Compare commits
9 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a8bb2bee95 | |||
| 7092689b36 | |||
| 37743f66c4 | |||
| b84cb2b07b | |||
| 136756134a | |||
| e85c216112 | |||
| 2315883b1f | |||
| 4bb0704d3e | |||
| cea3e2340f |
@@ -957,6 +957,9 @@ async function runInteractiveCargo(cliArguments, setActiveChild) {
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return result;
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}
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// 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,
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// 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
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// 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。
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const swarmConfirmationPromptPattern = /输入 approve 或 reject:$/u;
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const swarmUserInputPromptPattern = /请选择 1-\d+,或直接输入其他答案:$/u;
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@@ -795,10 +795,15 @@ pub(crate) async fn continue_design_agent_at(
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.ok_or("策划 Agent 当前正在工作")?;
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let mut session = match read_design_session(root)? {
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Some(session) => session,
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None => new_design_session(
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&project_id,
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&load_game_creator_app_config()?.selected_model_id,
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),
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None => {
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if read_planning_session_v2(root)?.is_some() {
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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());
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}
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new_design_session(
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&project_id,
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&load_game_creator_app_config()?.selected_model_id,
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)
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}
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};
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if session.project_id != project_id {
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return Err("策划会话与当前项目不匹配".into());
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@@ -8,6 +8,8 @@ mod finalization;
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mod json_sidecar;
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mod models;
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mod planning_gdd_model;
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mod planning_policy_v2;
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mod planning_session_v2;
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mod provider_control;
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mod provider_retry;
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mod real_e2e_checkpoint;
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@@ -23,6 +25,8 @@ pub(in crate::agent) use finalization::*;
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pub(in crate::agent) use json_sidecar::*;
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pub(in crate::agent) use models::*;
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pub(crate) use planning_gdd_model::*;
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pub(crate) use planning_policy_v2::*;
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pub(crate) use planning_session_v2::*;
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pub(in crate::agent) use provider_control::*;
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pub(in crate::agent) use provider_retry::*;
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pub(in crate::agent) use real_e2e_checkpoint::*;
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+2021
File diff suppressed because it is too large
Load Diff
+1756
File diff suppressed because it is too large
Load Diff
@@ -2628,6 +2628,10 @@ fn main() {
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chat_with_game_creator_role_agent,
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chat_with_game_creator_role_agent_stream,
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chat_with_game_creator_direct_codex,
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start_planning_session_v2,
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continue_planning_session_v2,
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decide_planning_artifact_v2,
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hydrate_planning_session_v2,
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hydrate_design_agent_session,
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reset_design_agent_session,
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get_design_agent_runtime_mode,
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@@ -372,7 +372,7 @@ pub(crate) fn project_write_lock_reclaim(
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}
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/// `.agent/project.lock` 的争用错误前缀。`project_gates.rs`、`provider_recovery.rs`、
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/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
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/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把争用
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/// 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。
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pub(crate) const PROJECT_WRITE_LOCK_CONTENTION_PREFIX: &str = "项目正在被其他写操作占用:";
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@@ -476,7 +476,7 @@ impl ProjectWriteLockFailure {
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}
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/// 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`、
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/// `direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
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/// `planning_session_v2.rs`、`direct_runtime.rs` 和前端 `App.tsx` 都按这个前缀把错误
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/// 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。
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pub(crate) fn message(&self) -> String {
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match self {
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@@ -229,6 +229,7 @@ import {
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parseRememberInput,
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} from './features/project-workspace/memoryCommands';
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import { pendingCommandDetail } from './features/project-workspace/pendingCommandPresentation';
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import { planningStateNeedsRuntimeRefresh } from './features/project-workspace/planningLane';
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import {
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type PlanningApprovalCommandResultV2,
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planningMessagesToChatMessages,
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@@ -1201,6 +1202,39 @@ export function App({
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void hydratePlanGddState(targetProjectPath);
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}, [hydratePlanGddState, localProject?.projectPath]);
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useEffect(() => {
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// 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
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// 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
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// 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
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// hydrate,白烧 IPC。
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if (
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!localProject?.projectPath ||
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projectSupervisorRuntime?.status === undefined
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) {
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return;
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}
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// 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
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// 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。
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// 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
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// 依赖等于 hydrate 触发 hydrate。
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if (
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!planningStateNeedsRuntimeRefresh(
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projectSupervisorRuntime?.source,
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planGddStateRef.current,
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)
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) {
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return;
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}
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void hydratePlanGddState(localProject.projectPath);
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}, [
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hydratePlanGddState,
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localProject?.projectPath,
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projectSupervisorRuntime?.phase,
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projectSupervisorRuntime?.source,
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projectSupervisorRuntime?.status,
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projectSupervisorRuntime?.updatedAt,
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]);
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useEffect(() => {
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const hydrateOnResume = () => {
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if (document.visibilityState === 'hidden' || !localProject?.projectPath) {
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@@ -145,6 +145,11 @@ export function AuthenticatedClient({
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const [authCheckError, setAuthCheckError] = useState('');
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const [authCheckRetryKey, setAuthCheckRetryKey] = useState(0);
