a554b0c7ca
- 账本 v2:记录新增 taskType(asset-generation / project-naming,缺省 asset-generation,旧壳按素材任务读回),kind 改为可选;schema 升 agc-asset-generation-task.v2,读取同时接受 v1 与 v2。 - 新增 enqueue_local_project_naming_task / update_local_project_naming_task:命名任务入队时登记 live、终态写盘后摘除(写盘失败只回滚本轮插入),中断残留按命名口径收口为 failed(文案不含「目标素材」)。 - 首页命名链路改为推进这条任务:入队 → 命名中 → 已完成(已应用 AI 名称 / 建议名与现状一致 / 用户已手动改名而跳过)或失败(无可用名称 / 自动改名失败,均保留兜底名);账本只作展示旁路,推进失败只写诊断日志。 - 前端模型与面板支持命名行:按 taskType 把命名记录从素材任务分支剔除,命名行固定展示名「AI 项目命名」、只在终态显示结论、不渲染缩略图/提示词/定位动作;命令名写字面量以满足 check-config 静态枚举门禁。 - 工作台订阅账本变更事件做一次受控快照读取刷新命名行(不新增固定频率轮询);另修:命名行的 useLiveNow 收进独立组件,避免行种类变化导致 hooks 数量变化。 - 测试:homeProjectNamingAsync 12 例(新增入队→命名中→终态推进序列断言)、projectNamingGenerationTaskRow 3 例、appSurface 建项后命名行可见 + 事件刷新出终态结论 + 标题/列表同步;Rust asset_generation_task 22 例(含 naming_task_stays_in_flight_across_ledger_reads_until_terminal、legacy_v1_ledger_reads_back_*)。 - 文档:decision-log 改写为「生成任务体系里的后台任务」、pitfalls 新增 taskType/live 集合条目、实施计划专题补任务接入口径。 - 门禁:AGC 全量 1925 passed / 17 skipped;cargo 定向 22 + 6;npm run agc:typecheck(含 check:tests:types 与 check-config);cargo fmt --check;check:encoding;git diff --check。
497 lines
16 KiB
TypeScript
497 lines
16 KiB
TypeScript
// @vitest-environment jsdom
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import { act, cleanup, renderHook } from '@testing-library/react';
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import { afterEach, expect, it, vi } from 'vitest';
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import { createGameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
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import type { HomeProjectCreationController } from '../src/features/app-shell/useHomeProjectCreation';
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import { useHomeProjectCreation } from '../src/features/app-shell/useHomeProjectCreation';
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import { installTauriRuntime, resetTauriRuntime } from './tauriRuntimeFake';
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const PROJECT_PATH = 'C:/test/async-naming-game';
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const PROJECT_ID = 'gameagent-1a2b3c4d';
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/** 宿主在建项时给的兜底名(`GameAgent 项目 <8 位短 id>`)。 */
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const FALLBACK_NAME = 'GameAgent 项目 1a2b3c4d';
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const SUGGESTED_NAME = '星河远征';
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afterEach(() => {
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cleanup();
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resetTauriRuntime();
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});
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/** 手控闸门:测试自己决定命名请求何时返回,不靠 sleep 赌时序。 */
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function deferred<T>() {
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let resolve!: (value: T) => void;
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const promise = new Promise<T>((res) => {
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resolve = res;
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});
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return { promise, resolve };
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}
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function mount(options: {
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naming: Promise<string | null> | string;
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/** 条件改名命令的返回;缺省表示调用它就是测试失败。 */
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conditionalRename?: () => Promise<unknown>;
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/** 其它命令的按名处理;用于把某一步(如进项目时的预览核验)卡在手控闸门上。 */
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extraCommands?: Record<
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string,
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(args?: Record<string, unknown>) => Promise<unknown>
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>;
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}) {
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const order: string[] = [];
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const namingTaskCalls: Array<{
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command: string;
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args: Record<string, unknown>;
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}> = [];
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const invoke = vi.fn(
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async (command: string, args?: Record<string, unknown>) => {
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if (command === 'capture_analytics_context') return {};
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if (command === 'preflight_web_game_creation') return { status: 'ready' };
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if (
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command === 'enqueue_local_project_naming_task' ||
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command === 'update_local_project_naming_task'
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) {
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namingTaskCalls.push({ command, args: args ?? {} });
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return null;
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}
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if (command === 'suggest_automatic_project_name') {
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order.push(command);
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return options.naming;
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}
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if (command === 'create_automatic_local_game_project') {
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order.push(command);
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return {
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projectPath: PROJECT_PATH,
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manifestPath: `${PROJECT_PATH}/.agent/manifest.json`,
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manifest: createGameCreationAppManifest(PROJECT_ID, FALLBACK_NAME),
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};
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}
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if (command === 'get_local_game_project_revision') return { revision: 1 };
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if (command === 'rename_local_game_project_if_unchanged') {
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if (!options.conditionalRename) {
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throw new Error('未预期的条件改名调用');
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}
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return options.conditionalRename();
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}
