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- api-server 的错误响应改用 attach_request_context 建立的 CURRENT_REQUEST_CONTEXT(tokio task_local),错误 envelope 与成功 envelope 一样带 meta.requestId / meta.operation,脱离请求任务时退回原形状 - 越权隔离脚本新增成功/失败 envelope 断言:修复前错误响应 requestId 为空让断言变红,修复后 23 项 PASS - 媒体链路脚本扩展审核治理段:普通作者不能提交审核动作、更新待审与被拒都不改变在线旧版 URL 与可玩内容、审核结论可在后台追溯,44 项 PASS - 游戏分发里程碑阶段 A 第 6 条、阶段 B 第 1/2 条改为已勾选并写入取证,阶段 B 其余条目列出具体缺口 - decision-log 补记错误 envelope 同一份 meta 与「按可消费取证」两条口径
798 lines
26 KiB
JavaScript
798 lines
26 KiB
JavaScript
// 游戏分发「封面 + 截图」真实链路检查(需要本地 dev 栈 + 真实 OSS 配置)。
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//
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// 用法:
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// E2E_ADMIN_USER=<管理员用户名> E2E_ADMIN_PASSWORD=<管理员密码> \
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// npm run check:game-distribution-media-e2e
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// E2E_API_BASE 可覆盖 api-server 地址(默认 http://127.0.0.1:12401)。
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// E2E_PACKAGE_ZIP 指向一个已经构建好的发行包(根目录含 index.html),例如真实
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// Phaser/Vite 工程 `game/dist/**` 打成的 ZIP;不传时使用脚本内置的最小 fixture。
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// E2E_GAME_TITLE 可覆盖游戏标题,便于在广场里认出这次验证。
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//
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// 覆盖:真实素材直传 OSS → 创建游戏(素材归属校验)→ 创建版本(资料冻结)→ 送审 →
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// 作者回读 frozenMetadata → 待审期间匿名不可见/不可读 → 管理员审核通过 → 公开投影
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// 暴露对象键且不泄露素材 ID → 匿名换签读封面与截图 → 发行网关可直接游玩。
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import { readFile } from 'node:fs/promises';
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import JSZip from 'jszip';
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const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:12401';
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const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' };
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const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim();
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const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? '';
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if (!ADMIN_USER || !ADMIN_PASSWORD) {
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console.error(
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'缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:请用已配置管理员账号的环境变量运行,' +
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'本地栈可先以 GENARRATIVE_ADMIN_USERNAME / GENARRATIVE_ADMIN_PASSWORD 启动 api-server。',
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);
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process.exit(2);
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}
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const COVER_PNG = Buffer.from(
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'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==',
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'base64',
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);
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let failures = 0;
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function check(name, ok, detail = '') {
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if (!ok) failures += 1;
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console.log(
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`${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`,
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);
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}
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async function api(path, options = {}) {
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const { method = 'GET', token, body, headers = {}, binary } = options;
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const finalHeaders = { ...ENVELOPE, ...headers };
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if (token) finalHeaders.Authorization = `Bearer ${token}`;
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let finalBody;
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if (binary) {
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finalBody = binary;
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} else if (body !== undefined) {
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finalHeaders['Content-Type'] = 'application/json';
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finalBody = JSON.stringify(body);
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}
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const response = await fetch(`${API}${path}`, {
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method,
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headers: finalHeaders,
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body: finalBody,
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});
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const text = await response.text();
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let json = null;
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try {
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json = JSON.parse(text);
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} catch {
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json = null;
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}
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return {
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status: response.status,
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json,
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text,
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data: json?.data,
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error: json?.error,
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};
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}
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function stamp() {
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return `${Date.now()}${Math.floor(Math.random() * 1000)}`;
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}
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async function uploadImage(token, kind, id) {
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const bytes = COVER_PNG;
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const fileName = `${kind}-${id}.png`;
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const ticket = await api('/api/assets/direct-upload-tickets', {
