d04fe83f10
- App.tsx:`conversation.write` 策略确认后的重跑改为整体复用首轮入参(`directCodexPolicyRetryInput`),不再手写字段,修掉漏传 `references` 导致 @ 引用被静默丢弃的缺陷 - resourceReferences.ts:运行画面引用的判别指纹补上 `resourceIds`(排序集合口径)/`versionId`/`elementRole`/`width`/`height`,避免不同选点撞 key 被 `dedupeChatReferences` 去重丢掉 - ResourceReferenceInput.tsx:程序化重建编辑器内容改为把 chip 内联嵌在文本里的同名 token 位置(不再另起一段堆在末尾),并把 `lastEmittedDraftRef` 记为「编辑器实际读回来的草稿」而不是 props,消除每轮多一段 `@显示名` 的渲染循环 - ResourceReferenceInput.tsx:候选浮层(候选菜单 / 素材选择器)打开时 Enter 不再提交表单,把按键让给 `LexicalTypeaheadMenuPlugin` - ResourceReferenceInput.tsx:`assets` / `currentVersionAssetReferences` 的 memo 依赖改用内容签名;预览请求在换素材 / 卸载时主动作废上一个 scope;空态文案的嵌套三元抽成 `pickerEmptyMessage` - usePromptPolish.ts:`polish()` 补 `catch`,注入式 `requestPolish` 拒绝时给出可见失败提示而不是未处理拒绝;`reset()` 递增请求代次作废在飞请求 - ChatPromptPolishReminder.tsx:章节级 Esc 分支补 `busy` 判据,与关闭按钮 / 遮罩同一口径(在飞不许关面板) - LocalGamePreviewFrame.tsx:资源 id 改用专用净化(允许 `:` 与可打印非 ASCII),修掉 `local-asset:<id>`、`persisted-角色草图.png` 被整条过滤导致引用丢素材关联 - sessionPreview.ts:`get_local_game_preview_status` 读失败不再当作「确认没有在跑」去发停止命令,避免停掉真在跑的活体预览 - useHomeProjectCreation.ts:进项目流程加代次令牌,慢请求后到不再覆盖新项目 - WorkspaceLauncher.tsx:拒收恢复的阶段回写按 `projectId`/`heldRevision`/`snapshotRevision` 关联,不再把恢复结果盖到后续新拒收的提示上 - 用例:`directCodexPolicyRetryInput` 透传、引用指纹区分度、重建不循环、浮层打开时 Enter 不提交、润色拒绝 / reset 作废、预览读失败不停预览
997 lines
35 KiB
TypeScript
997 lines
35 KiB
TypeScript
// @vitest-environment jsdom
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import {
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cleanup,
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fireEvent,
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render,
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screen,
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waitFor,
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within,
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} from '@testing-library/react';
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import userEvent from '@testing-library/user-event';
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import { $getRoot } from 'lexical';
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import { StrictMode, useState } from 'react';
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import { afterEach, describe, expect, test, vi } from 'vitest';
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import type {
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GameCreationAppAssetManifestEntry,
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GameIterationVersion,
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} from '../../../packages/shared/src/contracts/gameCreationApp';
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import {
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LOCAL_GAME_PREVIEW_INSPECT_MESSAGE,
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parseLocalGamePreviewInspectMessage,
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} from '../src/features/project-workspace/LocalGamePreviewFrame';
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import { ResourceReferenceInput } from '../src/features/project-workspace/ResourceReferenceInput';
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import {
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type ChatComposerDraft,
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type ChatReference,
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chatReferenceListKey,
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currentIterationVersionAssets,
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dedupeChatReferences,
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dispatchResourceReferenceInsert,
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resolveActiveIterationVersion,
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RESOURCE_REFERENCE_FILTERS,
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RESOURCE_REFERENCE_INSERT_EVENT,
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RESOURCE_REFERENCE_SCOPES,
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resourceReferenceCategory,
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resourceReferenceFromAsset,
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resourceReferenceMatchesCategoryFilter,
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resourceReferenceMatchesQuery,
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resourceReferenceMatchesTagSelection,
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resourceReferenceTagLibrary,
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type RuntimeRegionReference,
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} from '../src/features/project-workspace/resourceReferences';
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function asset(
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id: string,
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kind: string,
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mediaType: string,
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localPath: string,
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): GameCreationAppAssetManifestEntry {
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return {
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id,
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kind,
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mediaType,
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localPath,
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source: { kind: 'uploaded' },
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};
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}
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function iterationVersion(
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versionId: string,
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resourceIds: string[],
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parentVersionId: string | null = null,
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): GameIterationVersion {
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return {
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versionId,
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parentVersionId,
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projectRevision: 1,
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resourceBindings: resourceIds.map((resourceId, index) => ({
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slotId: `slot-${index}`,
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resourceId,
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})),
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createdReason: 'initial',
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createdAt: 1,
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};
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}
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async function settleComposer() {
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await new Promise((resolve) => {
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setTimeout(resolve, 0);
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});
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}
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/**
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* 编辑器文本模型里的字符数。断言「一个引用 = 一个字符」用它而不是 DOM 文本:
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* DOM 里 chip 仍要显示 `@显示名` 给用户看,两者本来就不该相等。
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*/
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function composerEditor(): {
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getEditorState: () => { read: <T>(fn: () => T) => T };
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} {
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const element = screen.getByLabelText('聊天') as HTMLElement & {
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__lexicalEditor?: {
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getEditorState: () => { read: <T>(fn: () => T) => T };
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};
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};
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const editor = element.__lexicalEditor;
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if (!editor) throw new Error('lexical editor instance not found');
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return editor;
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}
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function editorTextSize() {
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return composerEditor()
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.getEditorState()
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.read(() => $getRoot().getTextContentSize());
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}
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const assets = [
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asset('hero', 'character', 'image/png', 'assets/hero.png'),
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asset('enemy', 'character', 'image/png', 'assets/enemy.png'),
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asset('theme', 'background-music', 'audio/mpeg', 'assets/theme.mp3'),
