源目录与 tauri.windows.conf.json 的 `resources/plugins` 映射保持一致。
manifest_dir
.join("resources/plugins/agc-cocos-editor/native/payload/cocos-editor-bridge.dll"),
] {
std::fs::create_dir_all(destination.parent().expect("payload resource parent"))
.expect("创建 Cocos bridge payload 目录失败");
std::fs::copy(source, &destination).expect("复制 Cocos bridge native payload 失败");
}
println!("cargo:rerun-if-changed={}", source.display());
}
#[cfg(not(windows))]
fn stage_cocos_editor_payload(_manifest_dir: &std::path::Path) {}
/// 把 `plugins/` 工作区里的插件包随包映射到应用资源目录。
///
/// 只复制插件运行需要的清单、入口、面板和 native payload,不复制 native 源码、
/// Cargo target 目录或 node_modules。
#[cfg(windows)]
fn stage_plugin_workspace(manifest_dir: &std::path::Path) {
let repo_root = manifest_dir
.parent()
.and_then(|app_root| app_root.parent())
.and_then(|apps_dir| apps_dir.parent())
.expect("AGC 应用必须位于仓库 apps 目录下")
.to_path_buf();
let workspace = repo_root.join("plugins");
let destination_root = manifest_dir.join("resources/plugins");
std::fs::create_dir_all(&destination_root).expect("创建插件资源目录失败");
let entries = match std::fs::read_dir(&workspace) {
Ok(entries) => entries,
Err(_) => return,
};
for entry in entries.flatten() {
let plugin_root = entry.path();
if !plugin_root.is_dir() || !plugin_root.join("plugin.json").is_file() {
continue;
}
let name = entry.file_name();
let destination = destination_root.join(&name);
copy_plugin_file(
&plugin_root.join("plugin.json"),
&destination.join("plugin.json"),
);
for relative in [
std::path::PathBuf::from("src"),
std::path::PathBuf::from("panels"),
std::path::PathBuf::from("native/payload"),
] {
copy_plugin_tree(&plugin_root.join(&relative), &destination.join(&relative));
}
println!("cargo:rerun-if-changed={}", plugin_root.display());
}
}
#[cfg(windows)]
fn stage_plugin_file(source: &std::path::Path, destination: &std::path::Path) {
let Ok(bytes) = std::fs::read(source) else {
return;
};
if std::fs::read(destination).is_ok_and(|existing| existing == bytes) {
return;
}
if let Some(parent) = destination.parent() {
std::fs::create_dir_all(parent).expect("创建插件资源目录失败");
}
std::fs::write(destination, bytes).expect("复制插件资源失败");
}
#[cfg(windows)]
fn copy_plugin_tree(source: &std::path::Path, destination: &std::path::Path) {
let entries = match std::fs::read_dir(source) {
Ok(entries) => entries,
Err(_) => return,
};
for entry in entries.flatten() {
let target = destination.join(entry.file_name());
let path = entry.path();
if path.is_dir() {
let name = entry.file_name();
let name = name.to_string_lossy();
if matches!(name.as_ref(), "target" | "node_modules" | ".git") {
continue;
}
std::fs::create_dir_all(&target).expect("创建插件资源目录失败");
copy_plugin_tree(&path, &target);
} else {
// 测试文件不随包分发。
let name = entry.file_name();
let name = name.to_string_lossy();
if name.contains(".test.") {
continue;
}
stage_plugin_file(&path, &target);
}
}
}
#[cfg(windows)]
fn copy_plugin_file(source: &std::path::Path, destination: &std::path::Path) {
if !source.is_file() {
return;
}
std::fs::create_dir_all(destination.parent().expect("插件资源父目录"))
.expect("创建插件资源目录失败");
std::fs::copy(source, destination).expect("复制插件资源失败");
}
#[cfg(not(windows))]
fn stage_plugin_workspace(_manifest_dir: &std::path::Path) {}