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const extra = options.extraCommands?.[command];
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if (extra) {
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return extra();
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}
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return null;
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},
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);
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const refreshRecentWorkspace = vi.fn(async () => {});
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installTauriRuntime({ core: { invoke } });
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const hook = renderHook(() =>
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useHomeProjectCreation({
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setStatus: vi.fn(),
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showTransientNotice: vi.fn(),
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setLauncherView: vi.fn(),
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rememberRecentWorkspace: vi.fn(),
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refreshRecentWorkspace,
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}),
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);
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return { ...hook, invoke, order, namingTaskCalls, refreshRecentWorkspace };
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}
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/**
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* 「AI 项目命名」任务在账本里的推进序列:`命令:状态`。
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*
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* 三个断言点共用同一份口径:入队(无 status)→ running → 终态。
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*/
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function namingTaskStatusTrace(
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calls: ReadonlyArray<{ command: string; args: Record<string, unknown> }>,
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): string[] {
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return calls.map(
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(call) =>
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`${call.command.replace('_local_project_naming_task', '')}:${
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typeof call.args.status === 'string' ? call.args.status : ''
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}`,
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);
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}
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function createAutomatically(
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result: { current: HomeProjectCreationController },
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startMode: 'direct-build' | 'planning' = 'direct-build',
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) {
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return result.current.createHomeDraftAutomatically(
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{ creationType: 'game', prompt: '做一个小游戏', attachments: [] },
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startMode,
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);
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}
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it('enters the workspace even though the AI naming request never returns', async () => {
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const naming = deferred<string | null>();
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const { result, invoke, order, namingTaskCalls } = mount({
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naming: naming.promise,
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});
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let creation!: Promise<string>;
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act(() => {
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creation = createAutomatically(result);
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});
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let status = '';
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// 命名闸门一直关着。若建项链路还在等命名,这里会一直挂到用例超时——
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// 这正是"`create_automatic_local_game_project` 不再等待命名"的判定方式。
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await act(async () => {
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status = await creation;
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});
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expect(status).toBe('已创建工作区并进入项目开发');
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expect(result.current.projectPath).toBe(PROJECT_PATH);
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expect(result.current.currentProjectContext?.projectName).toBe(FALLBACK_NAME);
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// 命名请求先打出、建项随后并行,两者都不等对方。
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expect(order).toEqual([
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'suggest_automatic_project_name',
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'create_automatic_local_game_project',
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]);
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expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
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name: null,
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planning: false,
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});
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expect(invoke).not.toHaveBeenCalledWith(
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'rename_local_game_project_if_unchanged',
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expect.anything(),
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);
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// 命名还没回来:任务已经入队并标成「命名中」,用户能在生成任务里看到它在跑。
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expect(namingTaskStatusTrace(namingTaskCalls)).toEqual([
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'enqueue:',
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'update:running',
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]);
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await act(async () => {
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naming.resolve(null);
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await naming.promise;
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});
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});
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it('applies a valid AI name after it arrives and refreshes the recent row', async () => {
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const naming = deferred<string | null>();