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];
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/** 带 manifest 标签的同一批素材:标签筛选用例只换 `tags`,其余口径与 `assets` 一致。 */
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const taggedAssets: GameCreationAppAssetManifestEntry[] = [
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{ ...assets[0]!, tags: ['角色', '主角'] },
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{ ...assets[1]!, tags: ['角色'] },
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{ ...assets[2]!, tags: ['背景乐'] },
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];
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/**
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* 面板里的候选筛选条由共享组件渲染,标签行是它内部带 `素材筛选标签` 名字的分组。
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* 用这一层 scope 取标签 chip,避免和同名的功能分类按钮(例如「角色与对象」)串。
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*/
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function pickerTagGroup() {
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return within(screen.getByRole('group', { name: '素材筛选标签' }));
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}
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/** 取某个 aria-label 的引用输入区,把它内部(含 `@` 按钮)的操作局限定在自己身上。 */
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function referenceInputByLabel(ariaLabel: string) {
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const editor = screen.getByLabelText(ariaLabel);
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const root = editor.closest('.resource-reference-input');
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if (!root)
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throw new Error(`resource reference input not found: ${ariaLabel}`);
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return within(root as HTMLElement);
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}
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async function insertAssetThroughPicker(ariaLabel: string, optionName: RegExp) {
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await userEvent.click(
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referenceInputByLabel(ariaLabel).getByRole('button', {
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name: '插入素材引用',
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}),
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);
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await userEvent.click(
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within(screen.getByRole('dialog', { name: '选择素材' })).getByRole(
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'option',
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{ name: optionName },
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),
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);
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await userEvent.click(screen.getByRole('button', { name: '插入引用' }));
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await settleComposer();
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}
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afterEach(cleanup);
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describe('ResourceReferenceInput', () => {
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test('运行画面引用的判别指纹带上了绑定素材、版本、元素角色与尺寸', () => {
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const base: RuntimeRegionReference = {
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type: 'runtime-region',
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label: 'Play',
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runId: 'run-1',
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versionId: 'v1',
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elementTag: 'button',
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elementRole: 'button',
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text: '开始',
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width: 120,
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height: 40,
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resourceIds: ['hero', 'enemy'],
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source: 'runtime-picker',
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};
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// 同一个 run 里两个同文案的元素、或重新选点后绑定变了的同一块区域,都是不同引用:
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// 指纹漏字段会让 `dedupeChatReferences` 静默丢掉其中一条。
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const distinctVariants: RuntimeRegionReference[] = [
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{ ...base, resourceIds: ['hero'] },
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{ ...base, versionId: 'v2' },
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{ ...base, elementRole: 'link' },
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{ ...base, width: 200 },
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{ ...base, height: 80 },
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];
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for (const variant of distinctVariants) {
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expect(chatReferenceListKey([variant])).not.toBe(
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chatReferenceListKey([base]),
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);
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expect(dedupeChatReferences([base, variant])).toHaveLength(2);
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}
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// 绑定素材顺序不影响身份:同一组素材换个顺序还是同一条引用。
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expect(
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dedupeChatReferences([base, { ...base, resourceIds: ['enemy', 'hero'] }]),
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).toHaveLength(1);
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});
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test('AI 润色只换文本时不会把引用一轮轮追加成重复 @显示名', async () => {
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const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
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const reference = resourceReferenceFromAsset(assets[0]!, 'asset-picker');
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function Controlled() {
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const [draft, setDraft] = useState<ChatComposerDraft>({
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text: '原始需求',
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references: [reference],
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});
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return (
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<>
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<button
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type="button"
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onClick={() =>
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setDraft((current) => ({ ...current, text: '润色后的需求' }))
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}
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>
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模拟润色
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</button>
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<ResourceReferenceInput
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value={draft.text}
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references={draft.references}
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onChange={(next) => {
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onChange(next);
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setDraft(next);
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}}
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assets={assets}
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projectPath="C:/project"
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ariaLabel="聊天"
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/>
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</>
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);
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}
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render(<Controlled />);
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await settleComposer();
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fireEvent.click(screen.getByRole('button', { name: '模拟润色' }));
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await settleComposer();
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await settleComposer();
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// 重建必须收敛,而且不许把「重建后的编辑器内容」当成一次用户编辑回抛给宿主:
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// 旧实现用 props 覆写 lastEmittedDraftRef,读回来的文本里多出的 `@显示名`
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// 会触发下一轮重建,文本一轮轮变长(渲染循环)。
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expect(onChange).not.toHaveBeenCalled();
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const editorText =
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document.querySelector('.resource-reference-input-editor')?.textContent ??
