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- 新增 RESPONSE_BUILDERS:解析 api-server 里 game_payload / public_game_payload / private_version_payload / version_summary_payload 的 json! 顶层键与顶层 object.insert,逐键比对 TS 类型 - 发出的键必须都在 TS 类型里,TS 的必需字段必须都发出,公开投影还必须发出被标成可选的 currentVersion - game_payload 的 author / deviceSupport 两个嵌套字面量同样逐键比对 - TS 类型解析同时记录必需字段,供这一层比对使用 - 同步游戏分发里程碑第 6 条的构建器取证与剩余缺口
461 lines
16 KiB
JavaScript
461 lines
16 KiB
JavaScript
#!/usr/bin/env node
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// 检查 game-distribution 的 Rust DTO 与手写 TS DTO 是否一致。
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//
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// 为什么需要它:`packages/shared/src/contracts/gameDistribution.ts` 是手写的,没有生成绑定兜底。
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// Rust 侧加字段而 TS 侧忘改时,只有跑起来才会发现。这里用一张显式映射表逐字段/逐变体比对:
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// - 映射表同时是「哪些 Rust DTO 必须在 TS 里有对应类型」的清单;
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// - `TS_ONLY_TYPES` 是「服务端手拼 JSON、没有 Rust 结构体」的说明清单;
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// - 两侧字段必须逐一对齐,任一方向多出字段都会失败(没有白名单)。
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// - 服务端手拼响应的构建器(`json!` / `object.insert`)单独比对顶层键:
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// 类型字段一致只说明契约写得对,这一层才有证据说明构建器真的按契约发键。
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// 任何一处没有分类的新类型、新字段都会让检查失败,避免静默漂移。
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import fs from 'node:fs';
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const RUST_FILE = 'server-rs/crates/shared-contracts/src/game_distribution.rs';
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const TS_FILE = 'packages/shared/src/contracts/gameDistribution.ts';
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const API_MODULE_FILE =
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'server-rs/crates/api-server/src/modules/game_distribution.rs';
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// [Rust 类型名, TS 类型名]
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const PAIRS = [
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[
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'GameDistributionPublishMetadataSuggestionRequest',
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'GameDistributionPublishMetadataSuggestionRequest',
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],
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[
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'GameDistributionPublishMetadataSuggestion',
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'GameDistributionPublishMetadataSuggestion',
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],
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['GameDistributionVersionStatus', 'GameDistributionVersionStatus'],
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['GameDistributionVisibility', 'GameDistributionGameVisibility'],
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['GameDistributionInputMode', 'GameDistributionInputMode'],
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['GameDistributionOrientation', 'GameDistributionOrientation'],
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['GameDistributionDeviceSupport', 'GameDistributionDeviceSupport'],
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['GameDistributionAuthor', 'GameDistributionAuthor'],
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['GameDistributionVersionSummary', 'GameDistributionVersionSummary'],
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['GameDistributionGameSummary', 'GameDistributionGame'],
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['GameDistributionListResponse', 'GameDistributionListResponse'],
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['GameDistributionCreateGameRequest', 'GameDistributionCreateGameRequest'],
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[
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'GameDistributionCreateVersionRequest',
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'GameDistributionCreateVersionRequest',
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],
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['GameDistributionPrivateVersion', 'GameDistributionPrivateVersion'],
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];
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// 服务端逐字段手拼 JSON 的响应/请求(`public_game_payload` / `game_payload` 等),TS 里这些类型
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// 没有 Rust 结构体可对:要收口得先把响应改成结构化类型,不能靠本脚本检查。
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const TS_ONLY_TYPES = [
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'GameDistributionCategory',
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'GameDistributionRecoveryAction',
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'GameDistributionFrozenScreenshot',
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'GameDistributionVersionFrozenMetadata',
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'GameDistributionVersionDetail',
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'GameDistributionCancelVersionRequest',
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'GameDistributionCancelVersionResponse',
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];
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// 服务端逐字段手拼 JSON 的响应构建器:把「这个函数真的会发出的顶层键」与 TS 类型逐键比对。
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// - `base`:该构建器在另一个已登记构建器的结果上追加键(公开投影 = 作者投影 + currentVersion);
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// - `mustEmit`:TS 类型为了同时描述两种形状把该键标成可选,但这条路径必须发出。
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// 只解析顶层键;需要一并比对的嵌套对象用 `nested` 显式登记,没登记的嵌套对象不在证据范围内。
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const RESPONSE_BUILDERS = [
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{
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fn: 'game_payload',
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ts: 'GameDistributionGame',
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nested: [
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{ key: 'author', ts: 'GameDistributionAuthor' },
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{ key: 'deviceSupport', ts: 'GameDistributionDeviceSupport' },
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],
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},
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{
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fn: 'public_game_payload',
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ts: 'GameDistributionGame',
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base: 'game_payload',
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mustEmit: ['currentVersion'],
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},
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{ fn: 'private_version_payload', ts: 'GameDistributionPrivateVersion' },
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{ fn: 'version_summary_payload', ts: 'GameDistributionVersionSummary' },
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];
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function camelCase(value) {
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return value.replace(/_([a-z0-9])/g, (_, char) => char.toUpperCase());
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}
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function snakeCase(value) {
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return value.replace(/([a-z0-9])([A-Z])/g, '$1_$2').toLowerCase();
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}
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// Rust 结构体字段本身就是 snake_case,枚举变体是 PascalCase;
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// serde 的 rename_all 决定线上名字。
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function renamedMember(value, kind, rename) {
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if (kind === 'enum') {
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if (rename === 'snake_case') return snakeCase(value);
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if (rename === 'camelCase') return camelCase(snakeCase(value));
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return value;
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}
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return rename === 'camelCase' ? camelCase(value) : value;
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}
