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- executeRunLocal 的三条失败路径(缺 Tauri / 缺项目 / 启动预览报错)也改走 onRunNotice 失败色提示,对话区不再出现过程行;随之删除已无调用方的 announceProjectChatMessage 与不再有意义的 announceToChat 参数 - RunNoticeToast 的失败提示延长到 6 秒(成功仍 2.6 秒),避免错误一闪而过 - 版本入口在 UI 编辑器壳里不渲染;版本名改由一层 span 承载省略号,长版本名不再被硬裁 - 视图拿不到 onNotice 时把「在浏览器打开失败」写进 console,不再静默吞掉 - check-native-shells 增加「运行页视图里 openUrl( 只有一个调用点」的判据,堵住自动开浏览器的口子 - 新增外壳级接线用例 runNoticeShellWiring;previewActivation 补「启动失败走失败色提示且不写对话区」;runNoticeToast 补失败时长;样式守卫补省略号 - decision-log 收敛到最终口径(成功与失败都出对话区、失败留 6 秒、编辑器不挂版本入口)
159 lines
5.0 KiB
TypeScript
159 lines
5.0 KiB
TypeScript
/** @vitest-environment jsdom */
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/**
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* 运行提示的外壳级接线:`ProjectChat` 发一条提示,工作台壳真的把它渲染成浮层。
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*
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* 单测(`runNoticeToast`)只证明组件本身,`previewActivation` 只证明 App 会调这条通道;
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* 从「通道被调用」到「用户看到 toast」之间还差一层壳的接线(prop 名、handler、portal 挂点、
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* tone 传递)。这里用替身聊天把这一层单独钉住:以后有人把 `<RunNoticeToast/>` 挪进条件
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* 分支、或在传 prop 时写错名字,这条会红。
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*/
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import { fireEvent, render, screen, waitFor } from '@testing-library/react';
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import { describe, expect, it, vi } from 'vitest';
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import { createGameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
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import type { ProjectChatComponentProps } from '../src/features/app-shell/model';
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import { WorkspaceLauncherShell } from '../src/features/app-shell/WorkspaceLauncher';
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import {
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createProjectChatRuntimeHarness,
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pickProjectFromLauncher,
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testAuthUser,
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} from './appSurface/harness';
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const PROJECT_PATH = '/tmp/run-notice-shell-project';
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function StubRunNoticeChat({ onRunNotice }: ProjectChatComponentProps) {
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return (
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<div>
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<button
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type="button"
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onClick={() =>
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onRunNotice?.({ message: '运行通过,已载入客户端运行视图' })
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}
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>
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触发成功提示
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</button>
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<button
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type="button"
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onClick={() =>
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onRunNotice?.({
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tone: 'error',
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message: '运行游戏失败:预览端口被占用',
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})
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}
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>
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触发失败提示
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</button>
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</div>
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);
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}
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/**
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* 打开工作台所需的最小命令集照抄 `home.suite` 的活动清单用例:项目目录探测 + 清单 +
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* 资源图 / 布局读回,其余命令沿用聊天 harness。
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*/
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function renderWorkbench() {
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const manifest = createGameCreationAppManifest(
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'run-notice-shell-project',
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'运行提示接线项目',
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);
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const runtimeHarness = createProjectChatRuntimeHarness({
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projectPath: PROJECT_PATH,
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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 === 'get_design_agent_runtime_mode') return null;
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if (command === 'inspect_local_project_directory') {
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return {
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projectPath: PROJECT_PATH,
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exists: true,
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isDirectory: true,
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isGameCreatorProject: true,
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projectName: manifest.name,
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recentRunStatus: null,
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recentRunStopReason: null,
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};
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}
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if (command === 'get_local_game_manifest') {
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return manifest;
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}
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if (command === 'read_local_project_resource_graph') {
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return {
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resourceIds: [],
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referenceEdges: [],
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taskFlows: [],
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connectionIndex: [],
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producerAssignments: [],
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dependencyDepths: [],
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unresolvedReferenceResourceIds: [],
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cyclicResourceIds: [],
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cyclicTaskIds: [],
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producerMappingTruncated: false,
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};
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}
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if (command === 'read_local_project_resource_canvas_layout') {
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return {
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schemaVersion: 'game-creator-resource-layout.v1',
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projectId: manifest.projectId,
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mode: args?.mode,
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revision: 0,
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positions: [],
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updatedAt: 0,
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};
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}
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return runtimeHarness.invoke(command, args);
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},
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);
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window.__TAURI__ = {
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core: { invoke: invoke as never },
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event: { listen: runtimeHarness.listen as never },
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};
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render(
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<WorkspaceLauncherShell
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currentUser={testAuthUser}
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initialView="projects"
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onLogout={vi.fn()}
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ProjectChat={StubRunNoticeChat}
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/>,
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);
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pickProjectFromLauncher(PROJECT_PATH);
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}
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function toastElement() {
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return document.querySelector('[data-project-run-notice-toast="true"]');
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}
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describe('运行提示的外壳接线', () => {
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it('成功提示渲染成浮层,且不落在对话容器里', async () => {
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renderWorkbench();
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await screen.findByLabelText('项目开发工作台');
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fireEvent.click(
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await screen.findByRole('button', { name: '触发成功提示' }),
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);
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await waitFor(() => expect(toastElement()).not.toBeNull());
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expect(toastElement()?.textContent ?? '').toContain(
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'运行通过,已载入客户端运行视图',
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);
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// 「对话区里没有这条提示」由 `previewActivation` 用真实聊天容器断言;这里用的替身
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// 聊天没有消息列表,重复断言只会自证。
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});
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it('失败提示按 alert 渲染', async () => {
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renderWorkbench();
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await screen.findByLabelText('项目开发工作台');
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fireEvent.click(
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await screen.findByRole('button', { name: '触发失败提示' }),
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);
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await waitFor(() =>
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expect(toastElement()?.querySelector('[role="alert"]')).not.toBeNull(),
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);
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expect(toastElement()?.textContent ?? '').toContain(
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'运行游戏失败:预览端口被占用',
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);
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});
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});
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