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'';
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expect(editorText).toContain('润色后的需求');
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expect(editorText.match(/@hero/gu) ?? []).toHaveLength(1);
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expect(screen.getByRole('button', { name: '模拟润色' })).not.toBeNull();
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});
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test('引用浮层打开时 Enter 不提交表单,关掉后恢复提交', async () => {
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const onSubmit = vi.fn();
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const user = userEvent.setup();
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function Controlled() {
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const [draft, setDraft] = useState<ChatComposerDraft>({
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text: '要一个',
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references: [],
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});
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return (
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<form
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onSubmit={(event) => {
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event.preventDefault();
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onSubmit();
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}}
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>
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<ResourceReferenceInput
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value={draft.text}
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references={draft.references}
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onChange={setDraft}
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assets={assets}
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projectPath="C:/project"
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ariaLabel="聊天"
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/>
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</form>
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);
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}
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render(<Controlled />);
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// 候选浮层开着时 Enter 属于浮层(候选菜单用它选引用),输入区的 HIGH 优先级提交
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// 必须先让位,否则用户按 Enter 选候选会变成把这一轮直接发出去。
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await user.click(screen.getByRole('button', { name: '插入素材引用' }));
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await screen.findByRole('dialog', { name: '选择素材' });
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const composer = screen.getByLabelText('聊天');
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expect(fireEvent.keyDown(composer, { key: 'Enter' })).toBe(false);
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expect(onSubmit).not.toHaveBeenCalled();
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// 对照:关掉浮层后 Enter 立刻恢复提交语义,说明上面不是编辑器整体坏掉。
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await user.click(screen.getByRole('button', { name: '关闭素材选择' }));
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expect(fireEvent.keyDown(composer, { key: 'Enter' })).toBe(false);
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await waitFor(() => {
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expect(onSubmit).toHaveBeenCalledTimes(1);
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});
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});
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test('opens the asset picker, supports multi-select, and inserts stable references', async () => {
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const user = userEvent.setup();
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const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
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render(
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<ResourceReferenceInput
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value=""
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references={[]}
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onChange={onChange}
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assets={assets}
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projectPath="C:/project"
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ariaLabel="聊天"
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/>,
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);
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await user.click(screen.getByRole('button', { name: '插入素材引用' }));
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expect(screen.getByRole('dialog', { name: '选择素材' })).not.toBeNull();
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await user.click(screen.getByRole('option', { name: /hero/u }));
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await user.click(screen.getByRole('option', { name: /enemy/u }));
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await user.click(screen.getByRole('button', { name: '插入引用' }));
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await waitFor(() => {
