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- 首页输入框下方与项目组页面头部那行状态栏退役:status 不再由页面渲染,统一由外壳浮层承载(WorkspaceLauncher 合成粘性状态与一次性提示,渲染 notice ?? statusNotice) - 进行中进度与失败结论走粘性浮层(sticky: true,不自动收起,切页回来仍可见);成功与取消回显走一次性浮层(成功/取消 2.6 秒、失败 6 秒收起),一次性提示优先显示,收起后粘性状态继续显示 - 粘性状态只挂首页与项目组两个页面,进项目工作台、模板库、帮助页不再飘在界面上;运行/预览提示与取消回显不受该限制 - RunNoticeToast/RunNotice 更名为 LauncherNoticeToast/LauncherNotice,新增 sticky 与 neutral 色调,挂点改为 data-launcher-notice-toast,长文案容器限宽 min(680px, 100vw - 2rem) 并换行 - 收起回调只从 ref 读,不再写进 effect 依赖:此前外壳每次重渲染都会换一个内联箭头函数,把收起计时重新起算,长驻页面上的提示可能永远收不回去 - useHomeProjectCreation 三处取消(非空文件夹确认弹窗、打开项目选目录、新建项目选目录)改为清空状态并弹一次性浮层回显「已取消」,不再往页面上那行写文字 - 删除 HomeView 的 status prop 与状态行节点、ProjectsPage 的 status prop 与 .launcher-project-page-status 节点及对应 CSS 规则 - launcherNoticeToast 用例补粘性不收起、父组件重渲染不重新计时、取消回显短时收起;launcherNoticeShellWiring 用例补进行中状态与取消回显都只走浮层、首页不留那一行、粘性状态不进项目工作台 - appSurface/home.suite 三处取消断言改断浮层挂点;homeWebPreflight 与 designProjectRestore 的 hook 夹具补 showTransientNotice - 技术方案与 decision-log 记录该口径与边界:首页带按钮的「已创建的工作区」提示仍留在页面上
84 lines
3.0 KiB
TypeScript
84 lines
3.0 KiB
TypeScript
// @vitest-environment jsdom
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import { act, cleanup, renderHook } from '@testing-library/react';
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import { afterEach, expect, it, vi } from 'vitest';
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import { createGameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
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import { useHomeProjectCreation } from '../src/features/app-shell/useHomeProjectCreation';
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afterEach(() => {
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cleanup();
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delete window.__TAURI__;
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});
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const projectPath = 'C:/test/design-project';
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const manifest = createGameCreationAppManifest('test-project', '策划项目');
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function setup(invoke: ReturnType<typeof vi.fn>) {
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window.__TAURI__ = { core: { invoke } } as unknown as typeof window.__TAURI__;
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return renderHook(() =>
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useHomeProjectCreation({
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setStatus: vi.fn(),
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showTransientNotice: vi.fn(),
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setLauncherView: vi.fn(),
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setAgentChatProjectPath: vi.fn(),
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rememberRecentWorkspace: vi.fn(),
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}),
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);
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}
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it.each(['design', 'game', null] as const)(
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'restores %s before publishing the project context',
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async (mode) => {
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let resolveMode!: (value: { activeRuntime: string } | null) => void;
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const modePromise = new Promise<{ activeRuntime: string } | null>(
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(resolve) => {
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resolveMode = resolve;
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},
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);
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const invoke = vi.fn(async (command: string) => {
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if (command === 'inspect_local_project_directory')
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return { exists: true, isDirectory: true, isGameCreatorProject: true };
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if (command === 'get_local_game_manifest') return manifest;
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if (command === 'get_local_game_project_revision') return { revision: 1 };
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if (command === 'get_design_agent_runtime_mode') return modePromise;
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throw new Error(command);
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});
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const { result } = setup(invoke);
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let opening!: Promise<void>;
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await act(async () => {
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opening = result.current.openProject(projectPath, 'open');
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});
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expect(result.current.currentProjectContext).toBeNull();
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await act(async () => {
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resolveMode(mode ? { activeRuntime: mode } : null);
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await opening;
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});
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expect(result.current.currentProjectContext?.startMode).toBe(
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mode === 'design' ? 'planning' : null,
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);
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},
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);
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it('persists design mode before entering a newly created planning project', async () => {
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const invoke = vi.fn(async (command: string) => {
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if (command === 'create_automatic_local_game_project')
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return { projectPath, manifest };
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if (command === 'set_design_agent_runtime_mode')
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return { activeRuntime: 'design' };
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if (command === 'get_local_game_project_revision') return { revision: 1 };
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throw new Error(command);
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});
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const { result } = setup(invoke);
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await act(async () => {
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await result.current.createHomeDraftAutomatically(
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{ creationType: 'game', prompt: '测试', attachments: [] },
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'planning',
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);
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});
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expect(invoke).toHaveBeenCalledWith('set_design_agent_runtime_mode', {
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projectPath,
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activeRuntime: 'design',
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});
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expect(result.current.currentProjectContext?.startMode).toBe('planning');
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});
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