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const authCheckRunRef = useRef(0);
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/**
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* 登录尝试代次。UI 的 45s 围栏只约束"等待":底层 native 提交仍在队列里跑,所以围栏超时后
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* 仍要有人接手这次提交的结果。代次确保只有最近一次登录尝试的迟到结果能改变界面。
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*/
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const loginAttemptRef = useRef(0);
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const [loginMode, setLoginMode] = useState<'code' | 'password'>('code');
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const [phone, setPhone] = useState('');
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const [code, setCode] = useState('');
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@@ -477,6 +482,7 @@ export function AuthenticatedClient({
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return;
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}
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const loginApiBaseUrl = getClientServerBaseUrl(persistedSelection);
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const loginAttempt = (loginAttemptRef.current += 1);
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setLoginBusy(true);
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setLoginStatus('正在登录');
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const loginGeneration = beginPlatformSessionTransition();
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@@ -493,15 +499,43 @@ export function AuthenticatedClient({
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password,
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loginApiBaseUrl,
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);
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const committedGeneration = await withAuthCheckTimeout(
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commitAuthenticatedPlatformSession(
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user,
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loginGeneration,
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loginApiBaseUrl,
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),
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AUTH_CHECK_RUNNER_TIMEOUT_MS,
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'连接本地运行时超时,请重试或重启客户端',
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const commitRequest = commitAuthenticatedPlatformSession(
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user,
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loginGeneration,
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loginApiBaseUrl,
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);
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let commitFenceExpired = false;
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// 围栏只放弃等待,不放弃结果:本地运行时确实装好会话时,界面必须跟着进工作区,
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// 否则用户停在登录页、而后端已经认为登录成功(重试也会被已装的会话挡住)。
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void commitRequest
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.then((committedGeneration) => {
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if (
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committedGeneration === null ||
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!commitFenceExpired ||
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loginAttemptRef.current !== loginAttempt ||
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currentPlatformSessionGeneration() !== committedGeneration
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) {
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return;
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}
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setAuthUser(user);
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setAuthCheckError('');
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setAuthStatus('authenticated');
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setCode('');
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setPassword('');
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setLoginStatus('本地运行时登录态已确认');
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})
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.catch(() => undefined);
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let committedGeneration: number | null;
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try {
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committedGeneration = await withAuthCheckTimeout(
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commitRequest,
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AUTH_CHECK_RUNNER_TIMEOUT_MS,
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'连接本地运行时超时,请重试或重启客户端',
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);
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} catch (error) {
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commitFenceExpired = true;
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throw error;
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}
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if (committedGeneration === null) {
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return;
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}
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@@ -676,6 +676,7 @@ export function ProjectSupervisorRuntimePanel({
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error: string;
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runtimeByAgentId: Record<string, AgentRuntimeState | undefined>;
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controlBusy: boolean;
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planGddAwaitingDecision?: boolean;
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readOnly?: boolean;
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professionalResultsByAgentId: Record<
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string,
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@@ -94,6 +94,7 @@ export function WorkspaceLauncherShell({
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createHomeDraftAutomatically,
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openProject,
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homeCreationBusy,
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homeCreationRecoverableProjectPath,
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} = homeProject;
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const switchedToGameRuntime =
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gameRuntimeSwitch !== null &&
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@@ -524,6 +525,7 @@ export function WorkspaceLauncherShell({
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recentProjectRows={recentProjectRows}
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onCreateDraftAutomatically={createHomeDraftAutomatically}
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creationBusy={homeCreationBusy}
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recoverableCreatedProjectPath={homeCreationRecoverableProjectPath}
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onProjectsOpen={() => setLauncherView('projects')}
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onProjectOpen={(path) => {
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setProjectPath(path);
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|
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@@ -92,6 +92,37 @@ async function suggestAutomaticProjectName(
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}
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}
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|
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/**
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* 自动建项的兜底期限。
|
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*
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||||
* 建项要跑脚手架和依赖安装,慢是正常的,所以这不是"失败期限"而是"解围期限":到点后不再让首页
|
||||
* 入口无限占用工作区闸门(底层创建不会被取消,迟到成功仍会照常进入项目)。没有这个期限时,
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||||
* 一次卡死的 `create_automatic_local_game_project` 会让首页之后的打开/新建全部无法进行。
|
||||
*/
|
||||
const HOME_CREATION_DEADLINE_MS = 10 * 60_000;
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||||
const HOME_CREATION_WATCHDOG_MESSAGE =
|
||||
'工作区创建超过 10 分钟仍未返回;可先打开其它项目,或在项目列表查看已创建的工作区';
|
||||
|
||||
/**
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||||
* 建项已经落盘、但没能进入项目时,给首页一个恢复入口(打开已创建的工作区)。
|
||||
* 只有"已经知道项目路径且当前没有在跑"的阶段才提示,避免和进行中的建项打架。
|
||||
*/
|
||||
function resolveRecoverableHomeProjectPath(
|
||||
operation: ClientOperation<
|
||||
'home-create',
|
||||
{ draft: HomeDraft; startMode: ProjectStartMode }
|
||||
> | null,
|
||||
) {
|
||||
if (!operation) return '';
|
||||
if (
|
||||
operation.phase !== 'retryable-failure' &&
|
||||
operation.phase !== 'unknown'
|
||||
) {
|
||||
return '';
|
||||
}
|
||||
return operation.scope.projectPath ?? '';
|
||||
}
|
||||
|
||||
export function useHomeProjectCreation({
|
||||
setStatus,
|
||||
setLauncherView,
|
||||
@@ -146,6 +177,14 @@ export function useHomeProjectCreation({
|
||||
* 一次代次,await 回来时已经不是最新代次的结果整体丢弃。
|
||||
*/
|
||||
const projectEntryTokenRef = useRef(0);
|
||||
/**
|
||||
* 首页自动建项的尝试代次与"底层创建仍未返回"标记。
|
||||
*
|
||||
* 看门狗到点后会放开工位闸门(让用户还能打开其它项目),但底层创建仍在跑。此时既不允许
|
||||
* 并发再建一个项目(会产生重复工作区),也不能让迟到的创建结果强行劫持用户已经打开的别的项目。
|
||||
*/
|
||||
const homeCreationAttemptRef = useRef(0);
|
||||
const homeCreationUnresolvedRef = useRef(false);
|
||||
|
||||
function validateProjectPath(nextProjectPath: string) {
|
||||
const trimmedProjectPath = nextProjectPath.trim();
|
||||
@@ -667,14 +706,21 @@ export function useHomeProjectCreation({
|
||||
if (projectActionRef.current || homeCreationIsBusy()) {
|
||||
return '已有项目操作进行中,请稍候';
|
||||
}
|
||||
if (homeCreationUnresolvedRef.current) {
|
||||
// 上一次建项的底层调用还没返回(可能已经超过看门狗期限)。此时放行会真的建出第二个
|
||||
// 工作区,所以只挡"再建一个",不挡打开/查看已有项目。
|
||||
return '上一次工作区创建仍未返回,请稍候,或重启客户端后再试';
|
||||
}
|
||||
const invoke = resolveTauriInvoke();
|
||||
if (!invoke) {
|
||||
throw new Error('需要在陶泥儿客户端内运行');
|
||||
}
|
||||
const attempt = (homeCreationAttemptRef.current += 1);
|
||||
const isCurrentAttempt = () => homeCreationAttemptRef.current === attempt;
|
||||
const operation = createClientOperation(
|
||||
'home-create',
|
||||
{ draft, startMode },
|
||||
{ deadlineMs: null, cancellable: false },
|
||||
{ deadlineMs: HOME_CREATION_DEADLINE_MS, cancellable: false },
|
||||
);
|
||||
setHomeCreationOperation(transitionClientOperation(operation, 'network'));
|
||||
// This action is owned by WorkspaceLauncher rather than HomeView. The
|
||||
@@ -682,62 +728,123 @@ export function useHomeProjectCreation({
|
||||
// the guard while project creation or first-turn import is still running.