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expect(onChange).toHaveBeenCalled();
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});
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const draft = onChange.mock.calls.at(-1)?.[0];
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expect(draft?.text).toBe('@hero @enemy');
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expect(draft?.references.map((reference) => reference.resourceId)).toEqual([
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'hero',
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'enemy',
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]);
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expect(
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document.querySelector('[data-resource-reference-id="hero"]'),
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).not.toBeNull();
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});
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test('loads image thumbnails through the controlled native preview command', async () => {
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const user = userEvent.setup();
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const invoke = vi.fn().mockResolvedValue({
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dataUrl: 'data:image/png;base64,iVBORw0KGgo=',
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});
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(
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window as unknown as {
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__TAURI__?: { core?: { invoke?: typeof invoke } };
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}
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).__TAURI__ = { core: { invoke } };
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render(
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<StrictMode>
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<ResourceReferenceInput
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value=""
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references={[]}
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onChange={vi.fn()}
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assets={assets}
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projectPath="C:/project"
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ariaLabel="聊天"
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/>
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</StrictMode>,
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);
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await user.click(screen.getByRole('button', { name: '插入素材引用' }));
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await waitFor(() => {
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expect(
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document.querySelector('.resource-reference-picker-list img'),
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).not.toBeNull();
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});
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expect(invoke).toHaveBeenCalledWith(
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'read_local_project_image_preview',
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expect.objectContaining({
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projectPath: 'C:/project',
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relativePath: 'assets/hero.png',
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}),
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);
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delete (
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window as unknown as {
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__TAURI__?: { core?: { invoke?: typeof invoke } };
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}
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).__TAURI__;
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});
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test('filters candidate references by name, id, kind, and functional category', () => {
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const hero = resourceReferenceFromAsset(assets[0]!, 'asset-picker');
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const theme = resourceReferenceFromAsset(assets[2]!, 'asset-picker');
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expect(resourceReferenceMatchesQuery(hero, 'her')).toBe(true);
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expect(resourceReferenceMatchesQuery(hero, 'character')).toBe(true);
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expect(resourceReferenceMatchesQuery(hero, 'missing')).toBe(false);
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expect(resourceReferenceCategory(hero)).toBe('character');
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expect(resourceReferenceCategory(theme)).toBe('audio');
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expect(hero.tags).toEqual([]);
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});
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test('exposes the six functional categories plus all as the single filter source', () => {
