0a8debef56
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- 保留 master 的 DirectProject / ProjectChat 重构与测试重组:原 appSurface 的 project-commands / project-preview / supervisor-runtime 三个 suite 已被 master 删除,接受删除并把相关断言重写到 tests/previewActivation.test.tsx 等新用例 - 本分支改动重放到 master 结构:运行与预览成功的反馈改走 onRunNotice toast(带 tone),对话区不再写过程提示 - 运行页顶栏统一:预览地址改成「在浏览器打开」按钮,版本入口搬进同一动作区复用同一套按钮皮,状态行与预览地址小字退役 - 生成任务入口、面板与锚点不在运行页渲染,placement 里的 run 档一并删除 - 手工合并 App.tsx / WorkspaceLauncher.tsx / model.ts / check-config.mjs / decision-log / pitfalls,并把两条决策记录与一条排障记录补进 master 版本文档
360 lines
11 KiB
TypeScript
360 lines
11 KiB
TypeScript
import type { ComponentType } from 'react';
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import type { AuthUser } from '../../../../../packages/shared/src/contracts/auth';
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import type {
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GameCreationAppManifest,
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GameCreationAppPreviewState,
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} from '../../../../../packages/shared/src/contracts/gameCreationApp';
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import type {
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ChatMessage,
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LauncherImportedAttachment,
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LocalProjectDirectoryStatus,
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LocalProjectKind,
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} from '../../app/types';
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import type { HomeCreationType } from '../../view/home';
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import type { LauncherView } from '../../view/layout';
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import type {
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ProjectAgentResultSummary,
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ProjectAgentRuntimeSummary,
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} from '../../view/project-development';
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import type { ProjectManifestSnapshotMetadata } from '../../view/project-development/projectResourceLiveUpdateModel';
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import {
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isAbsoluteProjectPath,
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projectPathHasControlCharacter,
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} from '../project-summary/projectSummary';
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const RECENT_WORKSPACES_STORAGE_KEY =
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'genarrative-ai-game-creator.recent-workspaces.v1';
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const PROJECT_CREATION_DIRECTORY_STORAGE_KEY =
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'genarrative-ai-game-creator.project-creation-directory.v1';
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export type WorkspaceLauncherProps = {
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currentUser: AuthUser;
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onLogout: () => void;
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initialView?: LauncherView;
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};
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/**
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* 运行 / 预览类动作的一次性浮层提示。
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*
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* `tone` 只区分观感(成功绿 / 失败红),文案由发出方给出:运行成功、切到运行视图、
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* 在浏览器打开失败都走这一条通道。
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*/
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export type ProjectRunNotice = {
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message: string;
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tone?: 'success' | 'error';
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};
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export type ProjectChatComponentProps = {
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initialProjectPath?: string;
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initialProjectManifest?: GameCreationAppManifest;
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initialProjectKind?: LocalProjectKind;
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initialPlanningPrompt?: string;
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initialPlanningPromptClaimScope?: string;
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initialCreationType?: HomeCreationType | null;
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initialAttachments?: LauncherImportedAttachment[];
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/** 策划文件导入工作区的进行态:导入期间工作台壳暂缓切换游戏运行态。 */
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onDesignFilesImportingChange?: (
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projectPath: string,
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importing: boolean,
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) => void;
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planningStartMode?: boolean;
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/**
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* C7 当前游戏版本:由工作台壳持有,策划聊天里的 `@` 面板按它切「当前版本素材」。
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* `null` 表示回退到 manifest 中最新的版本。
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*/
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activeVersionId?: string | null;
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playRequest?: {
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projectPath: string;
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requestId: number;
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} | null;
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onPlayRequestHandled?: (requestId: number) => void;
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onManifestChange?: (
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projectPath: string,
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manifest: GameCreationAppManifest,
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metadata?: ProjectManifestSnapshotMetadata,
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) => void;
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onPreviewChange?: (preview: GameCreationAppPreviewState | null) => void;
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/**
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* 运行 / 预览类动作的一次性浮层提示。
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*
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* 「跑起来了」「已切到运行视图」「在浏览器打开失败」属于过程反馈,不进对话区——
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* 对话区只保留对话内容。工作台壳收到后弹 toast,`tone` 决定成功还是失败观感。
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*/
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onRunNotice?: (notice: ProjectRunNotice) => void;
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onAgentRuntimeSummariesChange?: (
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summaries: ProjectAgentRuntimeSummary[],
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) => void;
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onAgentResultsChange?: (results: ProjectAgentResultSummary[]) => void;
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onSwitchToGameRuntime?: (projectPath: string) => Promise<void>;
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};
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export type WorkspaceLauncherShellProps = WorkspaceLauncherProps & {
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ProjectChat: ComponentType<ProjectChatComponentProps>;
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};
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export type RecentProjectRow = {
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path: string;
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name: string;
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status: string;
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projectKind: 'web' | 'cocos' | 'unity' | 'ue' | 'godot' | 'unknown';
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cocosProjectRoot: string | null;
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godotProjectRoot: string | null;
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modifiedAt: number | null;
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recentRunStatus: string | null;
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recentRunStopReason: string | null;
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canReveal: boolean;