|
||||
projectActionRef.current = 'creating';
|
||||
setProjectAction('creating');
|
||||
homeCreationUnresolvedRef.current = true;
|
||||
setStatus('正在创建工作区');
|
||||
try {
|
||||
const suggestedName = options.suggestName
|
||||
? await suggestAutomaticProjectName(invoke, draft)
|
||||
: null;
|
||||
const result = await invoke<InitLocalProjectResult>(
|
||||
'create_automatic_local_game_project',
|
||||
{
|
||||
name: suggestedName,
|
||||
planning: startMode === 'planning',
|
||||
},
|
||||
);
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'project', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
);
|
||||
try {
|
||||
await enterCreatedHomeProject(
|
||||
invoke,
|
||||
result,
|
||||
draft.creationType,
|
||||
draft.prompt,
|
||||
draft.attachments,
|
||||
startMode,
|
||||
);
|
||||
let createdProjectPath: string | undefined;
|
||||
let entryTokenAtWatchdog: number | null = null;
|
||||
const operationScope = () =>
|
||||
createdProjectPath ? { scope: { projectPath: createdProjectPath } } : {};
|
||||
let watchdogId: number | undefined;
|
||||
/**
|
||||
* 看门狗到点后**只解围不取消**:首页入口立刻拿回控制权(否则 `await` 不结束,
|
||||
* 首页按钮会一直禁用),而底层建项继续在后台跑;它真的成功时会照常进入项目。
|
||||
* 这就是为什么这里用 `return string` 而不是抛错——首页的 catch 会把错误统一压成
|
||||
* 「创建未完成,请重试」,反而丢掉"只是慢"这个信息。
|
||||
*/
|
||||
const watchdog = new Promise<string>((resolve) => {
|
||||
watchdogId = window.setTimeout(() => {
|
||||
if (!isCurrentAttempt() || !homeCreationUnresolvedRef.current) return;
|
||||
entryTokenAtWatchdog = projectEntryTokenRef.current;
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'success', {
|
||||
transitionClientOperation(operation, 'unknown', operationScope()),
|
||||
);
|
||||
setStatus(HOME_CREATION_WATCHDOG_MESSAGE);
|
||||
if (projectActionRef.current === 'creating') {
|
||||
projectActionRef.current = null;
|
||||
setProjectAction(null);
|
||||
}
|
||||
resolve(HOME_CREATION_WATCHDOG_MESSAGE);
|
||||
}, HOME_CREATION_DEADLINE_MS);
|
||||
});
|
||||
/** 后台继续跑的建项主体:用户可见的等待由 `watchdog` 兜底,这里只负责最终落定。 */
|
||||
const creation = (async () => {
|
||||
try {
|
||||
const suggestedName = options.suggestName
|
||||
? await suggestAutomaticProjectName(invoke, draft)
|
||||
: null;
|
||||
const result = await invoke<InitLocalProjectResult>(
|
||||
'create_automatic_local_game_project',
|
||||
{
|
||||
name: suggestedName,
|
||||
planning: startMode === 'planning',
|
||||
},
|
||||
);
|
||||
createdProjectPath = result.projectPath;
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'project', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
);
|
||||
setStatus('已创建工作区,正在开始智能创作');
|
||||
return '已创建工作区并进入项目开发';
|
||||
if (
|
||||
entryTokenAtWatchdog !== null &&
|
||||
projectEntryTokenRef.current !== entryTokenAtWatchdog
|
||||
) {
|
||||
// 看门狗之后用户已经进了别的项目:工作区确实建好了,但不能在此时把工作区切过去。
|
||||
rememberRecentWorkspace(result.projectPath);
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'retryable-failure', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
);
|
||||
setStatus('工作区已创建;可在项目列表打开');
|
||||
return '工作区已创建,可从项目列表打开';
|
||||
}
|
||||
try {
|
||||
await enterCreatedHomeProject(
|
||||
invoke,
|
||||
result,
|
||||
draft.creationType,
|
||||
draft.prompt,
|
||||
draft.attachments,
|
||||
startMode,
|
||||
);
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'success', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
);
|
||||
setStatus('已创建工作区,正在开始智能创作');
|
||||
return '已创建工作区并进入项目开发';
|
||||
} catch (error) {
|
||||
// 项目目录已经建好了:把它登记进最近项目,用户可以直接打开,不必重新建一遍。
|
||||
rememberRecentWorkspace(result.projectPath);
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'retryable-failure', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
);
|
||||
const message = `工作区已创建;首条需求投递失败:${
|
||||
error instanceof Error ? error.message : String(error)
|
||||
}`;
|
||||
setStatus(message);
|
||||
throw new Error(message);
|
||||
}
|
||||
} catch (error) {
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'retryable-failure', {
|
||||
scope: { projectPath: result.projectPath },
|
||||
}),
|
||||
transitionClientOperation(
|
||||
operation,
|
||||
'retryable-failure',
|
||||
operationScope(),
|
||||
),
|
||||
);
|
||||
const message = `工作区已创建;首条需求投递失败:${
|
||||
error instanceof Error ? error.message : String(error)
|
||||
}`;
|
||||
setStatus(message);
|
||||
throw new Error(message);
|
||||
if (createdProjectPath) {
|
||||
rememberRecentWorkspace(createdProjectPath);
|
||||
}
|
||||
throw error;
|
||||
} finally {
|
||||
if (watchdogId !== undefined) {
|
||||
window.clearTimeout(watchdogId);
|
||||
}
|
||||
homeCreationUnresolvedRef.current = false;
|
||||
if (isCurrentAttempt() && projectActionRef.current === 'creating') {
|
||||