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expect(RESOURCE_REFERENCE_FILTERS).toEqual([
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{ id: 'all', label: '全部' },
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{ id: 'ui-interaction', label: 'UI 交互' },
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{ id: 'character', label: '角色与对象' },
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{ id: 'scene', label: '场景与环境' },
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{ id: 'audio', label: '音频' },
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{ id: 'document', label: '文档' },
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{ id: 'unclassified', label: '待归类' },
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]);
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});
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test('projects explicit category and manifest tags onto the reference', () => {
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const hero = resourceReferenceFromAsset(
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{
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...assets[0]!,
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category: 'scene',
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tags: ['主舞台', '日夜'],
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},
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'asset-picker',
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);
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expect(hero.category).toBe('scene');
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expect(hero.tags).toEqual(['主舞台', '日夜']);
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expect(resourceReferenceMatchesCategoryFilter(hero, 'scene')).toBe(true);
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expect(resourceReferenceMatchesCategoryFilter(hero, 'character')).toBe(
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false,
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);
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expect(resourceReferenceMatchesCategoryFilter(hero, 'all')).toBe(true);
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});
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test('falls back to the kind-derived category when the manifest asset omits it', () => {
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const hero = resourceReferenceFromAsset(assets[0]!, 'asset-picker');
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const unclassified = resourceReferenceFromAsset(
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{
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...assets[0]!,
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kind: 'image',
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},
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'asset-picker',
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);
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expect(resourceReferenceMatchesCategoryFilter(hero, 'character')).toBe(
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true,
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);
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expect(resourceReferenceCategory(unclassified)).toBe('unclassified');
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});
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test('resource-card insertion uses the shared structured reference event', () => {
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const reference = resourceReferenceFromAsset(assets[0]!, 'resource-card');
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const listener = vi.fn();
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window.addEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
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||
dispatchResourceReferenceInsert(reference);
|
||
window.removeEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
|
||
expect(listener).toHaveBeenCalledTimes(1);
|
||
expect(
|
||
(listener.mock.calls[0]?.[0] as CustomEvent).detail.reference,
|
||
).toEqual(reference);
|
||
});
|
||
|
||
test('runtime inspect messages only expose the bounded safe selection shape', () => {
|
||
expect(
|
||
parseLocalGamePreviewInspectMessage({
|
||
type: LOCAL_GAME_PREVIEW_INSPECT_MESSAGE,
|
||
action: 'selected',
|
||
selection: {
|
||
label: '开始游戏',
|
||
elementTag: 'button',
|
||
elementRole: 'button',
|
||
text: '开始游戏',
|
||
width: 120.4,
|
||
height: 40.2,
|
||
// 资源 id 允许 `:` 与非 ASCII(画布规范形态是 `local-asset:<id>`,
|
||
// 落盘文件名派生的 id 还可能是 `persisted-角色草图.png`);
|
||
// 空白与路径分隔符不是资源 id,照旧丢掉。
|
||
resourceIds: [
|
||
'hero',
|
||
'local-asset:hero',
|
||
'persisted-角色草图.png',
|
||
'bad id',
|
||
'../secret',
|
||
'a/b',
|
||
],
|
||
sourcePath: '/assets/hero.png?token=secret',
|
||
html: '<button>secret</button>',
|
||
},
|
||
}),
|
||
).toEqual({
|
||
action: 'selected',
|
||
selection: {
|
||
label: '开始游戏',
|
||
elementTag: 'button',
|
||
elementRole: 'button',
|
||
text: '开始游戏',
|
||
width: 120.4,
|
||
height: 40.2,
|
||
resourceIds: ['hero', 'local-asset:hero', 'persisted-角色草图.png'],
|
||
sourcePath: '/assets/hero.png',
|
||
},
|
||
});
|
||
expect(
|
||
parseLocalGamePreviewInspectMessage({
|
||
type: 'unknown',
|
||
action: 'selected',
|
||
}),
|
||
).toBeNull();
|
||
});
|
||
|
||
