// 游戏分发「收藏(收录)」链路真实行为验收。 // // 需要完整本地 dev 栈(`npm run dev`:SpacetimeDB standalone + api-server)+ 管理员账号;不需要浏览器。 // // 用法: // E2E_ADMIN_USER=<管理员> E2E_ADMIN_PASSWORD=<密码> \ // node scripts/check-game-distribution-collection-e2e.mjs // E2E_API_BASE 可覆盖 api-server 地址(默认从 CWD 的 .app/dev-stack.json 读取,不写死端口) // // 契约来源(逐条读实现确认,未按描述猜): // [1] 三条路由(Bearer + no-store):api-server/src/modules/game_distribution.rs:340-352 // [2] PUT 收藏:同文件 :1393-1426(幂等键必填、响应 `{collected, replayed}`) // — 请求摘要绑定 `(user_id, game_id)`::1380-1385 // [3] DELETE 取消收藏:同文件 :1428-1461(不要求幂等键;不存在也算成功;响应只有 `collected`) // [4] GET 我的收藏:同文件 :1465-1481 + `my_collections_payload` :1487-1497(`{games, nextCursor:null}`) // [5] 公开详情按可选登录态加 `collected`:同文件 :1305-1373(匿名 / 无效 token → **不加键**) // [6] 事务语义:spacetime-module/src/game_distribution.rs:4669-4783 // — 不存在 → 「作品不存在」(→ 404);存在但不可读 → `GAME_DISTRIBUTION_COLLECTION_STATE_CONFLICT`(→ 409) // — 收据键 `(user_id, action, idempotency_key)`,摘要不一致 → 「幂等键对应的请求摘要不一致」(→ 409) // — 收藏行主键 `{user_id}:{game_id}`,重复收藏不产生第二行 // — 取消收藏按确定性主键删除,未收藏也成功 // [7] 语义常量:shared-contracts/src/game_distribution.rs:33-34 // (文案刻意不含「不存在」/「已被删除」,避免命中 404 分支泄露未公开作品的存在性) // // 复用/照抄的 helper(注释里标了出处;抽公共模块会改动其它已提交脚本,故照抄): // - 从 .app/dev-stack.json 读地址:scripts/check-game-distribution-lineage-e2e.mjs:115-133 // - check/note/api/brief/register/gameMetadata/uploadCover/createGame/ownerGame:lineage 脚本 :139-318 // - publishToPublic(建版本 → 传发行包 → 送审 → 管理员通过):lineage 脚本 :320-407 // (顺序与请求体源自 media-e2e.mjs:431-495,523-527,561-573) // // 与工单描述不一致、按实现断言并在报告里标注的地方: // - 工单说「同键不同请求(换作品 / 换用户)→ 409」。实测 **换作品** 是 409(同一收据键、摘要不同), // 但 **换用户** 不会命中别人的收据(收据键含 user_id),因此是正常 200 新收藏。api-server 的 // handler 注释写「换用户也是 409」,与同一提交里 spacetime-module 的注释(「不同用户 / 不同作品 // 即使共用同一个 Idempotency-Key 也不会互相命中」)相反;本脚本按后者(= 实测)断言。 import { createHash } from 'node:crypto'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import JSZip from 'jszip'; const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' }; const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim(); const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? ''; const DEV_PASSWORD = 'GenE2e123!'; const GATE_KEY = 'game-distribution:publish'; if (!ADMIN_USER || !ADMIN_PASSWORD) { console.error( '缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:本脚本要按发布灰度口径打开 ' + 'game-distribution:publish 写入口并把作品推到公开(收藏要求作品公开可读)。', ); process.exit(2); } const devStack = JSON.parse( readFileSync(path.resolve(process.cwd(), '.app/dev-stack.json'), 'utf8'), ); const API = ( process.env.E2E_API_BASE ?? devStack.services?.['api-server']?.url ?? '' ).replace(/\/+$/u, ''); if (!API) { console.error( '无法从 .app/dev-stack.json 解析 api-server 地址:请先 `npm run dev` 启动本地栈,' + '或用 E2E_API_BASE 显式指定。', ); process.exit(2); } let checks = 0; let failures = 0; const skipped = 0; function check(name, ok, detail = '') { checks += 1; if (!ok) failures += 1; console.log( `${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`, ); } function note(message) { console.log(`NOTE ${message}`); } const COVER_PNG = Buffer.from( 'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==', 'base64', ); async function api(pathname, options = {}) { const { method = 'GET', token, body, headers = {}, binary } = options; const finalHeaders = { ...ENVELOPE, ...headers }; if (token) finalHeaders.Authorization = `Bearer ${token}`; let finalBody; if (binary) { finalBody = binary; } else if (body !