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const { result, invoke, namingTaskCalls, refreshRecentWorkspace } = mount({
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naming: naming.promise,
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conditionalRename: async () => ({
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renamed: true,
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manifest: createGameCreationAppManifest(PROJECT_ID, SUGGESTED_NAME),
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revision: 7,
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}),
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});
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await act(async () => {
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await createAutomatically(result);
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});
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expect(result.current.currentProjectContext?.projectName).toBe(FALLBACK_NAME);
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await act(async () => {
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naming.resolve(` ${SUGGESTED_NAME} `);
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await naming.promise;
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});
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expect(invoke).toHaveBeenCalledWith(
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'rename_local_game_project_if_unchanged',
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{
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projectPath: PROJECT_PATH,
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// 条件改名的判据由前端原样转述:项目 ID + 这次创建的兜底名称。
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expectedProjectId: PROJECT_ID,
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expectedName: FALLBACK_NAME,
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name: SUGGESTED_NAME,
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},
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);
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expect(result.current.currentProjectContext?.projectName).toBe(
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SUGGESTED_NAME,
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);
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expect(result.current.currentProjectContext?.manifest.name).toBe(
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SUGGESTED_NAME,
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);
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expect(result.current.currentProjectContext?.projectRevision).toBe(7);
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expect(refreshRecentWorkspace).toHaveBeenCalledWith(PROJECT_PATH);
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// 「生成任务」列表里那条「AI 项目命名」按入队 → 命名中 → 已完成推进,结论可自解释。
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expect(namingTaskStatusTrace(namingTaskCalls)).toEqual([
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'enqueue:',
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'update:running',
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'update:completed',
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]);
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expect(namingTaskCalls.map((call) => call.args.taskId)).toEqual([
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`project-naming:${PROJECT_ID}`,
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`project-naming:${PROJECT_ID}`,
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`project-naming:${PROJECT_ID}`,
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]);
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expect(String(namingTaskCalls.at(-1)?.args.phaseDetail)).toContain(
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SUGGESTED_NAME,
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);
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});
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it('keeps the AI name when the naming result lands before the project is entered', async () => {
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const renamedManifest = createGameCreationAppManifest(
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PROJECT_ID,
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SUGGESTED_NAME,
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);
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// 进项目时的会话预览核验卡住:AI 改名先落定,进项目还没写完上下文。
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let releasePreview!: () => void;
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const previewGate = new Promise<void>((resolve) => {
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releasePreview = resolve;
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});
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let markRenameInvoked!: () => void;
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const renameInvoked = new Promise<void>((resolve) => {
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markRenameInvoked = resolve;
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});
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const { result } = mount({
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// 命名瞬时返回(最快的模型情况),建项与改名之间没有等待。
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naming: SUGGESTED_NAME,
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conditionalRename: async () => {
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markRenameInvoked();
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return { renamed: true, manifest: renamedManifest, revision: 1 };
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},
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extraCommands: {
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get_local_game_preview_status: async () => {
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await previewGate;
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return null;
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},
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},
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});
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let creation!: Promise<string>;
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act(() => {
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creation = createAutomatically(result);
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});
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await act(async () => {
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await renameInvoked;
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});
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// 此刻改名已经落定,但工作区上下文还没建立。
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expect(result.current.currentProjectContext).toBeNull();
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await act(async () => {
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releasePreview();