projectActionRef.current = null;
|
||||
setProjectAction(null);
|
||||
}
|
||||
}
|
||||
} catch (error) {
|
||||
setHomeCreationOperation(
|
||||
transitionClientOperation(operation, 'retryable-failure'),
|
||||
);
|
||||
throw error;
|
||||
} finally {
|
||||
if (projectActionRef.current === 'creating') {
|
||||
projectActionRef.current = null;
|
||||
setProjectAction(null);
|
||||
}
|
||||
}
|
||||
})();
|
||||
// 后台主体不会因为竞速落定而停止:这里只防止它变成未处理的拒绝。
|
||||
void creation.catch(() => undefined);
|
||||
return await Promise.race([creation, watchdog]);
|
||||
}
|
||||
|
||||
async function pickAndOpenProject() {
|
||||
@@ -850,6 +957,9 @@ export function useHomeProjectCreation({
|
||||
projectBusy: projectAction !== null,
|
||||
homeCreationOperation,
|
||||
homeCreationBusy: homeCreationIsBusy(),
|
||||
homeCreationRecoverableProjectPath: resolveRecoverableHomeProjectPath(
|
||||
homeCreationOperation,
|
||||
),
|
||||
pendingNonEmptyProject,
|
||||
resetLauncherHomeDraft,
|
||||
startGameFromApprovedGdd,
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
+171
@@ -0,0 +1,171 @@
|
||||
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 ? (
|
||||
<>
|
||||
本轮工具动作的结果不确定,需要先结束旧任务。
|
||||
<small>不会直接重试,避免重复执行未核对的动作。</small>
|
||||
</>
|
||||
) : (
|
||||
<>
|
||||
本轮策划已停止。
|
||||
<small>在当前项目重新启动策划,不会新建项目。</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>
|
||||
);
|
||||
}
|
||||
+57
-7
@@ -13,6 +13,8 @@ import type {
|
||||
GameCreatorDirectTurnUpdateStatus,
|
||||
PendingCommand,
|
||||
PendingUiConfirmation,
|
||||
PlanGddDecisionAction,
|
||||
PlanGddStateViewV1,
|
||||
} from '../../app/types';
|
||||
import type { DesignClarificationRequest, DesignView } from '../../app/types';
|
||||
import { ChatMarkdownMessage } from '../../components/ChatMarkdownMessage';
|
||||
@@ -33,10 +35,13 @@ 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,
|
||||
@@ -95,6 +100,17 @@ 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;
|
||||
@@ -136,6 +152,14 @@ export function ProjectSupervisorView({
|
||||
visibleMessages,
|
||||
visibleProfessionalAgentCards,
|
||||
workspaceStatus,
|
||||
planGddState,
|
||||
planGddHydrateBusy,
|
||||
planGddDecisionBusy,
|
||||
planGddError,
|
||||
planningLane = false,
|
||||
onPlanGddRefresh,
|
||||
onPlanGddDecision,
|
||||
onMakeGameFromApprovedGdd,
|
||||
versions,
|
||||
designView = null,
|
||||
onDesignApprove,
|
||||
@@ -143,6 +167,8 @@ export function ProjectSupervisorView({
|
||||
onDesignRetry,
|
||||
...runtimePanelProps
|
||||
}: ProjectSupervisorViewProps) {
|
||||
const planningSurfaceActive =
|
||||
planningLane || isPlanningLaneRuntime(runtimePanelProps.runtime);
|
||||
const [expandedProcessKey, setExpandedProcessKey] = useState<string | null>(
|
||||
null,
|
||||
);
|
||||
@@ -191,13 +217,25 @@ export function ProjectSupervisorView({
|
||||
{designView || onDesignApprove ? (
|
||||
<DesignAgentPhaseStatus
|
||||
view={designView}
|
||||
busy={runtimePanelProps.controlBusy}
|
||||
error={runtimePanelProps.error}
|
||||
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
onApprove={onDesignApprove ?? (() => undefined)}
|
||||
onClarify={onDesignClarify ?? (() => undefined)}
|
||||
onRetry={onDesignRetry ?? (() => undefined)}
|
||||
/>
|
||||
) : null}
|
||||
) : (
|
||||
<PlanGddSurface
|
||||
state={planGddState}
|
||||
active={planningSurfaceActive}
|
||||
projectPath={projectPath}
|
||||
hydrateBusy={planGddHydrateBusy}
|
||||
decisionBusy={planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
onRefresh={onPlanGddRefresh}
|
||||
onDecision={onPlanGddDecision}
|
||||
onMakeGame={onMakeGameFromApprovedGdd}
|
||||
/>
|
||||
)}
|
||||
<div
|
||||
ref={messagesRef}
|
||||
className="message-list project-supervisor-message-list"
|
||||
@@ -305,8 +343,20 @@ export function ProjectSupervisorView({
|
||||
</div>
|
||||
) : null}
|
||||
</div>
|
||||
{directCodex ? null : (
|
||||
<ProjectSupervisorRuntimePanel {...runtimePanelProps} />
|
||||
{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)}
|
||||
/>
|
||||
)}
|
||||
{pendingCommand ? (
|
||||
<div className="pending-command">
|
||||
@@ -349,8 +399,8 @@ export function ProjectSupervisorView({
|
||||
{designView || onDesignApprove ? (
|
||||
<DesignAgentPendingActions
|
||||
view={designView}
|
||||
busy={runtimePanelProps.controlBusy}
|
||||
error={runtimePanelProps.error}
|
||||
busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
|
||||
error={planGddError}
|
||||
onApprove={onDesignApprove ?? (() => undefined)}
|
||||
onClarify={onDesignClarify ?? (() => undefined)}
|
||||
onRetry={onDesignRetry ?? (() => undefined)}
|
||||
|
||||
@@ -0,0 +1,61 @@
|
||||
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),
|
||||
