2a2e4c1cea
- 在途拦截补齐生成动画:提交记录的「属于哪张资源」从 draftKey 拆成 resourcePath, `resourceCanvasResourceEditSubmissionBlocksResource` 被快速编辑与生成动画共用; 此前动画这条键对不上、拦不住,重开面板再提交会复用同一 operationId 卡在原生锁上, 或(改了提示词)直接多出一笔付费生成 - 样式缺口守卫扩到三块面板(动画面板 / 快速编辑面板 / 生图面板),判据改为按 「选择器分支 + 声明」逐条比对;两个面板的实测缺口一并照抄补上(快速编辑面板的 `overflow: auto → visible` 与窄屏底栏两条按宿主差异显式登记,不静默漂移) - 窄屏只搬动画面板那一支:网页端 ≤760px 会把快速编辑浮层也变成整宽底栏,AGC 的 快速编辑是「居中贴资源卡」的绝对定位,跟随它会压住栏目工具栏与任务侧栏 - 用例路径不再依赖 cwd:新增 tests/repoPath.ts(按 import.meta.url 反推仓库根), 19 个用例文件的 `resolve(process.cwd(), …)` 统一改用它;顺手修掉 `HOST_STYLE_SHEETS.filter(existsSync)` 把仓库相对路径交给 cwd 解析的假红 - 清掉两处死代码:不可达的 `quickEditPanel.status === 'generating'` 判据与 未被使用的 prune 导出
208 lines
7.0 KiB
TypeScript
208 lines
7.0 KiB
TypeScript
import { readFileSync } from 'node:fs';
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import { describe, expect, it, vi } from 'vitest';
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import type { GameCreationAppPreviewState } from '../../../packages/shared/src/contracts/gameCreationApp';
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import { resolveSessionPreviewOnProjectOpen } from '../src/features/app-shell/sessionPreview';
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import { repoPath } from './repoPath';
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const projectPath = '/tmp/session-preview-project';
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function createInvoke(
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responses: Record<string, unknown>,
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calls: Array<[string, Record<string, unknown> | undefined]> = [],
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) {
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return vi.fn(async (command: string, args?: Record<string, unknown>) => {
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calls.push([command, args]);
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if (!(command in responses)) {
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throw new Error(`unexpected invoke ${command}`);
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}
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return responses[command];
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});
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}
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describe('进入项目时的预览活体核验', () => {
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it('registry 里没有活体时不给会话预览,并把陈旧的 running 记录对齐成 stopped', async () => {
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const calls: Array<[string, Record<string, unknown> | undefined]> = [];
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const invoke = createInvoke(
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{
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get_local_game_preview_status: {
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status: 'stopped',
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url: null,
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port: null,
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root: null,
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},
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stop_local_game_preview: {
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status: 'stopped',
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url: null,
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port: null,
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root: null,
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},
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},
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calls,
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);
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const resolution = await resolveSessionPreviewOnProjectOpen({
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invoke,
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projectPath,
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recordedPreview: {
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status: 'running',
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url: 'http://127.0.0.1:4173/',
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port: 4173,
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},
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});
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// 没有活体预览:本次会话不带预览(工作台因此不会自动进运行视图)。
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expect(resolution.sessionPreview).toBeNull();
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// 落盘记录被判陈旧,会话 manifest 立刻按真相投影。
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expect(resolution.manifestPreviewPatch).toEqual({ status: 'stopped' });
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expect(calls).toEqual([
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['get_local_game_preview_status', { projectPath }],
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['stop_local_game_preview', { projectPath }],
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]);
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});
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it('registry 确实在跑时只认活体,且不写落盘记录', async () => {
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const calls: Array<[string, Record<string, unknown> | undefined]> = [];
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const invoke = createInvoke(
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{
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get_local_game_preview_status: {
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status: 'running',
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url: 'http://127.0.0.1:5210/',
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port: 5210,
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root: projectPath,
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},
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},
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calls,
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);
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const resolution = await resolveSessionPreviewOnProjectOpen({
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invoke,
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projectPath,
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// 落盘记录落后于真相(例如同项目重启后记录没跟上)也不影响:活体说了算。
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recordedPreview: { status: 'stopped' },
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});
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expect(resolution.sessionPreview).toEqual({
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status: 'running',
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url: 'http://127.0.0.1:5210/',
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port: 5210,
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});
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expect(resolution.manifestPreviewPatch).toBeNull();
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expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
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});
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it('registry 不可读时不顺手停预览:读失败不等于确认没有在跑', async () => {
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const calls: Array<[string, Record<string, unknown> | undefined]> = [];
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const invoke = vi.fn(
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async (command: string, args?: Record<string, unknown>) => {
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calls.push([command, args]);