test('runtime-region references travel through the same structured event', () => {
|
||
const reference: ChatReference = {
|
||
type: 'runtime-region',
|
||
label: '开始按钮',
|
||
runId: 'preview-3101',
|
||
elementTag: 'button',
|
||
text: '开始游戏',
|
||
resourceIds: ['hero'],
|
||
source: 'runtime-picker',
|
||
};
|
||
const listener = vi.fn();
|
||
window.addEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
|
||
dispatchResourceReferenceInsert(reference);
|
||
window.removeEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
|
||
expect(
|
||
(listener.mock.calls[0]?.[0] as CustomEvent).detail.reference,
|
||
).toEqual(reference);
|
||
});
|
||
|
||
test('removing a chip keeps the remaining text editable', async () => {
|
||
const user = userEvent.setup();
|
||
const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={onChange}
|
||
assets={assets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
await user.click(screen.getByRole('option', { name: /hero/u }));
|
||
await user.click(screen.getByRole('button', { name: '插入引用' }));
|
||
await screen.findByRole('button', { name: '移除引用 hero' });
|
||
|
||
await user.click(screen.getByRole('button', { name: '移除引用 hero' }));
|
||
await waitFor(() => {
|
||
expect(onChange.mock.calls.at(-1)?.[0].references).toHaveLength(0);
|
||
});
|
||
});
|
||
|
||
test('counts one inserted reference as a single character in the editor text model', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={assets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
await user.click(screen.getByRole('option', { name: /hero/u }));
|
||
await user.click(screen.getByRole('button', { name: '插入引用' }));
|
||
await settleComposer();
|
||
|
||
expect(
|
||
document.querySelector('[data-resource-reference-id="hero"]'),
|
||
).not.toBeNull();
|
||
// 引用是原子节点:编辑器文本模型里只占 1 个字符,加上插入时补的那个分隔空格
|
||
// 一共 2 个。显示名 `hero` 有 4 个字符(`@hero` 是 5),如果引用按显示名算,
|
||
// 这里会是 5 或 6,所以这条断言正好把「1 个引用 = 1 个字符」钉住。
|
||
// 提交用的结构化引用另走 `references`,不受这个占位字符影响。
|
||
expect(editorTextSize()).toBe(2);
|
||
});
|
||
|
||
test('keeps the whole reference after one delete and drops its data in one step', async () => {
|
||
const user = userEvent.setup();
|
||
const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={onChange}
|
||
assets={assets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
await user.click(screen.getByRole('option', { name: /hero/u }));
|
||
await user.click(screen.getByRole('button', { name: '插入引用' }));
|
||
await settleComposer();
|
||
|
||
// chip 仍把 `@显示名` 显示给用户看;删除按钮挂在 chip 自己身上
|
||
// (`移除引用 hero` 是 chip 内部的按钮,不是脱离 chip 的独立按钮)。
|
||
const chip = document.querySelector('[data-resource-reference-id="hero"]');
|
||
expect(chip).not.toBeNull();
|
||
expect(chip?.textContent).toBe('@hero');
|
||
const deleteButton = screen.getByRole('button', { name: '移除引用 hero' });
|
||
expect(chip?.contains(deleteButton)).toBe(true);
|
||
|
||
// 提交用的结构化引用完整保留,末尾那个分隔空格提交前会被 trim 掉。
|
||
expect(onChange.mock.calls.at(-1)?.[0].text).toBe('@hero');
|
||
expect(onChange.mock.calls.at(-1)?.[0].references[0]?.resourceId).toBe(
|
||
'hero',
|
||
);
|
||
|
||
// 引用节点是原子的:一次操作删掉整个 chip,不存在"删一半"的中间态。
|
||
await user.click(deleteButton);
|
||
await settleComposer();
|
||
|
||
expect(
|
||
document.querySelector('[data-resource-reference-id="hero"]'),
|
||
).toBeNull();
|
||
expect(onChange.mock.calls.at(-1)?.[0].references).toHaveLength(0);
|
||
expect(onChange.mock.calls.at(-1)?.[0].text).toBe('');
|
||
});
|
||
|
||
test('exposes the current-version and all-canvas scopes as the only two tabs', () => {
|
||
expect(RESOURCE_REFERENCE_SCOPES).toEqual([
|
||
{ id: 'current-version', label: '当前版本素材' },
|
||
{ id: 'all-canvas', label: '全部画布素材' },
|
||
]);
|
||
});
|
||
|
||
test('resolves the current version from activeVersionId or the newest manifest version', () => {
|
||
const versions = [
|
||
iterationVersion('v1', ['hero']),
|
||
iterationVersion('v2', ['theme'], 'v1'),
|
||
];
|
||
expect(resolveActiveIterationVersion(versions, 'v1')?.versionId).toBe('v1');
|
||
expect(resolveActiveIterationVersion(versions, null)?.versionId).toBe('v2');
|
||
expect(resolveActiveIterationVersion(versions, undefined)?.versionId).toBe(
|
||
'v2',
|
||
);
|
||
expect(resolveActiveIterationVersion(versions, 'missing')).toBeNull();
|
||
expect(resolveActiveIterationVersion([], null)).toBeNull();
|
||
expect(resolveActiveIterationVersion(undefined, null)).toBeNull();
|
||
});
|
||
|
||
test('derives current-version assets from bindings and drops dangling bindings', () => {
|
||
const versions = [iterationVersion('v1', ['hero', 'deleted-asset'])];
|
||
expect(
|
||
currentIterationVersionAssets(assets, versions, 'v1').map(
|
||
(entry) => entry.id,
|
||
),
|
||
).toEqual(['hero']);
|
||
expect(currentIterationVersionAssets(assets, versions, 'missing')).toEqual(
|
||
[],
|
||
);
|
||
expect(currentIterationVersionAssets(assets, [], null)).toEqual([]);
|
||
expect(
|
||
currentIterationVersionAssets(assets, [iterationVersion('v1', [])], 'v1'),
|
||
).toEqual([]);
|
||
});
|
||
|
||
test('keeps an independent search and filter state per picker scope', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={assets}
|
||
versions={[
|
||
iterationVersion('v1', ['hero', 'enemy']),
|
||
iterationVersion('v2', ['theme'], 'v1'),
|
||
]}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
// 没传 activeVersionId 时回退到 manifest 最新版本 v2,只列出该版本绑定的资源。