);
|
||||
}
|
||||
@@ -43,7 +43,16 @@ let platformSessionOperation: ClientOperation<
|
||||
'auth-transition',
|
||||
{ userId: string | null }
|
||||
> | null = null;
|
||||
let platformSessionNativeMutationTail: Promise<void> = Promise.resolve();
|
||||
/**
|
||||
* 本地会话写入的排队闸门。
|
||||
*
|
||||
* Rust 侧 `install_platform_session_in` / `clear_platform_session_in` 按 generation 单调校验:
|
||||
* 更旧的 install 与更旧的 clear 都会被拒绝。因此渲染层必须保证的只有"新 generation 不被旧调用
|
||||
* 无限挡住",而不需要让队列永远等下去。这里给闸门加一个上限:底层 invoke 迟迟不返回(例如
|
||||
* Runner 卡住、IPC 不回调)时,后续登录/退出仍能继续推进,迟到的旧写入由 Rust 按代次拒绝。
|
||||
*/
|
||||
const PLATFORM_SESSION_NATIVE_MUTATION_ABANDONMENT_MS = 60_000;
|
||||
let platformSessionNativeMutationGate: Promise<void> = Promise.resolve();
|
||||
const platformSessionRefreshListeners =
|
||||
new Set<PlatformSessionRefreshListener>();
|
||||
const platformSessionGenerationListeners =
|
||||
@@ -104,15 +113,34 @@ async function clearNativePlatformSession(generation: number) {
|
||||
await invoke('clear_platform_account_session', { generation });
|
||||
}
|
||||
|
||||
function waitForNativeMutationAbandonment(
|
||||
settled: Promise<void>,
|
||||
timeoutMs: number,
|
||||
) {
|
||||
let timerId: number | undefined;
|
||||
const abandoned = new Promise<void>((resolve) => {
|
||||
timerId = window.setTimeout(resolve, timeoutMs);
|
||||
});
|
||||
return Promise.race([settled, abandoned]).finally(() => {
|
||||
if (timerId !== undefined) {
|
||||
window.clearTimeout(timerId);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function enqueuePlatformSessionNativeMutation<T>(
|
||||
operation: () => Promise<T>,
|
||||
abandonmentMs = PLATFORM_SESSION_NATIVE_MUTATION_ABANDONMENT_MS,
|
||||
): Promise<T> {
|
||||
const pending = platformSessionNativeMutationTail
|
||||
const pending = platformSessionNativeMutationGate
|
||||
.catch(() => undefined)
|
||||
.then(operation);
|
||||
platformSessionNativeMutationTail = pending.then(
|
||||
() => undefined,
|
||||
() => undefined,
|
||||
platformSessionNativeMutationGate = waitForNativeMutationAbandonment(
|
||||
pending.then(
|
||||
() => undefined,
|
||||
() => undefined,
|
||||
),
|
||||
abandonmentMs,
|
||||
);
|
||||
return pending;
|
||||
}
|
||||
@@ -135,7 +163,15 @@ async function readNativePlatformSessionGenerationFloor() {
|
||||
async function reserveNativePlatformSessionGeneration() {
|
||||
platformNativeGenerationFloorPromise ??=
|
||||
readNativePlatformSessionGenerationFloor();
|
||||
const nativeGenerationFloor = await platformNativeGenerationFloorPromise;
|
||||
let nativeGenerationFloor: number;
|
||||
try {
|
||||
nativeGenerationFloor = await platformNativeGenerationFloorPromise;
|
||||
} catch (error) {
|
||||
// 一次瞬时失败(IPC 抖动、Runner 刚重启)不能被缓存成"永久失败":否则本次渲染进程
|
||||
// 内的后续登录/退出都会在同一个已 reject 的 promise 上失败,用户重试也不会重新读取。
|
||||
platformNativeGenerationFloorPromise = null;
|
||||
throw error;
|
||||
}
|
||||
platformNativeGeneration = Math.max(
|
||||
platformNativeGeneration + 1,
|
||||
platformAuthGeneration,
|
||||
@@ -486,7 +522,7 @@ export function resetPlatformSessionStateForTests() {
|
||||
desiredPlatformSession = null;
|
||||
platformSessionRefreshPromise = null;
|
||||
platformSessionOperation = null;
|
||||
platformSessionNativeMutationTail = Promise.resolve();
|
||||
platformSessionNativeMutationGate = Promise.resolve();
|
||||
platformSessionRefreshListeners.clear();
|
||||
platformSessionGenerationListeners.clear();
|
||||
}
|
||||
|
||||
@@ -113,6 +113,10 @@ type HomeViewProps = {
|
||||
startMode: ProjectStartMode,
|
||||
) => Promise<string>;
|
||||
creationBusy?: boolean;
|
||||
/**
|
||||
* 建项已经落盘、但当前没能进入项目时给出该项目路径,让用户直接打开而不是重建一遍。
|
||||
*/
|
||||
recoverableCreatedProjectPath?: string;
|
||||
onProjectsOpen: () => void;
|
||||
onProjectOpen: (path: string) => void;
|
||||
onProjectPick: () => void;
|
||||
@@ -125,6 +129,7 @@ export default function HomeView({
|
||||
recentProjectRows,
|
||||
onCreateDraftAutomatically,
|
||||
creationBusy = false,
|
||||
recoverableCreatedProjectPath = '',
|
||||
onProjectsOpen,
|
||||
onProjectOpen,
|
||||
onProjectPick,
|
||||
@@ -295,6 +300,21 @@ export default function HomeView({
|
||||
{status}
|
||||
</p>
|
||||
) : null}
|
||||
{recoverableCreatedProjectPath && !creationBusy ? (
|
||||
<p
|
||||
className="m-0 flex w-[min(814px,calc(100vw-122px))] flex-wrap items-center gap-2 text-sm text-(--platform-warm-text) max-[760px]:w-[min(100%,calc(100vw-76px))]"
|
||||
role="status"
|
||||
>
|
||||
<span>已创建的工作区:{recoverableCreatedProjectPath}</span>
|
||||
<button
|
||||
className="cursor-pointer rounded-md border border-(--platform-surface-border) bg-(--platform-input-fill) px-2 py-1 text-[12px] text-(--platform-text-strong)"