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canOpen: boolean;
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};
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export type LauncherNotice = {
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title: string;
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message: string;
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};
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function normalizeRecentWorkspaceList(values: unknown[]) {
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const recent: string[] = [];
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for (const value of values) {
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if (typeof value !== 'string') {
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continue;
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}
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const workspace = value.trim();
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if (
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!workspace ||
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!isAbsoluteProjectPath(workspace) ||
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recent.includes(workspace)
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) {
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continue;
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}
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recent.push(workspace);
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if (recent.length >= 8) {
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break;
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}
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}
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return recent;
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}
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export function readRecentWorkspaces() {
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try {
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const raw = window.localStorage.getItem(RECENT_WORKSPACES_STORAGE_KEY);
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const parsed: unknown = raw ? JSON.parse(raw) : [];
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return Array.isArray(parsed) ? normalizeRecentWorkspaceList(parsed) : [];
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} catch {
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return [];
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}
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}
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export function writeRecentWorkspace(path: string) {
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const recent = normalizeRecentWorkspaceList([
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path,
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...readRecentWorkspaces(),
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]);
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try {
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window.localStorage.setItem(
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RECENT_WORKSPACES_STORAGE_KEY,
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JSON.stringify(recent),
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);
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} catch {
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// WebView storage can be unavailable in restricted test shells.
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}
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return recent;
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}
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export function removeRecentWorkspace(path: string) {
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const trimmedPath = path.trim();
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const recent = readRecentWorkspaces().filter(
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(workspace) => workspace !== trimmedPath,
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);
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try {
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if (recent.length > 0) {
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window.localStorage.setItem(
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RECENT_WORKSPACES_STORAGE_KEY,
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JSON.stringify(recent),
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);
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} else {
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window.localStorage.removeItem(RECENT_WORKSPACES_STORAGE_KEY);
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}
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} catch {
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// WebView storage can be unavailable in restricted test shells.
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}
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return recent;
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}
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/**
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* 「项目创建目录」偏好:空串表示沿用 AGC 管理的默认位置(应用数据目录下的 projects)。
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*
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* 这里只保存用户意图,不是授权凭据:目录授权来自原生目录选择器,并由 Rust 侧私有路径门禁
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* 在每次建项时重新复核,所以存储被改坏最坏只是退回默认位置或拿到一次可见的建项失败。
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*/
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export function normalizeProjectCreationDirectory(value: string) {
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const trimmed = value.trim();
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if (!trimmed || projectPathHasControlCharacter(trimmed)) {
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return '';
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}
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const withoutTrailingSeparator = trimmed.replace(/[\\/]+$/, '');
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// `C:\` 这类盘根只去掉分隔符会变成相对路径 `C:`,必须补回来。
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return /^[a-zA-Z]:$/.test(withoutTrailingSeparator)
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? `${withoutTrailingSeparator}\\`
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: withoutTrailingSeparator;
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}
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export function readProjectCreationDirectory() {
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try {
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const raw = window.localStorage.getItem(
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PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
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);
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const parsed: unknown = raw ? JSON.parse(raw) : '';
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if (typeof parsed !== 'string') {
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return '';
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}
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const directory = normalizeProjectCreationDirectory(parsed);
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return isAbsoluteProjectPath(directory) ? directory : '';
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} catch {
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return '';
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}
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}
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export function writeProjectCreationDirectory(path: string) {
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const directory = normalizeProjectCreationDirectory(path);
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try {
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if (directory) {
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window.localStorage.setItem(
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PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
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JSON.stringify(directory),
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);
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} else {
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window.localStorage.removeItem(PROJECT_CREATION_DIRECTORY_STORAGE_KEY);
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}
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} catch {
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// WebView storage can be unavailable in restricted test shells.