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await creation;
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});
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// 进项目写下的兜底上下文之后,后台改名结果必须仍然生效,不能被覆盖回兜底名。
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expect(result.current.currentProjectContext?.projectName).toBe(
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SUGGESTED_NAME,
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);
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expect(result.current.currentProjectContext?.manifest.name).toBe(
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SUGGESTED_NAME,
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);
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});
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it.each(['', ' ', null])(
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'keeps the fallback name for a non-usable AI response (%s)',
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async (response) => {
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const naming = deferred<string | null>();
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const { result, invoke, namingTaskCalls } = mount({
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naming: naming.promise,
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conditionalRename: async () => {
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throw new Error('空/非法 AI 名称不应触发改名');
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},
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});
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await act(async () => {
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await createAutomatically(result);
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});
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await act(async () => {
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naming.resolve(response);
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await naming.promise;
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});
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expect(invoke).not.toHaveBeenCalledWith(
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'rename_local_game_project_if_unchanged',
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expect.anything(),
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);
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expect(result.current.currentProjectContext?.projectName).toBe(
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FALLBACK_NAME,
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);
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// 失败/超时/非法内容:任务按 failed 收口,兜底名保留。
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expect(namingTaskStatusTrace(namingTaskCalls)).toEqual([
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'enqueue:',
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'update:running',
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'update:failed',
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]);
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expect(String(namingTaskCalls.at(-1)?.args.phaseDetail)).toContain(
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'保留兜底名',
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);
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},
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);
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it('does not overwrite a name the user already changed', async () => {
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const naming = deferred<string | null>();
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const { result, namingTaskCalls } = mount({
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naming: naming.promise,
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// 用户已经手动改过名:宿主按「当前名称不再是兜底名」整体跳过。
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conditionalRename: async () => ({
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renamed: false,
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manifest: createGameCreationAppManifest(PROJECT_ID, '我自己起的名字'),
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revision: 9,
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}),
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});
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await act(async () => {
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await createAutomatically(result);
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});
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await act(async () => {
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naming.resolve(SUGGESTED_NAME);
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await naming.promise;
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});
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expect(result.current.currentProjectContext?.projectName).toBe(FALLBACK_NAME);
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// 跳过不是失败:任务按 completed 收口,并且结论自己说清「为什么没改名」。
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expect(namingTaskStatusTrace(namingTaskCalls)).toEqual([
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'enqueue:',
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'update:running',
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'update:completed',
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]);
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expect(String(namingTaskCalls.at(-1)?.args.phaseDetail)).toContain(
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'已跳过 AI 命名',
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);
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});
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it('keeps the created workspace when the conditional rename fails', async () => {
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const naming = deferred<string | null>();
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const { result, namingTaskCalls } = mount({
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naming: naming.promise,
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conditionalRename: async () => {
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throw new Error('项目正在被其他写操作占用');
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},
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});
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let status = '';
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await act(async () => {
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status = await createAutomatically(result);
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});
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await act(async () => {
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naming.resolve(SUGGESTED_NAME);
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await naming.promise;
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});