|
||||
type="button"
|
||||
onClick={() => onProjectOpen(recoverableCreatedProjectPath)}
|
||||
>
|
||||
打开已创建的工作区
|
||||
</button>
|
||||
</p>
|
||||
) : null}
|
||||
</section>
|
||||
|
||||
<section
|
||||
|
||||
@@ -14,6 +14,7 @@ import {
|
||||
registerHomeProjectCreationTests,
|
||||
registerRecentProjectsTests,
|
||||
} from './appSurface/home.suite';
|
||||
import { registerPlanGddApprovalTests } from './appSurface/plan-gdd.suite';
|
||||
import {
|
||||
registerCanvasAssetTests,
|
||||
registerProjectAssetTests,
|
||||
@@ -71,5 +72,6 @@ describe('AI 游戏创作 App 界面边界', () => {
|
||||
registerProjectAssetTests();
|
||||
registerAgentRuntimeCommandTests();
|
||||
registerCanvasAssetTests();
|
||||
registerPlanGddApprovalTests();
|
||||
registerDesignAgentSurfaceTests();
|
||||
});
|
||||
|
||||
@@ -270,6 +270,185 @@ export function registerAuthTests() {
|
||||
).toHaveLength(2);
|
||||
});
|
||||
|
||||
it('retries the native session generation floor read after a transient failure', async () => {
|
||||
let floorReads = 0;
|
||||
const invoke = vi.fn(async (command: string, payload?: unknown) => {
|
||||
if (command === 'read_platform_account_session_generation') {
|
||||
floorReads += 1;
|
||||
if (floorReads === 1) {
|
||||
throw new Error('runner not ready');
|
||||
}
|
||||
return 12;
|
||||
}
|
||||
if (
|
||||
command === 'install_platform_account_session' ||
|
||||
command === 'clear_platform_account_session'
|
||||
) {
|
||||
expect(payload).toEqual(
|
||||
expect.objectContaining({ generation: expect.any(Number) }),
|
||||
);
|
||||
}
|
||||
return null;
|
||||
});
|
||||
window.__TAURI__ = { core: { invoke } };
|
||||
const firstGeneration = beginPlatformSessionTransition();
|
||||
window.localStorage.setItem(
|
||||
'genarrative.auth.access-token.v1',
|
||||
'retry-floor-token',
|
||||
);
|
||||
|
||||
await expect(
|
||||
commitAuthenticatedPlatformSession(testAuthUser, firstGeneration),
|
||||
).rejects.toThrow('runner not ready');
|
||||
|
||||
// 瞬时读取失败不能被缓存成永久失败:第二次登录必须重新读取并成功。
|
||||
const secondGeneration = beginPlatformSessionTransition();
|
||||
window.localStorage.setItem(
|
||||
'genarrative.auth.access-token.v1',
|
||||
'retry-floor-token',
|
||||
);
|
||||
await expect(
|
||||
commitAuthenticatedPlatformSession(testAuthUser, secondGeneration),
|
||||
).resolves.toEqual(expect.any(Number));
|
||||
expect(floorReads).toBeGreaterThan(1);
|
||||
expect(invoke).toHaveBeenLastCalledWith(
|
||||
'install_platform_account_session',
|
||||
expect.objectContaining({
|
||||
userId: testAuthUser.id,
|
||||
accessToken: 'retry-floor-token',
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('does not let a stalled native install wedge the next login', async () => {
|
||||
vi.useFakeTimers();
|
||||
const installedTokens: string[] = [];
|
||||
let releaseStalledInstall: (() => void) | null = null;
|
||||
const invoke = vi.fn(async (command: string, payload?: unknown) => {
|
||||
if (command === 'install_platform_account_session') {
|
||||
installedTokens.push(
|
||||
String((payload as { accessToken?: string })?.accessToken),
|
||||
);
|
||||
if (installedTokens.length === 1) {
|
||||
await new Promise<void>((resolve) => {
|
||||
releaseStalledInstall = resolve;
|
||||
});
|
||||
}
|
||||
}
|
||||
return null;
|
||||
});
|
||||
window.__TAURI__ = { core: { invoke } };
|
||||
|
||||
const stalledGeneration = beginPlatformSessionTransition();
|
||||
window.localStorage.setItem(
|
||||
'genarrative.auth.access-token.v1',
|
||||
'stalled-token',
|
||||
);
|
||||
const stalled = commitAuthenticatedPlatformSession(
|
||||
testAuthUser,
|
||||
stalledGeneration,
|
||||
);
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
expect(installedTokens).toEqual(['stalled-token']);
|
||||
|
||||
const retryGeneration = beginPlatformSessionTransition();
|
||||
window.localStorage.setItem(
|
||||
'genarrative.auth.access-token.v1',
|
||||
'retry-token',
|
||||
);
|
||||
const retry = commitAuthenticatedPlatformSession(
|
||||
testAuthUser,
|
||||
retryGeneration,
|
||||
);
|
||||
await vi.advanceTimersByTimeAsync(60_000);
|
||||
|
||||
expect(installedTokens).toEqual(['stalled-token', 'retry-token']);
|
||||
await expect(retry).resolves.toEqual(expect.any(Number));
|
||||
expect(
|
||||
window.localStorage.getItem('genarrative.auth.access-token.v1'),
|
||||
).toBe('retry-token');
|
||||
|
||||
// 迟到的旧 install 只影响它自己:Rust 按 generation 拒绝过期写入,
|
||||
// 渲染层保持新会话为准。
|
||||
releaseStalledInstall?.();
|
||||
await expect(stalled).resolves.toBeNull();
|
||||
expect(
|
||||
window.localStorage.getItem('genarrative.auth.access-token.v1'),
|
||||
).toBe('retry-token');
|
||||
vi.useRealTimers();
|
||||
});
|
||||
|
||||