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method: 'POST',
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token,
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body: {
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legacyPrefix: 'generated-character-drafts',
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pathSegments: ['game-distribution', kind, id],
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fileName,
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contentType: 'image/png',
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access: 'private',
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maxSizeBytes: bytes.length,
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metadata: { asset_kind: `game_distribution_${kind}` },
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},
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});
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if (ticket.status !== 200) {
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throw new Error(
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`创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`,
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);
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}
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const upload = ticket.data.upload;
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const form = new FormData();
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for (const [key, value] of Object.entries(upload.formFields ?? {})) {
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if (value !== null && value !== undefined) form.append(key, String(value));
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}
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form.append('file', new Blob([bytes], { type: 'image/png' }), fileName);
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const put = await fetch(upload.host, { method: 'POST', body: form });
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if (!put.ok) {
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throw new Error(`直传对象存储失败 ${put.status}`);
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}
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const confirm = await api('/api/assets/objects/confirm', {
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method: 'POST',
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token,
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body: {
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bucket: upload.bucket,
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objectKey: upload.objectKey,
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contentType: 'image/png',
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contentLength: bytes.length,
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assetKind: `game_distribution_${kind}`,
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accessPolicy: 'private',
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entityId: `game-distribution-${kind}`,
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},
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});
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if (confirm.status !== 200) {
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throw new Error(
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`confirm 失败 ${confirm.status} ${confirm.text.slice(0, 300)}`,
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);
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}
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return {
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assetObjectId: confirm.data.assetObject.assetObjectId,
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objectKey: confirm.data.assetObject.objectKey,
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};
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}
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function gameMetadata(overrides = {}) {
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return {
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title: `分发媒体验证 ${stamp().slice(-6)}`,
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summary: '真实链路验证封面与截图冻结',
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description: 'E2E:真实素材直传 + 冻结 + 审核生效',
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category: '益智',
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tags: ['E2E'],
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deviceSupport: { desktop: true, mobile: true, touch: true },
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inputModes: ['keyboard', 'mouse', 'touch'],
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orientation: 'responsive',
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...overrides,
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};
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}
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const externalPackageZip = (process.env.E2E_PACKAGE_ZIP ?? '').trim();
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const gameTitleOverride = (process.env.E2E_GAME_TITLE ?? '').trim();
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/** 返回待发布的发行包字节与条目数:优先使用调用方真实构建产物,否则用内置 fixture。 */
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async function buildZip() {
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if (externalPackageZip) {
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const bytes = await readFile(externalPackageZip);
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const archive = new JSZip();
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const parsed = await archive.loadAsync(bytes);
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const entryNames = Object.keys(parsed.files).filter(
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(name) => !parsed.files[name].dir,
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);
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if (!entryNames.includes('index.html')) {
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throw new Error(
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`E2E_PACKAGE_ZIP 根目录缺少 index.html:${externalPackageZip}`,
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);
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}
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// 真实构建产物(Phaser/Vite 等)资源名带哈希:从包内派生一个资源路径做网关断言。
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const assetPath =
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entryNames.find((name) => /^assets\/.+\.js$/u.test(name)) ??