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expect(status).toBe('已创建工作区并进入项目开发');
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expect(result.current.projectPath).toBe(PROJECT_PATH);
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expect(result.current.currentProjectContext?.projectName).toBe(FALLBACK_NAME);
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expect(namingTaskStatusTrace(namingTaskCalls)).toEqual([
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'enqueue:',
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'update:running',
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'update:failed',
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]);
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expect(String(namingTaskCalls.at(-1)?.args.phaseDetail)).toContain(
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'已保留兜底名',
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);
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});
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it('never starts automatic naming for the 做方案 flow', async () => {
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const naming = deferred<string | null>();
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const { result, invoke } = mount({ naming: naming.promise });
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await act(async () => {
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await createAutomatically(result, 'planning');
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});
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expect(invoke).not.toHaveBeenCalledWith(
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'suggest_automatic_project_name',
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expect.anything(),
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);
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expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
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name: null,
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planning: true,
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});
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await act(async () => {
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naming.resolve(null);
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await naming.promise;
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});
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});
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it('does not hijack the project the user already moved to when the AI name lands', async () => {
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const naming = deferred<string | null>();
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const { result, refreshRecentWorkspace } = mount({
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naming: naming.promise,
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conditionalRename: async () => ({
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renamed: true,
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manifest: createGameCreationAppManifest(PROJECT_ID, SUGGESTED_NAME),
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revision: 1,
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}),
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});
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await act(async () => {
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await createAutomatically(result);
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});
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// 用户已经切到另一个工作区(看门狗解围后打开别项目走的是同一条「上下文已被别人接管」判据)。
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await act(async () => {
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result.current.setCurrentProjectContext({
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projectPath: 'C:/test/other-project',
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projectName: '另一个项目',
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projectKind: 'web',
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manifest: createGameCreationAppManifest('other-project', '另一个项目'),
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projectRevision: 3,
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creationType: null,
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startMode: null,
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initialPrompt: '',
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attachments: [],
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recentRunStatus: null,
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recentRunStopReason: null,
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createdAt: 1,
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});
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});
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await act(async () => {
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naming.resolve(SUGGESTED_NAME);
|
|
await naming.promise;
|
|
});
|
|
|
|
// 后台改名不能把用户当前所在的项目上下文换成刚建好的那个工作区。
|
|
expect(result.current.currentProjectContext?.projectPath).toBe(
|
|
'C:/test/other-project',
|
|
);
|
|
expect(result.current.currentProjectContext?.projectName).toBe('另一个项目');
|
|
// 但刚刚建好的工作区确实改名了:最近项目行照旧按目录重检。
|
|
expect(refreshRecentWorkspace).toHaveBeenCalledWith(PROJECT_PATH);
|
|
});
|
|
|
|
it('does not write the project context after the launcher unmounted', async () => {
|
|
const naming = deferred<string | null>();
|
|
const { result, unmount, refreshRecentWorkspace } = mount({
|
|
naming: naming.promise,
|
|
conditionalRename: async () => ({
|
|
renamed: true,
|
|
manifest: createGameCreationAppManifest(PROJECT_ID, SUGGESTED_NAME),
|
|
revision: 1,
|
|
}),
|
|
});
|
|
|
|
await act(async () => {
|
|
await createAutomatically(result);
|
|
});
|
|
unmount();
|
|
await act(async () => {
|
|
naming.resolve(SUGGESTED_NAME);
|
|
await naming.promise;
|
|
});
|
|
|
|
// 卸载后迟到的命名结果不再写上下文,也就不该走到上下文写入后面的最近项目重检。
|
|
// (卸载后 `result.current` 冻结在最后一次渲染,只有这条副作用能观测到越界写入。)
|
|
expect(refreshRecentWorkspace).not.toHaveBeenCalled();
|
|
});
|
|
|
|
it('does not write the project context after the window was hidden', async () => {
|
|
const naming = deferred<string | null>();
|
|
const { result, refreshRecentWorkspace } = mount({
|
|
naming: naming.promise,
|
|
conditionalRename: async () => ({
|
|
renamed: true,
|
|
manifest: createGameCreationAppManifest(PROJECT_ID, SUGGESTED_NAME),
|
|
revision: 1,
|
|
}),
|
|
});
|
|
|
|
await act(async () => {
|
|
await createAutomatically(result);
|
|
});
|
|
// `pagehide` 是壳自己的作废信号(关窗 / 切走),与卸载走同一枚 mounted + 代次守卫。
|
|
await act(async () => {
|
|
window.dispatchEvent(new Event('pagehide'));
|
|
});
|
|
await act(async () => {
|
|
naming.resolve(SUGGESTED_NAME);
|
|
await naming.promise;
|
|
});
|
|
|
|
expect(result.current.currentProjectContext?.projectName).toBe(FALLBACK_NAME);
|
|
expect(refreshRecentWorkspace).not.toHaveBeenCalled();
|
|
});
|