== undefined) { finalHeaders['Content-Type'] = 'application/json'; finalBody = JSON.stringify(body); } const response = await fetch(`${API}${pathname}`, { method, headers: finalHeaders, body: finalBody, signal: AbortSignal.timeout(120_000), }); const text = await response.text(); let json = null; try { json = JSON.parse(text); } catch { json = null; } return { status: response.status, text, json, data: json?.data, error: json?.error, cacheControl: response.headers.get('cache-control') ?? '', }; } function brief(body) { const code = body?.error?.code ?? body?.json?.error?.code ?? ''; return `status=${body?.status} code=${code} text=${String(body?.text ?? '').slice(0, 220)}`; } async function register(prefix) { const phone = `${prefix}${String(Date.now()).slice(-8)}`; const response = await api('/api/auth/entry', { method: 'POST', body: { purePhoneNumber: phone, password: DEV_PASSWORD }, }); return { phone, response, token: response.data?.token, user: response.data?.user, }; } function gameMetadata({ title, coverAssetId }) { return { title, summary: '收藏验收临时作品', description: '', category: '休闲', tags: ['e2e'], coverAssetId, deviceSupport: { desktop: true, mobile: false, touch: false }, inputModes: ['keyboard', 'mouse'], orientation: 'landscape', }; } async function uploadCover(token, id) { const fileName = `collection-${id}.png`; const ticket = await api('/api/assets/direct-upload-tickets', { method: 'POST', token, body: { legacyPrefix: 'generated-character-drafts', pathSegments: ['game-distribution', 'collection', String(id)], fileName, contentType: 'image/png', access: 'private', maxSizeBytes: COVER_PNG.length, metadata: { asset_kind: 'game_distribution_cover' }, }, }); if (ticket.status !== 200) { throw new Error( `创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`, ); } const upload = ticket.data.upload; const form = new FormData(); for (const [key, value] of Object.entries(upload.formFields ?? {})) { if (value !== null && value !== undefined) form.append(key, String(value)); } form.append('file', new Blob([COVER_PNG], { type: 'image/png' }), fileName); const put = await fetch(upload.host, { method: 'POST', body: form }); if (!put.ok) { throw new Error(`直传对象存储失败 ${put.status}`); } const confirm = await api('/api/assets/objects/confirm', { method: 'POST', token, body: { bucket: upload.bucket, objectKey: upload.objectKey, contentType: 'image/png', contentLength: COVER_PNG.length, assetKind: 'game_distribution_cover', accessPolicy: 'private', entityId: 'game-distribution-collection', }, }); if (confirm.status !== 200) { throw new Error( `确认素材失败 ${confirm.status} ${confirm.text.slice(0, 300)}`, ); } return confirm.data.assetObject.assetObjectId; } async function createGame({ token, metadata, idemKey }) { return api('/api/game-distribution/games', { method: 'POST', token, headers: { 'Idempotency-Key': idemKey }, body: metadata, }); } async function ownerGame(token, gameId) { const response = await api(`/api/game-distribution/my-games/${gameId}`, { token, }); return { response, game: response.data?.game ?? null }; } async function buildReleaseZip(marker) { const zip = new JSZip(); zip.file( 'index.html', `${marker}

${marker}

`, ); const bytes = Buffer.from(await zip.generateAsync({ type: 'uint8array' })); return { bytes, fileCount: 1, sha256: createHash('sha256').update(bytes).digest('hex'), }; } /// 完整发布链路(照抄 lineage 脚本 :320-407):建版本 → 传发行包 → 送审 → 管理员通过。 