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entryNames.find((name) => name.endsWith('.js'));
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if (!assetPath) {
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throw new Error(
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`E2E_PACKAGE_ZIP 内没有可断言的 JS 资源:${externalPackageZip}`,
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);
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}
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return {
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bytes: Buffer.from(bytes),
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fileCount: entryNames.length,
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assetPath,
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entryMarker: null,
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};
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}
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const zip = new JSZip();
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zip.file(
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'index.html',
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'<!doctype html><html><head><meta charset="utf-8"><title>E2E 媒体验证</title><script src="assets/app.js"></script></head><body><h1>E2E-MEDIA-OK</h1></body></html>',
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);
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zip.file('assets/app.js', 'document.documentElement.dataset.e2e="media";');
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const bytes = await zip.generateAsync({ type: 'uint8array' });
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return {
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bytes: Buffer.from(bytes),
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fileCount: 2,
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assetPath: 'assets/app.js',
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entryMarker: 'E2E-MEDIA-OK',
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};
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}
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/** 更新版本用的小包:入口里带标记,用来证明在线旧版没有被待审/被拒的新版本替换。 */
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async function buildZipWithMarker(marker) {
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const zip = new JSZip();
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zip.file(
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'index.html',
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`<!doctype html><html><head><meta charset="utf-8"><title>E2E ${marker}</title><script src="assets/app.js"></script></head><body><h1>${marker}</h1></body></html>`,
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);
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zip.file(
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'assets/app.js',
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`document.documentElement.dataset.e2e="${marker}";`,
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);
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const bytes = await zip.generateAsync({ type: 'uint8array' });
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return {
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bytes: Buffer.from(bytes),
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fileCount: 2,
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assetPath: 'assets/app.js',
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entryMarker: marker,
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};
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}
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async function main() {
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// 1. 作者注册
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const phone = `137${String(Date.now()).slice(-8)}`;
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const entry = await api('/api/auth/entry', {
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method: 'POST',
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body: { purePhoneNumber: phone, password: 'GenE2e123!' },
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});
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check(
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'作者注册拿到 token',
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entry.status === 200 && Boolean(entry.data?.token),
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`status=${entry.status}`,
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);
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const author = entry.data.token;
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const otherEntry = await api('/api/auth/entry', {
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method: 'POST',
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body: {