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function rustDefinitions(source) {
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const result = new Map();
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const pattern =
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/\n(?<attrs>(?:#\[[^\n]*\]\n)*)pub (?<kind>struct|enum) (?<name>GameDistribution\w+)(?<body>[\s\S]*?)\n\}/g;
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let match;
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while ((match = pattern.exec(source))) {
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const { attrs, kind, name, body } = match.groups;
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const rename = /rename_all = "(?<style>\w+)"/.exec(attrs)?.groups?.style;
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const members =
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kind === 'struct'
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? [...body.matchAll(/^\s*pub (\w+):/gm)].map((item) =>
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renamedMember(item[1], kind, rename),
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)
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: [...body.matchAll(/^\s{4}([A-Z]\w*)(?:\(|,|\s*\{)/gm)].map((item) =>
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renamedMember(item[1], kind, rename),
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);
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result.set(name, { kind, members });
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}
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return result;
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}
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function tsDefinitions(source) {
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const result = new Map();
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const objectPattern =
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/export type (GameDistribution\w+) = \{([\s\S]*?)\n\};/g;
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let match;
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while ((match = objectPattern.exec(source))) {
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const members = [];
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const required = [];
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for (const line of match[2].split('\n')) {
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const member = /^ {2}(\w+)(\??):/.exec(line);
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if (!member) continue;
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members.push(member[1]);
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if (member[2] !== '?') required.push(member[1]);
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}
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result.set(match[1], { kind: 'struct', members, required });
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}
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const unionPattern = /export type (GameDistribution\w+) =\s*([^;]+);/g;
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while ((match = unionPattern.exec(source))) {
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if (result.has(match[1])) continue;
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result.set(match[1], {
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kind: 'enum',
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members: [...match[2].matchAll(/'([^']+)'/g)].map((item) => item[1]),
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});
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}
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return result;
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}
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function difference(left, right) {
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const rightSet = new Set(right);
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return left.filter((value) => !rightSet.has(value));
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}
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// 跳过 Rust 字符串字面量,返回结束引号的下标。
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function skipString(source, start) {
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let index = start + 1;
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while (index < source.length) {
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if (source[index] === '\\') {
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index += 2;
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continue;
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}
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if (source[index] === '"') return index;
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index += 1;
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}
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return source.length - 1;
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}
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// 取顶层函数的函数体文本;找不到函数或括号不闭合时返回 null。
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function functionBody(source, name) {
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const signature = new RegExp(`\\nfn ${name}\\(`).exec(source);
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if (!signature) return null;
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const open = source.indexOf('{', signature.index + signature[0].length);
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if (open < 0) return null;
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let depth = 0;
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for (let index = open; index < source.length; index += 1) {
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const char = source[index];
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if (char === '"') {
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index = skipString(source, index);
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continue;
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}
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if (char === "'") {
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const charLiteral = /^'(?:\\.|[^'\\])'/.exec(source.slice(index));
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if (charLiteral) index += charLiteral[0].length - 1;
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continue;
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}
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if (char === '{') depth += 1;
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else if (char === '}') {
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depth -= 1;
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if (depth === 0) return source.slice(open + 1, index);
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}
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}
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return null;
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}
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// 取第一个 `json!({ ... })` 字面量文本;没有则返回 null。
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function firstJsonLiteral(body) {
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const marker = 'json!({';
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const start = body.indexOf(marker);
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if (start < 0) return null;
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const open = start + marker.length - 1;
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let depth = 0;
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for (let index = open; index < body.length; index += 1) {
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const char = body[index];
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if (char === '"') {
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index = skipString(body, index);
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continue;
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}
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if (char === '{' || char === '[' || char === '(') depth += 1;
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else if (char === '}' || char === ']' || char === ')') {