@@ -43,6 +43,7 @@ struct PromptCompositions {
/// 而是一份独立的完整清单:plan 根的工具面只有 7 个原生工具,专业组、
/// isolated child、任务图与视觉产物合同在这条链路上全部不可执行,逐段
/// 减法会把「plan 根到底看到什么」摊在两个函数的四个否定分支里。
supervisor_plan: Vec<String>,
supervisor_chat: SupervisorChatComposition,
}
@@ -98,6 +99,10 @@ struct ProviderFragments {
#[serde(rename_all = "camelCase", deny_unknown_fields)]
struct AgentCatalog {
supervisor: AgentGroup,
/// 立项策划子 Agent。与 `supervisor` 平级、**不进 `groups`**`specialist_nodes`
/// 只从 `groups[].roles[]` 派生,因此它不参与 `build.rs` 与种子 DAG 的一致性
/// 校验,「做游戏」的 16 任务 DAG 一行不动。详见技术方案第 3.1 节。
planning: AgentGroup,
groups: Vec<AgentGroup>,
}
@@ -226,6 +231,12 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
&sections,
&["$base", "$visualContract"],
)?;
validate_composition(
"supervisorPlan",
&manifest.compositions.supervisor_plan,
&sections,
&["$header"],
)?;
validate_section_reference(
&manifest.compositions.supervisor_chat.identity,
&sections,
@@ -288,6 +299,7 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
.supervisor
.roles
.iter()
.chain(manifest.agent_catalog.planning.roles.iter())
.chain(
manifest
.agent_catalog
@@ -336,6 +348,7 @@ pub fn compile_manifest(manifest_path: &Path) -> Result<CompiledPromptBundle, St
.runtime
.iter()
.chain(manifest.compositions.supervisor.iter())
.chain(manifest.compositions.supervisor_plan.iter())
.filter(|item| !item.starts_with('$'))
.cloned()
.collect::<BTreeSet<_>>();
@@ -408,6 +421,14 @@ fn validate_section_ownership(manifest: &PromptBundleManifest) -> Result<(), Str
{
register("composition supervisor", section);
}
for section in manifest
.compositions
.supervisor_plan
.iter()
.filter(|section| !section.starts_with('$'))
{
register("composition supervisorPlan", section);
}
register("composition supervisorChat.identity", identity);
register(
"composition supervisorChat.finalReply",
@@ -436,9 +457,19 @@ fn validate_section_ownership(manifest: &PromptBundleManifest) -> Result<(), Str
"composition supervisor",
"composition supervisorChat.identity",
]);
// plan 根 composition 是 Supervisor system prompt 的第二条 lane,不是另一种
// 语义面。它按设计复用 runtime lane 的 `isolatedAgentContract``agent.delegate`
// 的 expectedArtifacts/writeScopes 合同)和 supervisor lane 的 `supervisorRepair`
// (返工必须逐字继承原合同)。除这两个方向外,跨所有者复用仍然是错误。
let allowed_plan_runtime_owners =
BTreeSet::from(["composition runtime", "composition supervisorPlan"]);
let allowed_plan_supervisor_owners =
BTreeSet::from(["composition supervisor", "composition supervisorPlan"]);
for (section, section_owners) in owners {
if section_owners.len() > 1
&& !(section == identity && section_owners == allowed_identity_owners)
&& section_owners != allowed_plan_runtime_owners
&& section_owners != allowed_plan_supervisor_owners
{
return Err(format!(
"Prompt section 跨语义所有者复用:{section} -> {section_owners:?}"
@@ -675,11 +706,17 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
if catalog.supervisor.roles.len() != 1 {
return Err("agentCatalog.supervisor 必须且只能包含一个 role".to_string());
}
if catalog.planning.roles.len() != 1 {
return Err("agentCatalog.planning 必须且只能包含一个 role".to_string());
}
if catalog.groups.is_empty() {
return Err("agentCatalog.groups 不能为空".to_string());
}
let mut group_brief_names = BTreeSet::new();