it('adopts a login whose native session install finishes after the UI fence', async () => {
|
||||
vi.useFakeTimers();
|
||||
let releaseInstall: (() => void) | null = null;
|
||||
const invoke = vi.fn(async (command: string) => {
|
||||
if (command === 'install_platform_account_session') {
|
||||
await new Promise<void>((resolve) => {
|
||||
releaseInstall = resolve;
|
||||
});
|
||||
}
|
||||
return null;
|
||||
});
|
||||
window.__TAURI__ = { core: { invoke } };
|
||||
vi.spyOn(globalThis, 'fetch').mockImplementation(
|
||||
async (input: RequestInfo | URL) => {
|
||||
const url = String(input);
|
||||
if (url === '/api/auth/refresh') {
|
||||
return new Response('', { status: 401 });
|
||||
}
|
||||
if (url === '/api/auth/phone/login') {
|
||||
return new Response(
|
||||
JSON.stringify({
|
||||
token: 'late-install-token',
|
||||
user: { ...testAuthUser, loginMethod: 'phone' },
|
||||
created: false,
|
||||
referral: null,
|
||||
}),
|
||||
{ status: 200 },
|
||||
);
|
||||
}
|
||||
throw new Error(`unexpected fetch ${url}`);
|
||||
},
|
||||
);
|
||||
|
||||
render(
|
||||
React.createElement(AuthenticatedClient, null, ({ user }) =>
|
||||
React.createElement('main', { 'aria-label': '已登录' }, user.id),
|
||||
),
|
||||
);
|
||||
for (let i = 0; i < 5; i += 1) {
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
}
|
||||
fireEvent.change(screen.getByLabelText('手机号'), {
|
||||
target: { value: '13800000000' },
|
||||
});
|
||||
fireEvent.change(screen.getByLabelText('验证码'), {
|
||||
target: { value: '123456' },
|
||||
});
|
||||
fireEvent.click(screen.getByRole('button', { name: '登录' }));
|
||||
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(45_000);
|
||||
});
|
||||
expect(
|
||||
screen.getByText('连接本地运行时超时,请重试或重启客户端'),
|
||||
).not.toBeNull();
|
||||
expect(screen.queryByLabelText('已登录')).toBeNull();
|
||||
|
||||
// 围栏只放弃等待:本地运行时确实装好会话后,界面必须跟着进工作区。
|
||||
releaseInstall?.();
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
expect(screen.queryByLabelText('已登录')).not.toBeNull();
|
||||
expect(
|
||||
window.localStorage.getItem('genarrative.auth.access-token.v1'),
|
||||
).toBe('late-install-token');
|
||||
vi.useRealTimers();
|
||||
});
|
||||
|
||||
it('keeps the previous renderer session authoritative when replacement install is rejected', async () => {
|
||||
const invoke = vi.fn(async (_command: string, payload?: unknown) => {
|
||||
const userId = (payload as { userId?: string } | undefined)?.userId;
|
||||
|
||||
@@ -1835,6 +1835,146 @@ export function registerHomeProjectCreationTests() {
|
||||
expect(screen.queryByText('自动创建测试结束')).toBeNull();
|
||||
});
|
||||
|
||||
it('unblocks the home launcher when automatic creation never returns', async () => {
|
||||
vi.useFakeTimers();
|
||||
const automaticProjectPath = '/tmp/home-stalled-project';
|
||||
const manifest = createGameCreationAppManifest(
|
||||
'home-stalled-project',
|
||||
'卡住的自动建项',
|
||||
);
|
||||
let resolveAutomaticProject:
|
||||
| ((result: Record<string, unknown>) => void)
|
||||
| null = null;
|
||||
const invoke = vi.fn(async (command: string) => {
|
||||
if (command === 'create_automatic_local_game_project') {
|
||||
return await new Promise((resolve) => {
|
||||
resolveAutomaticProject = resolve;
|
||||
});
|
||||
}
|
||||
throw new Error(`unexpected invoke ${command}`);
|
||||
});
|
||||
window.__TAURI__ = { core: { invoke } };
|
||||
renderLauncherAt('/?launcher', 'home', true);
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
|
||||
const promptInput = screen.getByLabelText('创作想法');
|
||||
nativeClipboardMock.text = '做一个挂机游戏';
|
||||
fireEvent.paste(promptInput);
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
fireEvent.click(screen.getByRole('button', { name: '开启创作' }));
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
expect(
|
||||
(screen.getByRole('button', { name: '开启创作' }) as HTMLButtonElement)
|
||||
.disabled,
|
||||
).toBe(true);
|
||||
|
||||
// 超过兜底期限:首页入口必须解围,不能永远卡在"正在创建工作区"。
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(10 * 60_000);
|
||||
});
|
||||
expect(screen.getByText(/工作区创建超过 10 分钟/)).not.toBeNull();
|
||||
expect(
|
||||
(screen.getByRole('button', { name: '开启创作' }) as HTMLButtonElement)
|
||||
.disabled,
|
||||
).toBe(false);
|
||||
|
||||
// 解围不等于放弃底层创建,也不等于允许再建第二个工作区。
|
||||
fireEvent.click(screen.getByRole('button', { name: '开启创作' }));
|
||||
await act(async () => {
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
expect(screen.getByText(/上一次工作区创建仍未返回/)).not.toBeNull();
|
||||
expect(
|
||||
invoke.mock.calls.filter(
|
||||
([command]) => command === 'create_automatic_local_game_project',
|
||||
),
|
||||
).toHaveLength(1);
|
||||
|
||||
// 迟到的成功仍然要进项目:用户不该因为慢就丢掉这次创建。
|