async function publishToPublic({ token, admin, gameId, gameRevision, metadata, stamp, tag, label, }) { const zip = await buildReleaseZip(`collection-${tag}-${stamp}`); const created = await api(`/api/game-distribution/games/${gameId}/versions`, { method: 'POST', token, headers: { 'Idempotency-Key': `col-version-${tag}-${stamp}` }, body: { packageSha256: zip.sha256, packageBytes: zip.bytes.length, packageFileCount: zip.fileCount, packageEntryPath: 'index.html', gameMetadata: metadata, }, }); const versionId = created.data?.versionId; check( `${label} 版本创建成功`, created.status === 200 && Boolean(versionId), `status=${created.status} ${created.text.slice(0, 140)}`, ); if (!versionId) return { versionId: null }; const upload = await api( `/api/game-distribution/versions/${versionId}/package`, { method: 'PUT', token, headers: { 'Idempotency-Key': `col-upload-${tag}-${stamp}`, 'Content-Type': 'application/zip', }, binary: zip.bytes, }, ); check( `${label} 发行包上传成功`, upload.status === 200, `status=${upload.status}`, ); const submitted = await api( `/api/game-distribution/versions/${versionId}/submit`, { method: 'POST', token, headers: { 'Idempotency-Key': `col-submit-${tag}-${stamp}` }, body: { expectedPublicationRevision: gameRevision }, }, ); check( `${label} 送审成功(202)`, submitted.status === 202, `status=${submitted.status} ${submitted.text.slice(0, 140)}`, ); const readback = await api(`/api/game-distribution/versions/${versionId}`, { token, }); const approved = await api( `/admin/api/game-distribution/versions/${versionId}/review`, { method: 'POST', token: admin, headers: { 'Idempotency-Key': `col-approve-${tag}-${stamp}` }, body: { decision: 'approve', expectedPublicationRevision: readback.data?.version?.publicationRevision ?? gameRevision, }, }, ); check( `${label} 管理员审核通过并公开`, approved.status === 200, `status=${approved.status} ${approved.text.slice(0, 140)}`, ); return { versionId }; } // ---------- 收藏专用 helper ---------- function collectGame({ token, gameId, key }) { return api(`/api/game-distribution/games/${gameId}/collection`, { method: 'PUT', token, ...(key === undefined ? {} : { headers: { 'Idempotency-Key': key } }), }); } function uncollectGame({ token, gameId }) { return api(`/api/game-distribution/games/${gameId}/collection`, { method: 'DELETE', token, }); } function myCollections(token) { return api('/api/game-distribution/my-collections', { token }); } function publicDetail(gameId, token) { return api(`/api/game-distribution/games/${gameId}`, { token }); } function publicCatalog() { return api('/api/game-distribution/games'); } function occurrences(games, gameId) { return (games ?? []).filter((game) => game.id === gameId).length; } // ---------- 主流程 ---------- async function main() { console.log( `[collection-e2e] api-server=${API} database=${devStack.database}`, ); const adminLogin = await api('/admin/api/login', { method: 'POST', body: { username: ADMIN_USER, password: ADMIN_PASSWORD }, }); const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken; check( '管理员登录成功', adminLogin.status === 200 && Boolean(admin), `status=${adminLogin.status}`, ); if (!admin) process.exit(1); const gate = await api('/admin/api/feature-gates', { method: 'PUT', token: admin, body: { gateKey: GATE_KEY, enabled: true, rolloutPercent: 100, allowUserIds: [], allowUserTags: [], denyUserIds: [], description: 'E2E 收藏链路', }, }); check('发布灰度已开启', gate.status === 200, `status=${gate.status}`); const stamp = Date.now(); const suffix = String(stamp).slice(-6); const author = await register('132'); const viewer = await register('133'); check( '作者账号注册拿到 token', author.response.status === 200 && Boolean(author.token), `status=${author.response.status}`, ); check( '第二个账号(未收藏视图)注册拿到 token', viewer.response.status === 200 && Boolean(viewer.token), `status=${viewer.response.status}`, ); if (!author.token || !viewer.token) process.exit(1); // ---------- fixture:已公开作品 X + 草稿作品 D ---------- const metadata = gameMetadata({ title: `收藏作品 ${suffix}`, coverAssetId: await uploadCover(author.token, stamp), }); const created = await createGame({ token: author.token, metadata, idemKey: `col-game-${stamp}`, }); const gameId = created.data?.id; check( '作品 X 创建成功', created.status === 200 && Boolean(gameId), `status=${created.status} id=${gameId ?? ''}`, ); if (!gameId) process.exit(1); await publishToPublic({ token: author.token, admin, gameId, gameRevision: created.data?.publicationRevision ?? 