Files
Genarrative/src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts
T

168 lines
4.9 KiB
TypeScript

import type {
CreatePuzzleAgentSessionRequest,
PuzzleAgentSessionSnapshot,
} from '../../../packages/shared/src/contracts/puzzleAgentSession';
import {
createMiniGameDraftGenerationState,
type MiniGameDraftGenerationKind,
type MiniGameDraftGenerationPhase,
type MiniGameDraftGenerationState,
resolveMiniGameDraftGenerationStartedAtMs,
} from '../../services/miniGameDraftGenerationProgress';
export function createMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
metadata?: MiniGameDraftGenerationState['metadata'],
startedAtMs = Date.now(),
): MiniGameDraftGenerationState {
return {
...createMiniGameDraftGenerationState(kind, startedAtMs),
...(metadata ? { metadata } : {}),
};
}
export function createFailedMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
updatedAt: string | null | undefined,
error: string,
metadata?: MiniGameDraftGenerationState['metadata'],
): MiniGameDraftGenerationState {
return resolveFinishedMiniGameDraftGenerationState(
createMiniGameDraftGenerationStateForRestoredDraft(
kind,
metadata,
resolveMiniGameDraftGenerationStartedAtMs(updatedAt),
),
'failed',
{ error },
);
}
/** 清理生成态完成时间,避免返回生成页后继续沿用结束态计时。 */
export function rebaseMiniGameDraftGenerationStateForDisplay(
state: MiniGameDraftGenerationState,
): MiniGameDraftGenerationState {
return {
...state,
finishedAtMs: undefined,
};
}
export function rebaseMiniGameDraftBackgroundCompileTaskForDisplay<
T extends { generationState: MiniGameDraftGenerationState },
>(task: T): T {
return {
...task,
generationState: rebaseMiniGameDraftGenerationStateForDisplay(
task.generationState,
),
};
}
export function createPuzzleDraftGenerationStateFromPayload(
payload: CreatePuzzleAgentSessionRequest | null | undefined,
session: PuzzleAgentSessionSnapshot | null | undefined = null,
): MiniGameDraftGenerationState {
const puzzleProgressPercent =
session?.draft && !session.draft.formDraft
? session.progressPercent
: undefined;
return {
...createMiniGameDraftGenerationState(
'puzzle',
resolveMiniGameDraftGenerationStartedAtMs(session?.updatedAt),
),
metadata: {
puzzleAiRedraw: payload?.aiRedraw ?? true,
puzzleActivePhaseId:
typeof puzzleProgressPercent === 'number' ? 'compile' : undefined,
puzzleActiveStepStartedAtMs:
typeof puzzleProgressPercent === 'number' ? Date.now() : undefined,
puzzleProgressPercent,
},
};
}
export function resolvePuzzlePhaseFromSessionProgress(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationPhase {
if (session.progressPercent >= 96) {
return 'puzzle-select-image';
}
if (session.progressPercent >= 94) {
return 'puzzle-ui-assets';
}
if (session.progressPercent >= 88) {
return state.metadata?.puzzleAiRedraw === false
? 'puzzle-level-scene'
: 'puzzle-cover-image';
}
return 'compile';
}
export function mergePuzzleSessionProgressIntoGenerationState(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationState {
const isCompiledGenerationSession = Boolean(
session.draft && !session.draft.formDraft,
);
const nextPhaseId = isCompiledGenerationSession
? resolvePuzzlePhaseFromSessionProgress(state, session)
: state.metadata?.puzzleActivePhaseId;
const shouldResetActiveStepStart =
isCompiledGenerationSession &&
nextPhaseId != null &&
nextPhaseId !== state.metadata?.puzzleActivePhaseId;
return {
...state,
metadata: {
...state.metadata,
puzzleActivePhaseId: nextPhaseId,
puzzleActiveStepStartedAtMs: shouldResetActiveStepStart
? resolveMiniGameDraftGenerationStartedAtMs(session.updatedAt)
: state.metadata?.puzzleActiveStepStartedAtMs,
puzzleProgressPercent: isCompiledGenerationSession
? session.progressPercent
: state.metadata?.puzzleProgressPercent,
},
};
}
export function resolveFinishedMiniGameDraftGenerationState(
state: MiniGameDraftGenerationState,
phase: 'ready' | 'failed',
options: {
error?: string | null;
completedAssetCount?: number;
totalAssetCount?: number;
} = {},
): MiniGameDraftGenerationState {
return {
...state,
phase,
finishedAtMs: Date.now(),
error: options.error ?? state.error,
completedAssetCount:
options.completedAssetCount ?? state.completedAssetCount,
totalAssetCount: options.totalAssetCount ?? state.totalAssetCount,
};
}
export function isMiniGameDraftReady(
state: MiniGameDraftGenerationState | null,
) {
return state?.phase === 'ready';
}
export function isMiniGameDraftGenerating(
state: MiniGameDraftGenerationState | null,
) {
return Boolean(state && state.phase !== 'ready' && state.phase !== 'failed');
}