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if (command === 'get_local_game_preview_status') {
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throw new Error('需要在陶泥儿客户端内运行');
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}
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return { status: 'stopped', url: null, port: null, root: null };
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},
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);
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const resolution = await resolveSessionPreviewOnProjectOpen({
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invoke,
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projectPath,
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recordedPreview: {
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status: 'running',
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url: 'http://127.0.0.1:4173/',
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port: 4173,
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},
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});
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// 本次会话不带预览:落盘记录有可能确实是陈旧的,但读失败证明不了这一点。
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expect(resolution).toEqual({
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sessionPreview: null,
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manifestPreviewPatch: null,
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});
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// 关键:不许发 stop_local_game_preview —— 它按项目停的是活体预览,
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// 读失败时发出去会把真正在跑的预览一起停掉。
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expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
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});
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it('记录本来就不是 running 时只读活体,不发多余的停止命令', async () => {
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const calls: Array<[string, Record<string, unknown> | undefined]> = [];
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const invoke = createInvoke(
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{
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get_local_game_preview_status: {
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status: 'stopped',
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url: null,
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port: null,
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root: null,
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},
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},
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calls,
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);
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const stoppedRecord: GameCreationAppPreviewState = { status: 'stopped' };
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const resolution = await resolveSessionPreviewOnProjectOpen({
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invoke,
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projectPath,
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recordedPreview: stoppedRecord,
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});
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expect(resolution).toEqual({
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sessionPreview: null,
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manifestPreviewPatch: null,
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});
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expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
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});
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it('没有 invoke(浏览器里跑)时不做任何请求', async () => {
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const resolution = await resolveSessionPreviewOnProjectOpen({
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invoke: null,
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projectPath,
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recordedPreview: {
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status: 'running',
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url: 'http://127.0.0.1:4173/',
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port: 4173,
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},
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});
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expect(resolution).toEqual({
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sessionPreview: null,
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manifestPreviewPatch: null,
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});
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});
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});
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describe('本地预览记录的生命周期(Rust 侧结构性守卫)', () => {
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const mainSource = readFileSync(
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repoPath('apps/ai-game-creator-shell/src-tauri/src/main.rs'),
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'utf8',
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);
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const previewSource = readFileSync(
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repoPath('apps/ai-game-creator-shell/src-tauri/src/preview.rs'),
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'utf8',
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);
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it('客户端退出的 RunEvent::Exit 分支必须接上预览收尾', () => {
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// 退出路径是"记录与真相不再分叉"的主要保证:进程内监听线程随进程消失,而落盘记录
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// 会留在 running 上。这条接线没有别的行为测试覆盖(注册全局 registry 的用例会互相
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// 打架),所以按本仓既有做法直接钉源码结构。
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const exitBranch =
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/matches!\(event, tauri::RunEvent::Exit\)\s*\{([\s\S]*?)\n {8}\}/u.exec(
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mainSource,
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)?.[1] ?? '';
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expect(exitBranch).toContain('preview::stop_local_game_preview_on_exit');
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});
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it('同一个项目重启预览时,旧预览身份不得收尾新写的 running 记录', () => {
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// record_replaced_preview_stop 只允许在旧预览属于别的项目时调用:同项目重启时它会把
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// 刚写进去的 running 覆盖成 stopped。
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const replaceBranch =
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/let \(preview, previous_preview\) = registry\.set_running\(preview, stop\);([\s\S]*?)\n {4}\}/u.exec(
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previewSource,
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)?.[1] ?? '';
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expect(replaceBranch).toContain('ensure_preview_belongs_to_project');
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expect(replaceBranch).toContain('record_replaced_preview_stop');
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expect(
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replaceBranch.indexOf('ensure_preview_belongs_to_project'),
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).toBeLessThan(replaceBranch.indexOf('record_replaced_preview_stop'));
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});
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});
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