0, metadata, stamp, tag: 'x', label: '作品 X', }); const xPublic = await publicDetail(gameId); check( '作品 X 已公开可读', xPublic.status === 200 && xPublic.data?.status === 'published', brief(xPublic), ); const draftMetadata = gameMetadata({ title: `收藏草稿 ${suffix}`, coverAssetId: await uploadCover(author.token, `${stamp}-draft`), }); const draftCreated = await createGame({ token: author.token, metadata: draftMetadata, idemKey: `col-draft-${stamp}`, }); const draftId = draftCreated.data?.id; check( '草稿作品 D 创建成功(用于 409 用例)', draftCreated.status === 200 && Boolean(draftId), `status=${draftCreated.status} id=${draftId ?? ''}`, ); if (!draftId) process.exit(1); // ---------- 1/2:两次不同幂等键 + 同键重放,且始终只有一行 ---------- const listBefore = await myCollections(author.token); check( '收藏前我的收藏列表为空', listBefore.status === 200 && Array.isArray(listBefore.data?.games) && listBefore.data.games.length === 0, `status=${listBefore.status} size=${listBefore.data?.games?.length ?? 'n/a'}`, ); const keyA = `col-key-a-${stamp}`; const keyB = `col-key-b-${stamp}`; const firstCollect = await collectGame({ token: author.token, gameId, key: keyA, }); check( '1) 首次收藏成功且 replayed=false', firstCollect.status === 200 && firstCollect.data?.collected === true && firstCollect.data?.replayed === false, brief(firstCollect), ); const secondCollect = await collectGame({ token: author.token, gameId, key: keyB, }); check( '1) 换幂等键再次收藏仍成功且 replayed=false', secondCollect.status === 200 && secondCollect.data?.collected === true && secondCollect.data?.replayed === false, brief(secondCollect), ); const listAfterTwoKeys = await myCollections(author.token); check( '1) 两次不同键后该作品在列表中只出现一次(长度=1)', listAfterTwoKeys.data?.games?.length === 1 && occurrences(listAfterTwoKeys.data?.games, gameId) === 1, `size=${listAfterTwoKeys.data?.games?.length} occurrences=${occurrences(listAfterTwoKeys.data?.games, gameId)}`, ); const replay = await collectGame({ token: author.token, gameId, key: keyB }); check( '2) 同键重放 replayed=true 且仍只一行', replay.status === 200 && replay.data?.collected === true && replay.data?.replayed === true && occurrences((await myCollections(author.token)).data?.games, gameId) === 1, brief(replay), ); // ---------- 3:同键不同请求 ---------- const sameKeyOtherGame = await collectGame({ token: author.token, gameId: draftId, key: keyA, }); check( '3) 同键换作品 → 409(幂等摘要不一致)', sameKeyOtherGame.status === 409 && String( sameKeyOtherGame.error?.details?.message ?? sameKeyOtherGame.error?.message ?? '', ).includes('幂等'), brief(sameKeyOtherGame), ); note( '3) 同键换**用户**不会命中别人的收据:收据键是 (user_id, action, idempotency_key),' + '不同用户共用同一个 Idempotency-Key 是各自独立的新收藏(见下面的跨用户探针),' + '与 api-server handler 注释里「换用户也是 409」不一致,但与该提交里 spacetime-module 的注释一致。', ); // ---------- 4:DELETE 幂等 ---------- const deleted = await uncollectGame({ token: author.token, gameId }); check( '4) 已收藏时 DELETE → 200 {collected:false} 且不发 replayed', deleted.status === 200 && deleted.data?.collected === false && deleted.data?.replayed === undefined, brief(deleted), ); const deletedAgain = await uncollectGame({ token: author.token, gameId }); check( '4) 未收藏时再 DELETE 仍 200 {collected:false}', deletedAgain.status === 200 && deletedAgain.data?.collected === false, brief(deletedAgain), ); const deletedNever = await uncollectGame({ token: author.token, gameId: draftId, }); check( '4) 从未收藏过的作品 DELETE 也 200(不要求作品公开)', deletedNever.status === 200 && deletedNever.data?.collected === false, brief(deletedNever), ); // ---------- 5:未登录 401 + no-store ---------- for (const [label, call] of [ ['PUT', () => collectGame({ gameId, key: `col-anon-${stamp}` })], ['DELETE', () => uncollectGame({ gameId })], ['GET', () => myCollections('')], ]) { const response = await call(); check(`5) 未登录 ${label} → 401`, response.status === 401, brief(response)); check( `5) 未登录 ${label} 响应带 Cache-Control: no-store(证明挂载而非 404/405)`, response.cacheControl.includes('no-store'), `cache-control=${response.cacheControl || '∅'}`, ); } const noKey = await collectGame({ token: author.token, gameId }); check( '5) 已登录但缺 Idempotency-Key 的 PUT → 400', noKey.status === 400, brief(noKey), ); // ---------- 6:未公开 / 不存在 ---------- const draftCollect = await collectGame({ token: author.token, gameId: draftId, key: `col-draft-key-${stamp}`, }); const draftMessage = String( draftCollect.error?.details?.message ?? draftCollect.error?.message ?? '', ); check( '6) 未公开作品 PUT → 409(状态冲突)', draftCollect.status === 409, brief(draftCollect), ); check( '6) 409 文案含「状态」且不含「不存在」(不泄露未公开作品的存在性)', draftMessage.includes('状态') && !draftMessage.includes('不存在'), `message=${draftMessage || '∅'}`, ); const missingCollect = await collectGame({ token: author.token, gameId: `game_${'0'.repeat(32)}`, key: `col-missing-key-${stamp}`, }); check( '6) 不存在的 gameId PUT → 404', missingCollect.status === 404, brief(missingCollect), ); // ---------- 9:跨用户隔离(在跨用户探针之前做,避免被后面的收藏干扰) ---------- await collectGame({ token: author.token, gameId, key: `col-iso-${stamp}` }); const viewerList = await myCollections(viewer.token); check( '9) 用户 A 收藏后,用户 B 的 my-collections 不含该作品', viewerList.status === 200 && occurrences(viewerList.data?.games, gameId) === 0, `viewer size=${viewerList.data?.games?.length ?? 'n/a'}`, ); const viewerDetail = await publicDetail(gameId, viewer.token); check( '9) 用户 B 的公开详情里 collected=false(未收藏但已认证)', viewerDetail.status === 200 && viewerDetail.data?.collected === false, `collected=${JSON.stringify(viewerDetail.data?.collected ?? null)}`, ); // 跨用户同键探针(工单预期 409,实现按用户隔离收据 → 期望 200 新收藏) const crossUser = await collectGame({ token: viewer.token, gameId, key: keyA, }); check( '9+) 另一用户复用 A 用过的同一 Idempotency-Key → 200(收据按用户隔离,非 409)', crossUser.status === 200 && crossUser.data?.collected === true && crossUser.data?.replayed === false, brief(crossUser), ); check( '9+) 跨用户收藏后 B 的列表含该作品,且 A 的列表不受影响', occurrences((await myCollections(viewer.token)).data?.games, gameId) === 1 && occurrences((await myCollections(author.token)).data?.games, gameId) === 1, `viewer=${occurrences((await myCollections(viewer.token)).data?.games, gameId)} author=${occurrences((await myCollections(author.token)).data?.games, gameId)}`, ); await uncollectGame({ token: viewer.token, gameId }); // ---------- 7:下架 → 重新公开 ---------- const beforeUnpublish = await ownerGame(author.token, gameId); const unpublishRevision = beforeUnpublish.game?.publicationRevision ?? 