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purePhoneNumber: `138${String(Date.now() + 7).slice(-8)}`,
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password: 'GenE2e123!',
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},
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});
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const another = otherEntry.data.token;
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// 1.1 管理员登录:发布灰度默认关闭,脚本先验证关闭态再为本轮验证开启。
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const adminLogin = await api('/admin/api/login', {
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method: 'POST',
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body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
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});
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check(
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'管理员登录成功',
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adminLogin.status === 200 &&
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Boolean(adminLogin.data?.token ?? adminLogin.data?.accessToken),
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`status=${adminLogin.status}`,
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);
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const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken;
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const setPublishGate = (enabled, rolloutPercent) =>
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api('/admin/api/feature-gates', {
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method: 'PUT',
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token: admin,
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body: {
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gateKey: 'game-distribution:publish',
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enabled,
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rolloutPercent,
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allowUserIds: [],
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allowUserTags: [],
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denyUserIds: [],
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description: 'E2E 发布灰度',
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},
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});
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const gateClosed = await setPublishGate(false, 0);
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check(
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'发布灰度可配置为关闭',
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gateClosed.status === 200,
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`status=${gateClosed.status}`,
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);
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const closedAvailability = await api('/api/runtime/frontend-config', {
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token: author,
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});
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check(
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'灰度关闭时作者拿不到发布入口',
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closedAvailability.data?.gameDistributionPublishEnabled === false,
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`value=${closedAvailability.data?.gameDistributionPublishEnabled}`,
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);
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const closedPublish = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-gate-closed-${Date.now()}` },
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body: gameMetadata({ title: `灰度关闭验证 ${Date.now()}` }),
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});
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check(
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'灰度关闭时写入口 503',
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closedPublish.status === 503,
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`status=${closedPublish.status} code=${closedPublish.error?.code ?? ''}`,
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);
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const gateOpen = await setPublishGate(true, 100);
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check(
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'发布灰度可开启并放量',
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gateOpen.status === 200,
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`status=${gateOpen.status}`,
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);
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const openAvailability = await api('/api/runtime/frontend-config', {
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token: author,
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});