||||
await act(async () => {
|
||||
resolveAutomaticProject?.({
|
||||
projectPath: automaticProjectPath,
|
||||
manifestPath: `${automaticProjectPath}/.agent/manifest.json`,
|
||||
manifest,
|
||||
});
|
||||
await vi.advanceTimersByTimeAsync(0);
|
||||
});
|
||||
expect(screen.getByLabelText('项目开发工作台')).not.toBeNull();
|
||||
cleanup();
|
||||
vi.useRealTimers();
|
||||
});
|
||||
|
||||
it('keeps the created workspace recoverable when design runtime setup fails', async () => {
|
||||
const projectPath = '/tmp/home-design-mode-failure';
|
||||
const manifest = createGameCreationAppManifest(
|
||||
'home-design-mode-failure',
|
||||
'策划初始化失败项目',
|
||||
);
|
||||
const supervisorHarness = createProjectSupervisorRuntimeHarness({
|
||||
projectPath,
|
||||
initialSessionExists: false,
|
||||
});
|
||||
const invoke = vi.fn(
|
||||
async (command: string, args?: Record<string, unknown>) => {
|
||||
if (command === 'create_automatic_local_game_project') {
|
||||
return {
|
||||
projectPath,
|
||||
manifestPath: `${projectPath}/.agent/manifest.json`,
|
||||
manifest,
|
||||
};
|
||||
}
|
||||
if (command === 'set_design_agent_runtime_mode') {
|
||||
throw new Error('design runtime unavailable');
|
||||
}
|
||||
if (command === 'inspect_local_project_directory') {
|
||||
return {
|
||||
exists: true,
|
||||
isDirectory: true,
|
||||
isGameCreatorProject: true,
|
||||
isCocosProject: false,
|
||||
godotProjectRoot: null,
|
||||
};
|
||||
}
|
||||
if (command === 'get_local_game_manifest') {
|
||||
return manifest;
|
||||
}
|
||||
return supervisorHarness.invoke(command, args);
|
||||
},
|
||||
);
|
||||
window.__TAURI__ = {
|
||||
core: { invoke },
|
||||
event: { listen: supervisorHarness.listen },
|
||||
};
|
||||
renderLauncherAt('/?launcher', 'home', true);
|
||||
|
||||
// 做方案走立项链路:建项之后还要写策划运行时,这一步失败时项目目录已经存在。
|
||||
fireEvent.click(screen.getByRole('button', { name: '做方案' }));
|
||||
const promptInput = screen.getByLabelText('创作想法');
|
||||
nativeClipboardMock.text = '做一个塔防游戏';
|
||||
fireEvent.paste(promptInput);
|
||||
await waitFor(() => {
|
||||
expect(promptInput.textContent).toContain('做一个塔防游戏');
|
||||
});
|
||||
fireEvent.keyDown(promptInput, { key: 'Enter', code: 'Enter' });
|
||||
|
||||
expect(await screen.findByText('创建未完成,请重试')).not.toBeNull();
|
||||
expect(screen.getByText(`已创建的工作区:${projectPath}`)).not.toBeNull();
|
||||
await waitFor(() => {
|
||||
expect(invoke).toHaveBeenCalledWith('inspect_local_project_directory', {
|
||||
projectPath,
|
||||
});
|
||||
});
|
||||
|
||||
fireEvent.click(screen.getByRole('button', { name: '打开已创建的工作区' }));
|
||||
expect(await screen.findByLabelText('项目开发工作台')).not.toBeNull();
|
||||
});
|
||||
|
||||
it.each([
|
||||
['做方案', false],
|
||||
['做方案', true],
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1893,7 +1893,7 @@ export function registerProjectCommandTests() {
|
||||
|
||||
expect(
|
||||
await screen.findByText(
|
||||
'当前仅支持确认 project.index、project.status、project.checkpoint、project.diff、project.restore、project.export_package、project.export_list、file.list、file.read、memory.read、memory.write、memory.delete、asset.register、asset.list、task.list、task.create、task.update、agent.run_status、agent.kill、agent.retry、agent.resume、agent.delegate、agent.spawn_isolated、agent.schedule_ready、agent.audit、agent.trace_read、preview.status、preview.start、preview.validate、preview.open、preview.stop、canvas.project_sync、canvas.asset_import、canvas.asset_generate、canvas.export_import、conversation.read 和 conversation.write。',
|
||||
'当前仅支持确认 project.index、project.status、project.bootstrap、project.checkpoint、project.diff、project.restore、project.export_package、project.export_list、file.list、file.read、memory.read、memory.write、memory.delete、asset.register、asset.list、task.list、task.create、task.update、agent.run_status、agent.kill、agent.retry、agent.resume、agent.delegate、agent.spawn_isolated、agent.schedule_ready、agent.audit、agent.trace_read、preview.status、preview.start、preview.validate、preview.open、preview.stop、canvas.project_sync、canvas.asset_import、canvas.asset_generate、canvas.export_import、conversation.read 和 conversation.write。',
|
||||
),
|
||||
).not.toBeNull();
|
||||
expect(screen.queryByText('project.policy_write')).toBeNull();
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
# 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. 从 `runtime_protocol.rs` 移除 V2 模块声明与导出。
|
||||
2. 从 `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. 用 `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。
|
||||
@@ -1,38 +0,0 @@
|
||||
# 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` 或 `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。
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user