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depth -= 1;
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if (depth === 0) return body.slice(open, index + 1);
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}
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}
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return null;
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}
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// 取括号对的结束下标;不闭合返回 -1。
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function matchingBracket(text, open) {
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let depth = 0;
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for (let index = open; index < text.length; index += 1) {
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const char = text[index];
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if (char === '"') {
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index = skipString(text, index);
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continue;
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}
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if (char === '{' || char === '[' || char === '(') depth += 1;
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else if (char === '}' || char === ']' || char === ')') {
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depth -= 1;
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if (depth === 0) return index;
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}
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}
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return -1;
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}
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// 取对象字面量的直接键:只有上一个有效字符是 `{` 或 `,` 且下一字符是 `:`
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// 的字符串才算键,因此嵌套对象的键与作为值的字符串不会混进来。
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function objectKeys(text) {
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const keys = [];
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let inner = 0;
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let previous = '';
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for (let index = 0; index < text.length; index += 1) {
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const char = text[index];
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if (char === '"') {
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const close = skipString(text, index);
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if (
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inner === 1 &&
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(previous === '{' || previous === ',') &&
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text[close + 1] === ':'
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) {
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keys.push(text.slice(index + 1, close));
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previous = ':';
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index = close;
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continue;
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}
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previous = '"';
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index = close;
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continue;
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}
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if (char === '{' || char === '[' || char === '(') inner += 1;
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else if (char === '}' || char === ']' || char === ')') inner -= 1;
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if (!/\s/.test(char)) previous = char;
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}
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return keys;
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}
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// 取对象字面量里某个直接键对应的嵌套对象字面量文本;该键不是对象字面量时返回 null。
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function nestedObjectText(text, wanted) {
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let inner = 0;
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for (let index = 0; index < text.length; index += 1) {
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const char = text[index];
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if (char === '"') {
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const close = skipString(text, index);
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if (inner === 1 && text.slice(index + 1, close) === wanted) {
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let cursor = close + 1;
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while (cursor < text.length && /\s/.test(text[cursor])) cursor += 1;
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if (text[cursor] === ':') {
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let open = cursor + 1;
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while (open < text.length && /\s/.test(text[open])) open += 1;
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if (text[open] !== '{') return null;
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const end = matchingBracket(text, open);
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return end < 0 ? null : text.slice(open, end + 1);
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}
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}
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index = close;
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continue;
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}
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if (char === '{' || char === '[' || char === '(') inner += 1;
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else if (char === '}' || char === ']' || char === ')') inner -= 1;
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}
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return null;
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}
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// 取函数体里顶层追加的键:`object.insert("key".to_string(), ...)`。
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function insertedKeys(body) {
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return [...body.matchAll(/object\.insert\(\s*"([^"]+)"/g)].map(
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(item) => item[1],
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);
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}
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const rust = rustDefinitions(fs.readFileSync(RUST_FILE, 'utf8'));
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const ts = tsDefinitions(fs.readFileSync(TS_FILE, 'utf8'));
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const failures = [];
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const mappedRust = new Set(PAIRS.map(([rustName]) => rustName));
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const mappedTs = new Set(PAIRS.map(([, tsName]) => tsName));
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for (const [rustName, tsName] of PAIRS) {
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const rustDefinition = rust.get(rustName);
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const tsDefinition = ts.get(tsName);
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if (!rustDefinition) {
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failures.push(`映射表里的 Rust 类型不存在:${rustName}`);
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continue;
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}
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if (!tsDefinition) {
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failures.push(`映射表里的 TS 类型不存在:${tsName}`);
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continue;
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}
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if (rustDefinition.kind !== tsDefinition.kind) {
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failures.push(
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`${rustName} 与 ${tsName} 形状不一致(Rust=${rustDefinition.kind} TS=${tsDefinition.kind})`,
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);
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}
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const missingInTs = difference(rustDefinition.members, tsDefinition.members);