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check(
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'灰度开启后作者拿到发布入口',
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openAvailability.data?.gameDistributionPublishEnabled === true,
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`value=${openAvailability.data?.gameDistributionPublishEnabled}`,
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);
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// 2. 真实素材直传
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const id = stamp();
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const cover = await uploadImage(author, 'cover', id);
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const shot1 = await uploadImage(author, 'screenshot', `${id}-1`);
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const shot2 = await uploadImage(author, 'screenshot', `${id}-2`);
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check(
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'封面素材直传并 confirm',
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Boolean(cover.assetObjectId) &&
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cover.objectKey.includes('game-distribution/cover'),
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cover.objectKey,
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);
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check(
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'截图素材直传并 confirm',
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Boolean(shot1.assetObjectId) && Boolean(shot2.assetObjectId),
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);
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// 3. 服务端校验:缺封面 / 超 6 张 / 素材不存在
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const noCover = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-nocover-${id}` },
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body: gameMetadata({ title: '缺封面验证' }),
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});
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check(
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'缺少封面被拒(400)',
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noCover.status === 400,
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`status=${noCover.status} msg=${noCover.error?.message ?? ''}`,
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);
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const tooMany = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-many-${id}` },
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body: gameMetadata({
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coverAssetId: cover.assetObjectId,
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screenshots: Array.from({ length: 7 }, () => shot1.assetObjectId),
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}),
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});
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check(
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'截图超过 6 张被拒(400)',
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tooMany.status === 400,
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`status=${tooMany.status} msg=${tooMany.error?.message ?? ''}`,
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);
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const ghost = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-ghost-${id}` },
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body: gameMetadata({ coverAssetId: 'asset_not_exists', screenshots: [] }),
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});
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check(
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'不存在的封面素材被拒',
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ghost.status === 400,
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`status=${ghost.status} msg=${ghost.error?.message ?? ''}`,
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);
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// 4. 创建游戏 + 版本(冻结资料)
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const metadata = gameMetadata({
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title: gameTitleOverride || `分发媒体验证 ${id.slice(-6)}`,
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coverAssetId: cover.assetObjectId,
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screenshots: [shot1.assetObjectId, shot2.assetObjectId],
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});
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const created = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-game-${id}` },
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body: metadata,
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});
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check(
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'创建游戏成功',
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created.status === 200 && Boolean(created.data?.id),