0; const unpublished = await api( `/api/game-distribution/games/${gameId}/unpublish`, { method: 'POST', token: author.token, headers: { 'Idempotency-Key': `col-unpublish-${stamp}` }, body: { expectedPublicationRevision: unpublishRevision }, }, ); check('7) 作者下架成功', unpublished.status === 200, brief(unpublished)); const hiddenList = await myCollections(author.token); check( '7) 下架后 my-collections 不含该作品(读侧过滤)', hiddenList.status === 200 && occurrences(hiddenList.data?.games, gameId) === 0, `size=${hiddenList.data?.games?.length} occurrences=${occurrences(hiddenList.data?.games, gameId)}`, ); const republish = await publishToPublic({ token: author.token, admin, gameId, gameRevision: (await ownerGame(author.token, gameId)).game?.publicationRevision ?? 0, metadata, stamp, tag: 'x-v2', label: '作品 X 重新公开', }); check( '7) 重新公开(新版本审核通过)后 my-collections 又含该作品且只一行', republish.versionId !== null && occurrences((await myCollections(author.token)).data?.games, gameId) === 1, `occurrences=${occurrences((await myCollections(author.token)).data?.games, gameId)}`, ); // ---------- 8:公开详情 collected 的匿名 vs 已认证 ---------- const anonymousDetail = await publicDetail(gameId); const authorDetail = await publicDetail(gameId, author.token); const anonymousHasKey = Object.hasOwn( anonymousDetail.data ?? {}, 'collected', ); const authorKeys = Object.keys(authorDetail.data ?? {}); const anonymousKeys = Object.keys(anonymousDetail.data ?? {}); check( '8) 匿名公开详情没有 collected 键', anonymousDetail.status === 200 && !anonymousHasKey, `keys=${anonymousKeys.join(',')}`, ); check( '8) 已登录公开详情恰好多 collected 这一个键且值为 true', authorDetail.status === 200 && authorDetail.data?.collected === true && authorKeys.length === anonymousKeys.length + 1 && authorKeys.every( (key) => key === 'collected' || anonymousKeys.includes(key), ), `authorKeys=${authorKeys.length} anonymousKeys=${anonymousKeys.length} collected=${JSON.stringify(authorDetail.data?.collected ?? null)}`, ); const authorWithoutCollected = { ...(authorDetail.data ?? {}) }; delete authorWithoutCollected.collected; check( '8) 去掉 collected 后,已登录详情与匿名详情逐字段一致', JSON.stringify(authorWithoutCollected) === JSON.stringify(anonymousDetail.data ?? {}), `diffKeys=${anonymousKeys.filter((key) => JSON.stringify(authorDetail.data?.[key]) !== JSON.stringify(anonymousDetail.data?.[key])).join(',') || '无'}`, ); const catalog = await publicCatalog(); const catalogEntry = (catalog.data?.games ?? []).find( (game) => game.id === gameId, ); const catalogKeys = Object.keys(catalogEntry ?? {}); const mismatchedCatalogKeys = catalogKeys.filter( (key) => JSON.stringify(catalogEntry?.[key]) !== JSON.stringify(anonymousDetail.data?.[key]), ); check( '8) 公开目录条目是匿名详情的子集(共有键取值全一致),详情仅多出 themes 这一处增量', Boolean(catalogEntry) && mismatchedCatalogKeys.length === 0 && anonymousKeys.filter((key) => !catalogKeys.includes(key)).length === 1 && anonymousKeys.filter((key) => !catalogKeys.includes(key))[0] === 'themes' && Array.isArray(anonymousDetail.data?.themes), `catalogKeys=${catalogKeys.length} detailKeys=${anonymousKeys.length} 不一致=${mismatchedCatalogKeys.join(',') || '无'} 仅详情有=${anonymousKeys.filter((key) => !catalogKeys.includes(key)).join(',') || '无'}`, ); check( '8) 我的收藏列表条数与「已收藏」状态一致(nextCursor=null)', (await myCollections(author.token)).data?.nextCursor === null && occurrences((await myCollections(author.token)).data?.games, gameId) === 1, `nextCursor=${JSON.stringify((await myCollections(author.token)).data?.nextCursor ?? null)}`, ); note( `未覆盖:没有收藏计数类接口可读,因此「只一行」用 my-collections 的长度与出现次数证明(工单允许的方式);` + `当前库内该用户收藏条数=${(await myCollections(author.token)).data?.games?.length ?? 'n/a'}。`, ); console.log( `[collection-e2e] 共 ${checks} 项:PASS ${checks - failures},FAIL ${failures},SKIP ${skipped}`, ); if (failures > 0) { process.exitCode = 1; } } main().catch((error) => { console.error(`[collection-e2e] 未捕获异常:${error?.stack ?? error}`); process.exitCode = 1; });