for group in std::iter::once(&catalog.supervisor).chain(catalog.groups.iter()) {
for group in std::iter::once(&catalog.supervisor)
.chain(std::iter::once(&catalog.planning))
.chain(catalog.groups.iter())
{
if !group_brief_names.insert(group.brief_path_name.as_str()) {
return Err(format!(
"agent group briefPathName 重复:{}",
@@ -687,7 +724,10 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
));
}
}
let mut generated_names = BTreeSet::from(["PROJECT_SUPERVISOR".to_string()]);
let mut generated_names = BTreeSet::from([
"PROJECT_SUPERVISOR".to_string(),
"PROJECT_PLANNING".to_string(),
]);
for group in &catalog.groups {
let generated = rust_identifier(&group.id);
if !generated
@@ -713,6 +753,12 @@ fn validate_agent_catalog(catalog: &AgentCatalog) -> Result<(), String> {
&mut task_ids,
&mut tool_ids,
)?;
validate_agent_group(
&catalog.planning,
&mut group_ids,
&mut task_ids,
&mut tool_ids,
)?;
for group in &catalog.groups {
validate_agent_group(group, &mut group_ids, &mut task_ids, &mut tool_ids)?;
}
@@ -874,6 +920,10 @@ fn render_rust(manifest: &PromptBundleManifest, sections: &BTreeMap<String, Stri
"RUNTIME_PROMPT_SUPERVISOR_COMPOSITION",
&manifest.compositions.supervisor,
));
output.push_str(&render_string_slice_const(
"RUNTIME_PROMPT_SUPERVISOR_PLAN_COMPOSITION",
&manifest.compositions.supervisor_plan,
));
output.push_str(&format!(
"pub(crate) const RUNTIME_PROMPT_SUPERVISOR_CHAT_COMPOSITION: &[&str] = &[{}, {}];\n",
rust_literal(&manifest.compositions.supervisor_chat.identity),
@@ -962,6 +1012,26 @@ fn render_agent_catalog(catalog: &AgentCatalog) -> String {
"static PROJECT_SUPERVISOR_AGENT_DEFINITION: AgentGroupDefinition = {};\n",
render_group_value(&catalog.supervisor, "&PROJECT_SUPERVISOR_AGENT_ROLES")
));
let planning_role = &catalog.planning.roles[0];
output.push_str(&format!(
"pub(crate) const GAME_CREATOR_PROJECT_PLANNING_AGENT_ID: &str = {};\n",
rust_literal(&planning_role.task_id)
));
output.push_str(&format!(
"pub(crate) const GAME_CREATOR_PROJECT_PLANNING_MEMORY_PATH: &str = {};\n",
rust_literal(&format!(
"memory/agents/{}",
catalog.planning.brief_path_name
))
));
output.push_str(&render_role_array(
"PROJECT_PLANNING_AGENT_ROLES",
&catalog.planning.roles,
));
output.push_str(&format!(
"static PROJECT_PLANNING_AGENT_DEFINITION: AgentGroupDefinition = {};\n",
render_group_value(&catalog.planning, "&PROJECT_PLANNING_AGENT_ROLES")
));
for group in &catalog.groups {
let roles_name = format!("{}_AGENT_ROLES", rust_identifier(&group.id));
output.push_str(&render_role_array(&roles_name, &group.roles));
@@ -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;允许弹出原生打开/保存对话框用于素材上传与导出。",
"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。",
"windows": ["client"],
"permissions": [
"clipboard-manager:allow-read-image",
@@ -21,7 +21,6 @@
]
},
"opener:default",
"dialog:allow-open",
"dialog:allow-save"
"dialog:allow-open"
]
}
@@ -1 +0,0 @@
当前阶段:系统架构。明确系统清单、职责边界、依赖和数据归属。
@@ -1,6 +0,0 @@
共享过程文件(如需维护,请使用这些相对路径):
- project/analysis.md
- project/决策台账.md
- project/dialog.md
不要把正式产物写在工作区根目录,也不要等审批失败后再迁移。
阶段审批工具:当你判断本阶段必需产物已完成时,必须提交阶段审批。用户批准后 Runtime 自动进入下一阶段;你不能自行切换阶段。
@@ -1 +0,0 @@
当前阶段:概念设计。明确游戏是什么、不是什么,并形成概念设计产物。

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