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`status=${created.status} ${created.text.slice(0, 200)}`,
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);
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const gameId = created.data.id;
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// 版本级校验用例需要真实的游戏行:用合法素材建一个只用于负面校验的游戏。
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const ghostGame = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-ghostgame-${id}` },
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body: gameMetadata({
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title: `版本级素材校验 ${id.slice(-6)}`,
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coverAssetId: cover.assetObjectId,
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screenshots: [],
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}),
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});
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const gameIdForGhost = ghostGame.data?.id ?? gameId;
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const ghostVersion = await api(
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`/api/game-distribution/games/${gameIdForGhost}/versions`,
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{
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `e2e-ghost-version-${id}` },
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body: {
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packageSha256: 'a'.repeat(64),
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packageBytes: 1024,
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packageFileCount: 1,
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packageEntryPath: 'index.html',
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gameMetadata: gameMetadata({
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coverAssetId: 'asset_not_exists',
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screenshots: [],
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}),
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},
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},
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);
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check(
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'版本冻结时同样拒绝不存在的素材',
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ghostVersion.status >= 400,
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`status=${ghostVersion.status}`,
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);
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const built = await buildZip();
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const zipBytes = built.bytes;
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const crypto = await import('node:crypto');
|
||
const sha256 = crypto.createHash('sha256').update(zipBytes).digest('hex');
|
||
const version = await api(`/api/game-distribution/games/${gameId}/versions`, {
|
||
method: 'POST',
|
||
token: author,
|
||
headers: { 'Idempotency-Key': `e2e-version-${id}` },
|
||
body: {
|
||
packageSha256: sha256,
|
||
packageBytes: zipBytes.length,
|
||
packageFileCount: built.fileCount,
|
||
packageEntryPath: 'index.html',
|
||
gameMetadata: metadata,
|
||
},
|
||
});
|
||
check(
|
||
'创建版本成功',
|
||
version.status === 200 && Boolean(version.data?.versionId),
|
||
`status=${version.status} ${version.text.slice(0, 200)}`,
|
||
);
|
||
const versionId = version.data.versionId;
|
||
|
||
const uploadPackage = await api(
|
||
`/api/game-distribution/versions/${versionId}/package`,
|
||
{
|
||
method: 'PUT',
|
||
token: author,
|
||
headers: {
|
||
'Idempotency-Key': `e2e-upload-${id}`,
|
||
'Content-Type': 'application/zip',
|
||
},
|
||
binary: zipBytes,
|
||
},
|
||
);
|
||
check(
|
||
'上传发行包成功',
|
||
uploadPackage.status === 200 && uploadPackage.data?.status === 'uploaded',
|
||
`status=${uploadPackage.status}`,
|
||
);
|
||
|
||
const submitted = await api(
|
||
`/api/game-distribution/versions/${versionId}/submit`,
|
||
{
|
||
method: 'POST',
|
||
token: author,
|
||
headers: { 'Idempotency-Key': `e2e-submit-${id}` },
|
||
body: {
|
||
expectedPublicationRevision: created.data.publicationRevision ?? 0,
|
||
},
|
||
},
|
||
);
|
||
check(
|
||
'送审成功(202 + pending_review)',
|
||
submitted.status === 202 &&
|
||
submitted.data?.version?.status === 'pending_review',
|
||
`status=${submitted.status} ${submitted.text.slice(0, 200)}`,
|
||
);
|
||
|
||
// 版本冻结前仍要复核素材归属:换成别人的封面素材必须被拒。
|
||
const foreign = await api('/api/game-distribution/games', {
|
||
method: 'POST',
|
||
token: another,
|
||
headers: { 'Idempotency-Key': `e2e-foreign-game-${id}` },
|
||
body: gameMetadata({
|
||
title: `他人素材验证 ${id.slice(-6)}`,
|
||
coverAssetId: cover.assetObjectId,
|
||
screenshots: [],
|
||
}),
|
||
});
|
||
check(
|
||
'借用他人封面素材创建游戏被拒',
|
||
foreign.status === 403 || foreign.status === 400,
|
||
