Files
Genarrative/apps/ai-game-creator-shell/tests/sessionPreview.test.ts
suzmii 2a2e4c1cea 按 review 修:动画在途拦截、样式守卫扩到三面板、窄屏差异显式放行、用例不再依赖 cwd
- 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
2026-09-21 01:23:35 +08:00

208 lines
7.0 KiB
TypeScript

import { readFileSync } from 'node:fs';
import { describe, expect, it, vi } from 'vitest';
import type { GameCreationAppPreviewState } from '../../../packages/shared/src/contracts/gameCreationApp';
import { resolveSessionPreviewOnProjectOpen } from '../src/features/app-shell/sessionPreview';
import { repoPath } from './repoPath';
const projectPath = '/tmp/session-preview-project';
function createInvoke(
responses: Record<string, unknown>,
calls: Array<[string, Record<string, unknown> | undefined]> = [],
) {
return vi.fn(async (command: string, args?: Record<string, unknown>) => {
calls.push([command, args]);
if (!(command in responses)) {
throw new Error(`unexpected invoke ${command}`);
}
return responses[command];
});
}
describe('进入项目时的预览活体核验', () => {
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 () => {
const calls: Array<[string, Record<string, unknown> | undefined]> = [];
const invoke = createInvoke(
{
get_local_game_preview_status: {
status: 'stopped',
url: null,
port: null,
root: null,
},
stop_local_game_preview: {
status: 'stopped',
url: null,
port: null,
root: null,
},
},
calls,
);
const resolution = await resolveSessionPreviewOnProjectOpen({
invoke,
projectPath,
recordedPreview: {
status: 'running',
url: 'http://127.0.0.1:4173/',
port: 4173,
},
});
// 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)。
expect(resolution.sessionPreview).toBeNull();
// 落盘记录被判陈旧,会话 manifest 立刻按真相投影。
expect(resolution.manifestPreviewPatch).toEqual({ status: 'stopped' });
expect(calls).toEqual([
['get_local_game_preview_status', { projectPath }],
['stop_local_game_preview', { projectPath }],
]);
});
it('registry 确实在跑时只认活体,且不写落盘记录', async () => {
const calls: Array<[string, Record<string, unknown> | undefined]> = [];
const invoke = createInvoke(
{
get_local_game_preview_status: {
status: 'running',
url: 'http://127.0.0.1:5210/',
port: 5210,
root: projectPath,
},
},
calls,
);
const resolution = await resolveSessionPreviewOnProjectOpen({
invoke,
projectPath,
// 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。
recordedPreview: { status: 'stopped' },
});
expect(resolution.sessionPreview).toEqual({
status: 'running',
url: 'http://127.0.0.1:5210/',
port: 5210,
});
expect(resolution.manifestPreviewPatch).toBeNull();
expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
});
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 () => {
const calls: Array<[string, Record<string, unknown> | undefined]> = [];
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
calls.push([command, args]);
if (command === 'get_local_game_preview_status') {
throw new Error('需要在陶泥儿客户端内运行');
}
return { status: 'stopped', url: null, port: null, root: null };
},
);
const resolution = await resolveSessionPreviewOnProjectOpen({
invoke,
projectPath,
recordedPreview: {
status: 'running',
url: 'http://127.0.0.1:4173/',
port: 4173,
},
});
// 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。
expect(resolution).toEqual({
sessionPreview: null,
manifestPreviewPatch: null,
});
// 关键:不许发 stop_local_game_preview —— 它按项目停的是活体预览,
// 读失败时发出去会把真正在跑的预览一起停掉。
expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
});
it('记录本来就不是 running 时只读活体,不发多余的停止命令', async () => {
const calls: Array<[string, Record<string, unknown> | undefined]> = [];
const invoke = createInvoke(
{
get_local_game_preview_status: {
status: 'stopped',
url: null,
port: null,
root: null,
},
},
calls,
);
const stoppedRecord: GameCreationAppPreviewState = { status: 'stopped' };
const resolution = await resolveSessionPreviewOnProjectOpen({
invoke,
projectPath,
recordedPreview: stoppedRecord,
});
expect(resolution).toEqual({
sessionPreview: null,
manifestPreviewPatch: null,
});
expect(calls).toEqual([['get_local_game_preview_status', { projectPath }]]);
});
it('没有 invoke(浏览器里跑)时不做任何请求', async () => {
const resolution = await resolveSessionPreviewOnProjectOpen({
invoke: null,
projectPath,
recordedPreview: {
status: 'running',
url: 'http://127.0.0.1:4173/',
port: 4173,
},
});
expect(resolution).toEqual({
sessionPreview: null,
manifestPreviewPatch: null,
});
});
});
describe('本地预览记录的生命周期(Rust 侧结构性守卫)', () => {
const mainSource = readFileSync(
repoPath('apps/ai-game-creator-shell/src-tauri/src/main.rs'),
'utf8',
);
const previewSource = readFileSync(
repoPath('apps/ai-game-creator-shell/src-tauri/src/preview.rs'),
'utf8',
);
it('客户端退出的 RunEvent::Exit 分支必须接上预览收尾', () => {
// 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
// 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
// 打架),所以按本仓既有做法直接钉源码结构。
const exitBranch =
/matches!\(event, tauri::RunEvent::Exit\)\s*\{([\s\S]*?)\n {8}\}/u.exec(
mainSource,
)?.[1] ?? '';
expect(exitBranch).toContain('preview::stop_local_game_preview_on_exit');
});
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', () => {
// 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
// 刚写进去的 running 覆盖成 stopped。
const replaceBranch =
/let \(preview, previous_preview\) = registry\.set_running\(preview, stop\);([\s\S]*?)\n {4}\}/u.exec(
previewSource,
)?.[1] ?? '';
expect(replaceBranch).toContain('ensure_preview_belongs_to_project');
expect(replaceBranch).toContain('record_replaced_preview_stop');
expect(
replaceBranch.indexOf('ensure_preview_belongs_to_project'),
).toBeLessThan(replaceBranch.indexOf('record_replaced_preview_stop'));
});
});