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if (missingInTs.length > 0) {
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failures.push(
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`${tsName} 缺少字段/变体:${missingInTs.join(', ')}(${rustName} 已有)`,
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);
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}
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const extraInTs = difference(tsDefinition.members, rustDefinition.members);
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if (extraInTs.length > 0) {
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failures.push(
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`${tsName} 多出未登记字段/变体:${extraInTs.join(', ')}(要么在 Rust 侧补上,要么先确认真实响应不再发出)`,
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);
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}
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}
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for (const name of rust.keys()) {
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if (!mappedRust.has(name)) {
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failures.push(`Rust 新增 DTO ${name} 没有登记进映射表(TS 侧必须同步)`);
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}
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}
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const apiSource = fs.readFileSync(API_MODULE_FILE, 'utf8');
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const emittedByBuilder = new Map();
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for (const builder of RESPONSE_BUILDERS) {
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const tsDefinition = ts.get(builder.ts);
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if (!tsDefinition) {
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failures.push(`响应构建器 ${builder.fn} 的 TS 类型不存在:${builder.ts}`);
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continue;
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}
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const body = functionBody(apiSource, builder.fn);
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if (body === null) {
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failures.push(`响应构建器 ${builder.fn} 在 ${API_MODULE_FILE} 里找不到`);
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continue;
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}
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const literal = firstJsonLiteral(body);
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const literalKeys = literal ? objectKeys(literal) : [];
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const ownKeys = [...new Set([...literalKeys, ...insertedKeys(body)])];
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let emitted = ownKeys;
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if (builder.base) {
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if (literalKeys.length > 0) {
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failures.push(
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`${builder.fn} 声明了 base=${builder.base},却自己也有 json! 字面量;两者只能取其一`,
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);
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continue;
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}
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if (ownKeys.length === 0) {
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failures.push(
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`${builder.fn} 声明了 base=${builder.base},但没有解析到任何顶层 object.insert("…")`,
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);
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continue;
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}
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const baseKeys = emittedByBuilder.get(builder.base);
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if (!baseKeys) {
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failures.push(
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`${builder.fn} 的 base=${builder.base} 必须登记在它前面,才能复用已解析的键`,
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);
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continue;
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}
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emitted = [...new Set([...baseKeys, ...ownKeys])];
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} else if (literalKeys.length === 0) {
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failures.push(`${builder.fn} 没有解析到任何 json!({ … }) 顶层键`);
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continue;
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}
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emittedByBuilder.set(builder.fn, emitted);
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const unknown = difference(emitted, tsDefinition.members);
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if (unknown.length > 0) {
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failures.push(
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`${builder.fn} 发出 ${builder.ts} 没有的键:${unknown.join(', ')}(TS 类型必须同步)`,
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);
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}
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const missing = difference(tsDefinition.required ?? [], emitted);
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if (missing.length > 0) {
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failures.push(
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`${builder.fn} 没有发出 ${builder.ts} 的必需字段:${missing.join(', ')}`,
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);
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}
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const mustEmit = difference(builder.mustEmit ?? [], emitted);
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if (mustEmit.length > 0) {
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failures.push(`${builder.fn} 必须发出的键缺失:${mustEmit.join(', ')}`);
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}
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for (const nested of builder.nested ?? []) {
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const nestedDefinition = ts.get(nested.ts);
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if (!nestedDefinition) {
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failures.push(
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`${builder.fn} 的嵌套对象 ${nested.key} 对应的 TS 类型不存在:${nested.ts}`,
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);
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continue;
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}
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const nestedText = literal ? nestedObjectText(literal, nested.key) : null;
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if (!nestedText) {
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failures.push(
|
||
`${builder.fn} 的 ${nested.key} 不是对象字面量,无法与 ${nested.ts} 比对`,
|
||
);
|
||
continue;
|
||
}
|
||
const nestedKeys = objectKeys(nestedText);
|
||
const nestedUnknown = difference(nestedKeys, nestedDefinition.members);
|
||
if (nestedUnknown.length > 0) {
|
||
failures.push(
|
||
`${builder.fn} 的 ${nested.key} 发出 ${nested.ts} 没有的键:${nestedUnknown.join(', ')}`,
|
||
);
|
||
}
|
||
const nestedMissing = difference(
|
||
nestedDefinition.required ?? [],
|
||
nestedKeys,
|
||
);
|
||
if (nestedMissing.length > 0) {
|
||
failures.push(
|
||
`${builder.fn} 的 ${nested.key} 没有发出 ${nested.ts} 的必需字段:${nestedMissing.join(', ')}`,
|
||
);
|
||
}
|
||
}
|
||
}
|
||
for (const builder of RESPONSE_BUILDERS) {
|
||
if (!emittedByBuilder.has(builder.fn)) {
|
||
failures.push(
|
||
`响应构建器 ${builder.fn} 的键没有解析成功,无法证明与 TS 一致`,
|
||
);
|
||
}
|
||
}
|
||
|
||
for (const name of ts.keys()) {
|
||
if (!mappedTs.has(name) && !TS_ONLY_TYPES.includes(name)) {
|
||
failures.push(
|
||
`TS 新增类型 ${name} 未分类(映射表或 TS_ONLY_TYPES 二者必居其一)`,
|
||
);
|
||
}
|
||
}
|
||
|
||
if (failures.length > 0) {
|
||
console.error('[check:game-distribution-dto-parity] 不一致:');
|
||
for (const failure of failures) console.error(` - ${failure}`);
|
||
process.exit(1);
|
||
}
|
||
console.log(
|
||
`[check:game-distribution-dto-parity] OK:${PAIRS.length} 组 Rust/TS 类型一致,` +
|
||
`${RESPONSE_BUILDERS.length} 个手拼响应构建器键一致,` +
|
||
`${TS_ONLY_TYPES.length} 个手拼响应类型已登记`,
|
||
);
|