|
||
expect(
|
||
screen
|
||
.getByRole('tab', { name: '当前版本素材' })
|
||
.getAttribute('aria-selected'),
|
||
).toBe('true');
|
||
expect(screen.getByRole('option', { name: /theme/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /hero/u })).toBeNull();
|
||
|
||
await user.type(screen.getByLabelText('搜索当前版本素材'), 'the');
|
||
expect(screen.getByRole('option', { name: /theme/u })).not.toBeNull();
|
||
|
||
await user.click(screen.getByRole('tab', { name: '全部画布素材' }));
|
||
// 另一个页签有自己的搜索与筛选,不受当前版本页签影响。
|
||
const allCanvasSearch = screen.getByLabelText(
|
||
'搜索全部画布素材',
|
||
) as HTMLInputElement;
|
||
expect(allCanvasSearch.value).toBe('');
|
||
expect(screen.getByRole('option', { name: /hero/u })).not.toBeNull();
|
||
expect(screen.getByRole('option', { name: /enemy/u })).not.toBeNull();
|
||
|
||
await user.type(allCanvasSearch, 'hero');
|
||
expect(screen.queryByRole('option', { name: /enemy/u })).toBeNull();
|
||
await user.click(screen.getByRole('button', { name: '音频' }));
|
||
expect(screen.queryByRole('option', { name: /hero/u })).toBeNull();
|
||
expect(screen.getByText('没有匹配的素材')).not.toBeNull();
|
||
|
||
await user.click(screen.getByRole('tab', { name: '当前版本素材' }));
|
||
expect(
|
||
(screen.getByLabelText('搜索当前版本素材') as HTMLInputElement).value,
|
||
).toBe('the');
|
||
expect(screen.getByRole('option', { name: /theme/u })).not.toBeNull();
|
||
});
|
||
|
||
test('shows an empty state when the active version has no bound resources', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={assets}
|
||
activeVersionId="v1"
|
||
versions={[iterationVersion('v1', ['deleted-asset'])]}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
// 当前版本没有可用素材时默认落到「全部画布素材」,切回当前版本页签是空态。
|
||
await user.click(screen.getByRole('tab', { name: '当前版本素材' }));
|
||
expect(screen.getByText('当前版本还没有绑定素材')).not.toBeNull();
|
||
expect(screen.queryByRole('option')).toBeNull();
|
||
|
||
await user.click(screen.getByRole('tab', { name: '全部画布素材' }));
|
||
expect(screen.getByRole('option', { name: /hero/u })).not.toBeNull();
|
||
});
|
||
|
||
test('shows the current-version empty state when the project has no versions', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={assets}
|
||
versions={[]}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
await user.click(screen.getByRole('tab', { name: '当前版本素材' }));
|
||
expect(screen.getByText('当前版本还没有绑定素材')).not.toBeNull();
|
||
});
|
||
|
||
test('refreshes chip and candidate display names after a resource rename', async () => {
|
||
const user = userEvent.setup();
|
||
const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
const renamedAssets = [
|
||
asset('hero', 'character', 'image/png', 'assets/hero-final.png'),
|
||
assets[1]!,
|
||
assets[2]!,
|
||
];
|
||
render(
|
||
<ResourceReferenceInput
|
||
value="用这个角色"
|
||
references={[resourceReferenceFromAsset(assets[0]!, 'asset-picker')]}
|
||
onChange={onChange}
|
||
assets={renamedAssets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await waitFor(() => {
|
||
expect(
|
||
document.querySelector('.resource-reference-chip-label')?.textContent,
|
||
).toBe('hero-final');
|
||
});
|
||
await waitFor(() => {
|
||
expect(onChange.mock.calls.at(-1)?.[0].references[0]?.label).toBe(
|
||
'hero-final',
|
||
);
|
||
});
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
expect(screen.getByRole('option', { name: /hero-final/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /hero /u })).toBeNull();
|
||
});
|
||
|
||
test('restores a cross-session draft with the caret at the end of the text', async () => {
|
||
const user = userEvent.setup();
|
||
const onChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
const { rerender } = render(
|
||
<ResourceReferenceInput
|
||
value="上一个会话的草稿"
|
||
references={[]}
|
||
onChange={onChange}
|
||
assets={assets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
// 切换 / 重开会话:外部草稿被整体替换。
|
||
rerender(
|
||
<ResourceReferenceInput
|
||
value="恢复出来的草稿"
|
||
references={[]}
|
||
onChange={onChange}
|
||
assets={assets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
await user.click(screen.getByRole('option', { name: /hero/u }));
|
||
await user.click(screen.getByRole('button', { name: '插入引用' }));
|
||
await settleComposer();
|
||
|
||
expect(onChange.mock.calls.at(-1)?.[0].text).toBe('恢复出来的草稿@hero');
|
||
});
|
||
|
||
test('标签库按 manifest 标签派生:计数只算候选、排序稳定、多标签取交集', () => {
|
||
const references = taggedAssets.map((entry) =>
|
||
resourceReferenceFromAsset(entry, 'asset-picker'),
|
||
);
|
||
expect(resourceReferenceTagLibrary(references)).toEqual([
|
||
{ tag: '角色', assetCount: 2, assetIds: ['enemy', 'hero'] },
|
||
{ tag: '背景乐', assetCount: 1, assetIds: ['theme'] },
|
||
{ tag: '主角', assetCount: 1, assetIds: ['hero'] },
|
||
]);
|
||
|
||
const hero = references[0]!;
|
||
const enemy = references[1]!;
|
||
const theme = references[2]!;
|
||
// 空选择不过滤;单标签按「素材带这个标签」判。
|
||
expect(resourceReferenceMatchesTagSelection(hero, [])).toBe(true);
|
||
expect(resourceReferenceMatchesTagSelection(theme, ['角色'])).toBe(false);
|
||
// 多标签是 AND:hero 同时有「角色」「主角」才算命中,enemy 只有「角色」。
|
||
expect(resourceReferenceMatchesTagSelection(hero, ['角色', '主角'])).toBe(
|
||
true,
|
||
);
|
||
expect(resourceReferenceMatchesTagSelection(enemy, ['角色', '主角'])).toBe(
|
||
false,
|
||
);
|
||
});
|
||
|
||
