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AGC 原有插件系统无法直接操作已打开的 Unity Editor。本变更增加内置 `agc-unity-editor`,在 Windows x64 / Unity Mono 上支持当前项目探测、连接与 C# 执行,不向 Unity 工程安装 UPM 桥接包。 ## 主要变更 - 固定复用 DotCraft.Unity 0.4.3 的 Attach 核心,提供自包含 .NET helper,保留上游许可证、来源及修改记录。 - GUI、Runtime、DirectProject 共用 Runner 执行服务;补齐项目身份、并发、总期限、回执确认与持久不确定状态阻断。 - 现有打开项目入口支持 Unity,按项目类型及开关暴露插件和 Agent 工具。 - Windows 构建准备 helper 并随包分发;插件 JS/Rust 测试接入现有 CI 组,Jenkins 增加 .NET 10 工具链预检。 ## 验证 - .NET helper 27 项测试、自包含发布及最小环境协议 smoke 通过。 - Unity 6000.3.7f1 实机验证通过:连接、C# 执行、编译错误修复、断连重连、Domain Reload 后重新握手;真实 Runner 的 ACK、并发拒绝和跨重启阻断通过。 - 宿主 Unity、PluginHost、Cocos、MCP、工具目录与引擎识别定向回归通过;前端类型检查、插件 JS/Rust、CI 配置、格式、编码和文档门禁通过。 Linux CI 不代替 Windows helper/实机验证;发行安装包 UI smoke、其它 Unity 版本和 Unity CoreCLR 未验证。Unity 演示工程中的场景和组件已撤销,不在此 PR 范围内。 --------- Co-authored-by: kdletters <61648117+kdletters@users.noreply.github.com> Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/423
87 lines
2.8 KiB
TypeScript
87 lines
2.8 KiB
TypeScript
// @vitest-environment jsdom
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import { act, renderHook } from '@testing-library/react';
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import { afterEach, expect, test, vi } from 'vitest';
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import { createGameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
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import { buildRecentProjectRows } from '../src/features/app-shell/model';
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import { useHomeProjectCreation } from '../src/features/app-shell/useHomeProjectCreation';
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afterEach(() => {
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delete window.__TAURI__;
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});
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test.each([false, true])(
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'Unity 项目通过现有工作台打开,已有元数据=%s',
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async (initialized) => {
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const projectPath = 'C:/projects/unity';
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const manifest = createGameCreationAppManifest(
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'unity-project',
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'Unity 项目',
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);
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const directory = {
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projectPath,
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exists: true,
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isDirectory: true,
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isGameCreatorProject: initialized,
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isGodotProject: false,
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godotProjectRoot: null,
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isCocosProject: false,
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isUnityProject: true,
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unityProjectRoot: '.',
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projectName: 'Unity 项目',
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recentRunStatus: null,
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recentRunStopReason: null,
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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') return directory;
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if (command === 'import_local_unity_project')
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return { projectPath, manifest };
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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: 0 };
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if (command === 'get_design_agent_runtime_mode')
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return { activeRuntime: 'game' };
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throw new Error(`意外调用:${command}`);
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});
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window.__TAURI__ = { core: { invoke } };
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const setLauncherView = vi.fn();
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const { result } = renderHook(() =>
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useHomeProjectCreation({
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setStatus: vi.fn(),
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setLauncherView,
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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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await act(() => result.current.openProject(projectPath, 'open'));
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expect(result.current.currentProjectContext).toMatchObject({
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projectPath,
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projectKind: 'unity',
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manifest,
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startMode: null,
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initialPrompt: '',
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});
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expect(setLauncherView).toHaveBeenCalledWith('project-development');
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expect(
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invoke.mock.calls.some(
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([command]) => command === 'init_local_game_project',
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),
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).toBe(false);
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expect(
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invoke.mock.calls.some(
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([command]) => command === 'import_local_unity_project',
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),
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).toBe(!initialized);
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expect(
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buildRecentProjectRows(
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[projectPath],
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{ [projectPath]: directory },
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false,
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)[0],
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).toMatchObject({
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projectKind: 'unity',
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canOpen: true,
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status: initialized ? '本地项目' : '可导入',
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});
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},
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);
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