`status=${foreign.status} msg=${foreign.error?.message ?? ''}`,
|
||
);
|
||
|
||
// 5. 作者回读版本:冻结资料带回素材 ID
|
||
const readback = await api(`/api/game-distribution/versions/${versionId}`, {
|
||
token: author,
|
||
});
|
||
const frozen = readback.data?.version?.frozenMetadata;
|
||
check(
|
||
'作者回读拿到 frozenMetadata',
|
||
Boolean(frozen),
|
||
`status=${readback.status}`,
|
||
);
|
||
check(
|
||
'冻结资料保留封面素材 ID',
|
||
frozen?.coverAssetId === cover.assetObjectId,
|
||
String(frozen?.coverAssetId),
|
||
);
|
||
check(
|
||
'冻结资料保留截图素材 ID 顺序',
|
||
Array.isArray(frozen?.screenshots) &&
|
||
frozen.screenshots[0]?.assetId === shot1.assetObjectId &&
|
||
frozen.screenshots[1]?.assetId === shot2.assetObjectId,
|
||
);
|
||
check(
|
||
'冻结资料对象键由服务端派生',
|
||
frozen?.coverObjectKey === cover.objectKey,
|
||
String(frozen?.coverObjectKey),
|
||
);
|
||
|
||
// 6. 待审期间:公开目录不可见,匿名读封面被拒
|
||
const catalogBefore = await api('/api/game-distribution/games');
|
||
check(
|
||
'待审期间公开目录不含该游戏',
|
||
!(catalogBefore.data?.games ?? []).some((game) => game.id === gameId),
|
||
);
|
||
const readBefore = await api(
|
||
`/api/assets/read-url?objectKey=${encodeURIComponent(cover.objectKey)}`,
|
||
);
|
||
check(
|
||
'未公开游戏的封面没有匿名读授权',
|
||
readBefore.status >= 400,
|
||
`status=${readBefore.status}`,
|
||
);
|
||
|
||
// 7. 管理员审核通过(发行入口由服务端按部署模板与 gameId 派生;管理员 token 在步骤 1.1 已取得)
|
||
const approved = await api(
|
||
`/admin/api/game-distribution/versions/${versionId}/review`,
|
||
{
|
||
method: 'POST',
|
||
token: admin,
|
||
headers: { 'Idempotency-Key': `e2e-approve-${id}` },
|
||
body: {
|
||
decision: 'approve',
|
||
expectedPublicationRevision: readback.data.version.publicationRevision,
|
||
},
|
||
},
|
||
);
|
||
check(
|
||
'管理员审核通过',
|
||
approved.status === 200,
|
||
`status=${approved.status} ${approved.text.slice(0, 250)}`,
|
||
);
|
||
|
||
// 8. 公开目录:封面/截图对象键生效
|
||
const catalogAfter = await api('/api/game-distribution/games');
|
||
const publishedGame = (catalogAfter.data?.games ?? []).find(
|
||
(game) => game.id === gameId,
|
||
);
|
||
check('公开目录返回该游戏', Boolean(publishedGame));
|
||
check(
|
||
'审核通过后发行入口由服务端派生为平台同源路径',
|
||
publishedGame?.currentVersion?.entryUrl === `/games/${gameId}/`,
|
||
String(publishedGame?.currentVersion?.entryUrl),
|
||
);
|
||
check(
|
||
'公开投影带封面对象键',
|
||
publishedGame?.coverObjectKey === cover.objectKey,
|
||
String(publishedGame?.coverObjectKey),
|
||
);
|
||
check(
|
||
'公开投影带截图对象键',
|
||
Array.isArray(publishedGame?.screenshots) &&
|
||
publishedGame.screenshots[0] === shot1.objectKey,
|
||
JSON.stringify(publishedGame?.screenshots ?? []),
|
||
);
|
||
check(
|
||
'公开投影不泄露素材 ID',
|
||
!JSON.stringify(publishedGame ?? {}).includes(cover.assetObjectId),
|
||
);
|
||
|
||
// 9. 匿名读授权:封面与截图都能换签名地址
|
||
const coverRead = await api(
|
||
`/api/assets/read-url?objectKey=${encodeURIComponent(cover.objectKey)}`,
|
||
);
|
||
check(
|
||
'匿名可读已公开游戏封面',
|
||
coverRead.status === 200 &&
|
||
Boolean(coverRead.data?.read?.signedUrl ?? coverRead.data?.signedUrl),
|
||
`status=${coverRead.status}`,
|
||
);
|
||
const shotRead = await api(
|
||
`/api/assets/read-url?objectKey=${encodeURIComponent(shot1.objectKey)}`,
|
||
);
|
||
check(
|
||
'匿名可读已公开游戏截图',
|
||
shotRead.status === 200 &&
|
||
Boolean(shotRead.data?.read?.signedUrl ?? shotRead.data?.signedUrl),
|
||
`status=${shotRead.status}`,
|
||
);
|
||
|
||
// 10. 发行网关可直接玩
|
||
const release = await fetch(
|
||
`${API}/api/game-distribution/releases/${gameId}/index.html`,
|
||
);
|
||
const releaseBody = await release.text();
|
||
const entryOk =
|
||
release.status === 200 &&
|
||
/<html|<!doctype html/iu.test(releaseBody) &&
|
||
(built.entryMarker === null || releaseBody.includes(built.entryMarker));
|
||
check(
|
||
'发行网关返回游戏入口',
|
||
entryOk,
|
||
`status=${release.status} bytes=${releaseBody.length}`,
|
||
);
|
||
check(
|
||
'发行入口带 nosniff',
|
||
release.headers.get('x-content-type-options') === 'nosniff',
|
||
);
|
||
const releaseAsset = await fetch(
|
||
`${API}/api/game-distribution/releases/${gameId}/${built.assetPath}`,
|
||
);
|
||
const assetBody = await releaseAsset.arrayBuffer();
|
||
check(
|
||
'发行网关返回包内资源',
|
||
releaseAsset.status === 200 && assetBody.byteLength > 0,
|
||
`status=${releaseAsset.status} path=${built.assetPath} bytes=${assetBody.byteLength}`,
|
||
);
|
||
|
||
// 11. 审核治理:普通作者不能提交审核动作;更新待审 / 更新被拒都不改变在线旧版
|
||
const authorReview = await api(
|
||
`/admin/api/game-distribution/versions/${versionId}/review`,
|
||
{
|
||
method: 'POST',
|
||
token: author,
|
||
headers: { 'Idempotency-Key': `e2e-author-review-${id}` },
|
||
body: { decision: 'approve', expectedPublicationRevision: 0 },
|
||
},
|
||
);
|
||
check(
|
||
'普通作者不能提交审核动作',
|
||
authorReview.status === 401 || authorReview.status === 403,
|
||
`status=${authorReview.status} code=${authorReview.error?.code ?? ''}`,
|
||
);
|
||
|
||
const builtV2 = await buildZipWithMarker('E2E-V2-OK');
|
||
const sha256V2 = crypto
|
||