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}
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return directory;
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}
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export function isTransientProjectOpenMessage(
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message: ChatMessage,
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projectPath: string,
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) {
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return (
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message.role === 'assistant' &&
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message.text === `已设置本地项目:${projectPath}`
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);
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}
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export function latestVisibleItems<T>(items: T[], visibleCount: number) {
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if (items.length <= visibleCount) {
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return items;
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}
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return items.slice(items.length - visibleCount);
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}
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export function readInitialProjectPath() {
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const params = new URLSearchParams(window.location.search);
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return params.get('projectPath') ?? '';
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}
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export function buildRecentProjectRows(
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recentWorkspaces: string[],
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recentWorkspaceStatuses: Record<
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string,
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LocalProjectDirectoryStatus | null | undefined
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>,
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recentWorkspaceRefreshing: boolean,
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): RecentProjectRow[] {
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// The refresh flag is kept for the page-level indicator. Each row owns its
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// pending state so a slow directory cannot disable already inspected rows.
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void recentWorkspaceRefreshing;
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return recentWorkspaces.map((workspace) => {
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const directoryStatus = recentWorkspaceStatuses[workspace];
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const isPendingStatus = directoryStatus === undefined;
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const projectName =
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directoryStatus?.projectName ||
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workspace.split(/[\\/]/).filter(Boolean).pop() ||
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workspace;
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const status = isPendingStatus
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? '检查中'
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: directoryStatus === null
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? '检查失败'
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: directoryStatus?.exists === false
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? '未找到'
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: directoryStatus?.isDirectory === false
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? '不是文件夹'
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: directoryStatus?.manifestError
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? '无法读取'
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: (directoryStatus?.isGodotProject === true ||
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directoryStatus?.isCocosProject === true ||
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directoryStatus?.isUnityProject === true) &&
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directoryStatus?.isGameCreatorProject === false
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? '可导入'
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: directoryStatus?.isGameCreatorProject === false
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? '未初始化'
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: directoryStatus?.recentRunStatus
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? formatRecentProjectRunStatus(
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directoryStatus.recentRunStatus,
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directoryStatus.recentRunStopReason,
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)
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: directoryStatus?.isGodotProject
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? '可打开'
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: '本地项目';
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const canReveal =
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Boolean(directoryStatus) &&
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directoryStatus?.exists !== false &&
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directoryStatus?.isDirectory !== false;
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return {
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path: workspace,
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name: projectName,
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status,
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projectKind: directoryStatus?.isUnityProject
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? 'unity'
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: directoryStatus?.isCocosProject
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? 'cocos'
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: directoryStatus?.isGodotProject
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? 'godot'
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: directoryStatus?.isGameCreatorProject
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? 'web'
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: 'unknown',
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godotProjectRoot: directoryStatus?.godotProjectRoot ?? null,
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cocosProjectRoot: directoryStatus?.cocosProjectRoot ?? null,
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modifiedAt: directoryStatus?.modifiedAt ?? null,
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recentRunStatus: directoryStatus?.recentRunStatus ?? null,
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recentRunStopReason: directoryStatus?.recentRunStopReason ?? null,
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canReveal,
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canOpen:
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Boolean(directoryStatus) &&
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directoryStatus?.exists !== false &&
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directoryStatus?.isDirectory !== false &&
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!directoryStatus?.manifestError &&
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(directoryStatus?.isGameCreatorProject !== false ||
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directoryStatus?.isGodotProject === true ||
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directoryStatus?.isCocosProject === true ||
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directoryStatus?.isUnityProject === true),
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};
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});
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}
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function formatRecentProjectRunStatus(
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status: string,
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stopReason: string | null,
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) {
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const statusLabel =
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{
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completed: '已完成',
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done: '已完成',
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failed: '运行失败',
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running: '运行中',
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pending: '等待运行',
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cancelled: '已取消',
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}[status] ?? status;
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const stopReasonLabel = stopReason
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? ({
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'preview-running': '预览运行中',
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completed: '已完成',
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failed: '运行失败',
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cancelled: '已取消',
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}[stopReason] ?? stopReason)
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: null;
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return stopReasonLabel && stopReasonLabel !== statusLabel
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? `${statusLabel} · ${stopReasonLabel}`
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: statusLabel;
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}
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