test('标签筛选把不符合的候选筛掉,多标签叠加,再与搜索关键字、功能分类叠加', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={taggedAssets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
// 没传 versions 时默认落在「全部画布素材」,标签行按这一页签的候选派生。
|
||
expect(screen.getAllByRole('option')).toHaveLength(3);
|
||
expect(pickerTagGroup().getByText('角色').parentElement?.textContent).toBe(
|
||
'角色2',
|
||
);
|
||
|
||
await user.click(pickerTagGroup().getByRole('button', { name: /^角色/u }));
|
||
// 只勾一个标签:没带这个标签的素材必须消失,不是"排前面"。
|
||
expect(screen.getByRole('option', { name: /hero/u })).not.toBeNull();
|
||
expect(screen.getByRole('option', { name: /enemy/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /theme/u })).toBeNull();
|
||
|
||
await user.click(pickerTagGroup().getByRole('button', { name: /^主角/u }));
|
||
// 第二个标签再收一层:两个标签都命中的只剩 hero。
|
||
expect(screen.getByRole('option', { name: /hero/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /enemy/u })).toBeNull();
|
||
expect(
|
||
pickerTagGroup()
|
||
.getByRole('button', { name: /^主角/u })
|
||
.getAttribute('aria-pressed'),
|
||
).toBe('true');
|
||
|
||
// 关键字叠在标签之上:hero 不含 'enemy',两个标签 + 关键字一起就空了。
|
||
await user.type(screen.getByLabelText('搜索全部画布素材'), 'enemy');
|
||
expect(screen.queryByRole('option')).toBeNull();
|
||
expect(screen.getByText('没有匹配的素材')).not.toBeNull();
|
||
|
||
// 功能分类也参与叠加:hero 是 character,切到「音频」后同样为空。
|
||
await user.clear(screen.getByLabelText('搜索全部画布素材'));
|
||
await user.click(screen.getByRole('button', { name: '音频' }));
|
||
expect(screen.queryByRole('option')).toBeNull();
|
||
|
||
// 取消两个标签,分类仍在生效:只剩音频素材 theme。
|
||
await user.click(pickerTagGroup().getByRole('button', { name: /^主角/u }));
|
||
await user.click(pickerTagGroup().getByRole('button', { name: /^角色/u }));
|
||
expect(screen.getByRole('option', { name: /theme/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /hero/u })).toBeNull();
|
||
});
|
||
|
||
test('两个页签各自持有一份独立的标签库与已选标签', async () => {
|
||
const user = userEvent.setup();
|
||
render(
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={taggedAssets}
|
||
versions={[iterationVersion('v1', ['hero', 'theme'])]}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>,
|
||
);
|
||
|
||
await user.click(screen.getByRole('button', { name: '插入素材引用' }));
|
||
// 当前版本 v1 只绑定 hero / theme,标签计数也只看这两个。
|
||
expect(
|
||
screen
|
||
.getByRole('tab', { name: '当前版本素材' })
|
||
.getAttribute('aria-selected'),
|
||
).toBe('true');
|
||
expect(pickerTagGroup().getByText('角色').parentElement?.textContent).toBe(
|
||
'角色1',
|
||
);
|
||
expect(pickerTagGroup().queryByText('主角')).not.toBeNull();
|
||
await user.click(pickerTagGroup().getByRole('button', { name: /^角色/u }));
|
||
expect(screen.getByRole('option', { name: /hero/u })).not.toBeNull();
|
||
expect(screen.queryByRole('option', { name: /theme/u })).toBeNull();
|
||
|
||
await user.click(screen.getByRole('tab', { name: '全部画布素材' }));
|
||
// 另一个页签有自己的已选标签(此时为空)与自己的标签计数。
|
||
expect(screen.getAllByRole('option')).toHaveLength(3);
|
||
expect(
|
||
pickerTagGroup()
|
||
.getByRole('button', { name: /^角色/u })
|
||
.getAttribute('aria-pressed'),
|
||
).toBe('false');
|
||
expect(pickerTagGroup().getByText('角色').parentElement?.textContent).toBe(
|
||
'角色2',
|
||
);
|
||
|
||
await user.click(screen.getByRole('tab', { name: '当前版本素材' }));
|
||
// 切回来仍是自己那份选择与筛后结果。
|
||
expect(
|
||
pickerTagGroup()
|
||
.getByRole('button', { name: /^角色/u })
|
||
.getAttribute('aria-pressed'),
|
||
).toBe('true');
|
||
expect(screen.queryByRole('option', { name: /theme/u })).toBeNull();
|
||
});
|
||
|
||
test('聊天与快速编辑提示词插入同一素材:草稿文本与引用完全一致', async () => {
|
||
const chatOnChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
const quickEditOnChange = vi.fn<(draft: ChatComposerDraft) => void>();
|
||
render(
|
||
<>
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={chatOnChange}
|
||
assets={taggedAssets}
|
||
projectPath="C:/project"
|
||
ariaLabel="聊天"
|
||
/>
|
||
<ResourceReferenceInput
|
||
value=""
|
||
references={[]}
|
||
onChange={quickEditOnChange}
|
||
assets={taggedAssets}
|
||
projectPath="C:/project"
|
||
ariaLabel="快速编辑提示词"
|
||
multiline
|
||
rows={3}
|
||
showPolishAction={false}
|
||
/>
|
||
</>,
|
||
);
|
||
|
||
await insertAssetThroughPicker('聊天', /hero/u);
|
||
await insertAssetThroughPicker('快速编辑提示词', /hero/u);
|
||
|
||
const chatDraft = chatOnChange.mock.calls.at(-1)?.[0];
|
||
const quickEditDraft = quickEditOnChange.mock.calls.at(-1)?.[0];
|
||
// 同一个资产在两条入口上插入,回填文本与结构化引用必须逐字相同:
|
||
// 「快速编辑」不允许出现第二种引用格式。
|
||
expect(chatDraft?.text).toBe('@hero');
|
||
expect(quickEditDraft).toEqual(chatDraft);
|
||
expect(quickEditDraft?.references).toEqual([
|
||
resourceReferenceFromAsset(taggedAssets[0]!, 'asset-picker'),
|
||
]);
|
||
expect(
|
||
document.querySelectorAll('[data-resource-reference-id="hero"]'),
|
||
).toHaveLength(2);
|
||
});
|
||
|
||
test('快速编辑提示词输入区不渲染内置润色入口:润色归宿主的 ResourcePromptPolishSlot', async () => {
|
||
render(
|
||
<ResourceReferenceInput
|
||
value="把夜色改成星空"
|
||
references={[]}
|
||
onChange={vi.fn()}
|
||
assets={taggedAssets}
|
||
projectPath="C:/project"
|
||
ariaLabel="快速编辑提示词"
|
||
multiline
|
||
rows={3}
|
||
showPolishAction={false}
|
||
/>,
|
||
);
|
||
|
||
expect(screen.queryByRole('button', { name: 'AI 润色' })).toBeNull();
|
||
// `@` 入口照旧在:润色收起来不影响引用。
|
||
expect(
|
||
referenceInputByLabel('快速编辑提示词').getByRole('button', {
|
||
name: '插入素材引用',
|
||
}),
|
||
).not.toBeNull();
|
||
});
|
||
});
|