.createHash('sha256')
|
||
.update(builtV2.bytes)
|
||
.digest('hex');
|
||
const versionV2 = await api(
|
||
`/api/game-distribution/games/${gameId}/versions`,
|
||
{
|
||
method: 'POST',
|
||
token: author,
|
||
headers: { 'Idempotency-Key': `e2e-v2-version-${id}` },
|
||
body: {
|
||
packageSha256: sha256V2,
|
||
packageBytes: builtV2.bytes.length,
|
||
packageFileCount: builtV2.fileCount,
|
||
packageEntryPath: 'index.html',
|
||
gameMetadata: metadata,
|
||
},
|
||
},
|
||
);
|
||
const versionIdV2 = versionV2.data?.versionId;
|
||
check(
|
||
'已公开游戏可以创建更新版本',
|
||
versionV2.status === 200 && Boolean(versionIdV2),
|
||
`status=${versionV2.status}`,
|
||
);
|
||
const uploadV2 = await api(
|
||
`/api/game-distribution/versions/${versionIdV2}/package`,
|
||
{
|
||
method: 'PUT',
|
||
token: author,
|
||
headers: {
|
||
'Idempotency-Key': `e2e-v2-upload-${id}`,
|
||
'Content-Type': 'application/zip',
|
||
},
|
||
binary: builtV2.bytes,
|
||
},
|
||
);
|
||
const submitV2 = await api(
|
||
`/api/game-distribution/versions/${versionIdV2}/submit`,
|
||
{
|
||
method: 'POST',
|
||
token: author,
|
||
headers: { 'Idempotency-Key': `e2e-v2-submit-${id}` },
|
||
body: {
|
||
expectedPublicationRevision: publishedGame?.publicationRevision ?? 0,
|
||
},
|
||
},
|
||
);
|
||
check(
|
||
'更新版本上传并送审后进入待审',
|
||
uploadV2.status === 200 && submitV2.status === 202,
|
||
`upload=${uploadV2.status} submit=${submitV2.status}`,
|
||
);
|
||
|
||
const reviewQueue = await api('/admin/api/game-distribution/reviews', {
|
||
token: admin,
|
||
});
|
||
const pendingEntry = (reviewQueue.data?.entries ?? []).find(
|
||
(entry) => entry.versionId === versionIdV2,
|
||
);
|
||
check(
|
||
'管理员能看到真实待审条目',
|
||
pendingEntry?.status === 'pending_review',
|
||
`status=${pendingEntry?.status ?? 'missing'}`,
|
||
);
|
||
|
||
const detailWhilePending = await api(
|
||
`/api/game-distribution/games/${gameId}`,
|
||
);
|
||
check(
|
||
'更新待审期间公开详情仍指向在线旧版',
|
||
detailWhilePending.data?.currentVersion?.sha256 === sha256,
|
||
`sha=${String(detailWhilePending.data?.currentVersion?.sha256).slice(0, 12)} v1=${sha256.slice(0, 12)}`,
|
||
);
|
||
const releaseWhilePending = await fetch(
|
||
`${API}/api/game-distribution/releases/${gameId}/index.html`,
|
||
);
|
||
const releaseWhilePendingBody = await releaseWhilePending.text();
|
||
check(
|
||
'更新待审期间发行网关仍服务旧版内容',
|
||
releaseWhilePending.status === 200 &&
|
||
!releaseWhilePendingBody.includes('E2E-V2-OK') &&
|
||
(built.entryMarker === null ||
|
||
releaseWhilePendingBody.includes(built.entryMarker)),
|
||
`status=${releaseWhilePending.status}`,
|
||
);
|
||
|
||
const rejectedV2 = await api(
|
||
`/admin/api/game-distribution/versions/${versionIdV2}/review`,
|
||
{
|
||
method: 'POST',
|
||
token: admin,
|
||
headers: { 'Idempotency-Key': `e2e-v2-reject-${id}` },
|
||
body: {
|
||
decision: 'reject',
|
||
expectedPublicationRevision:
|
||
detailWhilePending.data?.publicationRevision ?? 0,
|
||
reviewReason: 'E2E 拒绝原因',
|
||
},
|
||
},
|
||
);
|
||
check(
|
||
'管理员可以拒绝更新版本并留下原因',
|
||
rejectedV2.status === 200 &&
|
||
rejectedV2.data?.version?.status === 'rejected' &&
|
||
rejectedV2.data?.version?.reviewReason === 'E2E 拒绝原因',
|
||
`status=${rejectedV2.status} versionStatus=${rejectedV2.data?.version?.status ?? ''} reason=${rejectedV2.data?.version?.reviewReason ?? ''}`,
|
||
);
|
||
|
||
const detailAfterReject = await api(`/api/game-distribution/games/${gameId}`);
|
||
const releaseAfterReject = await fetch(
|
||
`${API}/api/game-distribution/releases/${gameId}/index.html`,
|
||
);
|
||
const releaseAfterRejectBody = await releaseAfterReject.text();
|
||
check(
|
||
'更新被拒后公开 URL 与可玩内容仍是旧版',
|
||
detailAfterReject.data?.currentVersion?.sha256 === sha256 &&
|
||
releaseAfterReject.status === 200 &&
|
||
!releaseAfterRejectBody.includes('E2E-V2-OK'),
|
||
`status=${releaseAfterReject.status} sha=${String(detailAfterReject.data?.currentVersion?.sha256).slice(0, 12)}`,
|
||
);
|
||
|
||
const adminGamesAfterReject = await api(
|
||
'/admin/api/game-distribution/games',
|
||
{ token: admin },
|
||
);
|
||
const adminGameAfterReject = (adminGamesAfterReject.data?.games ?? []).find(
|
||
(game) => game.gameId === gameId,
|
||
);
|
||
const adminVersionAfterReject = (adminGameAfterReject?.versions ?? []).find(
|
||
(version) => version.versionId === versionIdV2,
|
||
);
|
||
check(
|
||
'审核结论可在后台追溯(status / reviewReason / reviewedAt 都在版本行上)',
|
||
adminVersionAfterReject?.status === 'rejected' &&
|
||
adminVersionAfterReject?.reviewReason === 'E2E 拒绝原因' &&
|
||
Boolean(adminVersionAfterReject?.reviewedAt),
|
||
`status=${adminVersionAfterReject?.status ?? 'missing'} reviewedAt=${adminVersionAfterReject?.reviewedAt ?? ''}`,
|
||
);
|
||
|
||
console.log(`\n结果:${failures === 0 ? '全部通过' : `${failures} 项失败`}`);
|
||
process.exitCode = failures === 0 ? 0 : 1;
|
||
}
|
||
|
||
main().catch((error) => {
|
||
console.error('E2E 脚本异常:', error);
|
||
process.exitCode = 1;
|
||
});
|