35d3a92afd
- 快速编辑面板提示词换成与聊天同一个 `ResourceReferenceInput`,`@` 候选、插入动作与引用模型全部复用聊天那一套 - 共享 composer / 快速编辑面板新增 `promptInputSlot` 注入位,宿主控件替换默认 textarea,不传时 DOM 与行为逐字不变 - `ResourceReferenceInput` 新增 `showPolishAction`:快速编辑的润色仍由 ResourcePromptPolishSlot 承担,面板里不再出现第二个润色入口 - `ResourceReferenceInput` 的多行输入区把 Enter 留给换行,只有单行输入区才用 Enter 提交 - `@` 面板的搜索与筛选改用共享 `PlatformResourceFilterBar`,搜索 + 功能分类 + 标签三者在面板内叠加生效 - 新增 `resourceReferenceMatchesTagSelection` / `resourceReferenceTagLibrary`,标签口径(多标签 AND、计数与排序)落在共享标签库,两个页签各持一份 - 宿主新增 `quickEditReferences` 与 `applyResourceQuickEditDraft`,派生请求的 prompt 就是输入区回填的那份文本(`@显示名`),不引入第二种引用格式 - `useImageCanvasFloatingOptionDismiss` 新增 `isInsideExtraOverlay`:宿主 portal 到 body 的 `@` 选择器与候选菜单不再被判成点外部而收起快速编辑面板 - 资源画布快速编辑提示词输入区补样式(铺满 composer 一整行、高度上限),`@` 面板去掉手写搜索行样式 - 用例:新增标签库口径、标签筛选(多标签叠加 + 关键字 + 功能分类)、两页签独立标签、聊天与快速编辑草稿一致性、快速编辑内 `@` 出选择器且派生 payload 断言;扩展 AGC 资源工作台 V3 端到端验收用例
851 lines
30 KiB
TypeScript
851 lines
30 KiB
TypeScript
// @vitest-environment jsdom
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import {
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cleanup,
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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 } 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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currentIterationVersionAssets,
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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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} 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('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);
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window.removeEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
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expect(listener).toHaveBeenCalledTimes(1);
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expect(
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(listener.mock.calls[0]?.[0] as CustomEvent).detail.reference,
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).toEqual(reference);
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});
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test('runtime inspect messages only expose the bounded safe selection shape', () => {
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expect(
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parseLocalGamePreviewInspectMessage({
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type: LOCAL_GAME_PREVIEW_INSPECT_MESSAGE,
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action: 'selected',
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selection: {
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label: '开始游戏',
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elementTag: 'button',
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elementRole: 'button',
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text: '开始游戏',
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width: 120.4,
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height: 40.2,
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resourceIds: ['hero', 'bad id', '../secret'],
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sourcePath: '/assets/hero.png?token=secret',
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html: '<button>secret</button>',
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},
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}),
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).toEqual({
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action: 'selected',
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selection: {
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label: '开始游戏',
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elementTag: 'button',
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elementRole: 'button',
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text: '开始游戏',
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width: 120.4,
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height: 40.2,
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resourceIds: ['hero'],
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sourcePath: '/assets/hero.png',
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},
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});
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expect(
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parseLocalGamePreviewInspectMessage({
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type: 'unknown',
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action: 'selected',
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}),
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).toBeNull();
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});
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test('runtime-region references travel through the same structured event', () => {
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const reference: ChatReference = {
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type: 'runtime-region',
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label: '开始按钮',
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runId: 'preview-3101',
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elementTag: 'button',
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text: '开始游戏',
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resourceIds: ['hero'],
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source: 'runtime-picker',
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};
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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);
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window.removeEventListener(RESOURCE_REFERENCE_INSERT_EVENT, listener);
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expect(
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(listener.mock.calls[0]?.[0] as CustomEvent).detail.reference,
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).toEqual(reference);
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});
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test('removing a chip keeps the remaining text editable', 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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await user.click(screen.getByRole('option', { name: /hero/u }));
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await user.click(screen.getByRole('button', { name: '插入引用' }));
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await screen.findByRole('button', { name: '移除引用 hero' });
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await user.click(screen.getByRole('button', { name: '移除引用 hero' }));
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await waitFor(() => {
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expect(onChange.mock.calls.at(-1)?.[0].references).toHaveLength(0);
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});
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});
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test('counts one inserted reference as a single character in the editor text model', async () => {
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const user = userEvent.setup();
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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={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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);
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await user.click(screen.getByRole('button', { name: '插入素材引用' }));
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await user.click(screen.getByRole('option', { name: /hero/u }));
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await user.click(screen.getByRole('button', { name: '插入引用' }));
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await settleComposer();
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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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// 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
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// 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,
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// 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。
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// 提交用的结构化引用另走 `references`,不受这个占位字符影响。
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expect(editorTextSize()).toBe(2);
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});
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test('keeps the whole reference after one delete and drops its data in one step', 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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await user.click(screen.getByRole('option', { name: /hero/u }));
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await user.click(screen.getByRole('button', { name: '插入引用' }));
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await settleComposer();
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// chip 仍把 `@显示名` 显示给用户看;删除按钮挂在 chip 自己身上
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// (`移除引用 hero` 是 chip 内部的按钮,不是脱离 chip 的独立按钮)。
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const chip = document.querySelector('[data-resource-reference-id="hero"]');
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expect(chip).not.toBeNull();
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expect(chip?.textContent).toBe('@hero');
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const deleteButton = screen.getByRole('button', { name: '移除引用 hero' });
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expect(chip?.contains(deleteButton)).toBe(true);
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// 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。
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expect(onChange.mock.calls.at(-1)?.[0].text).toBe('@hero');
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expect(onChange.mock.calls.at(-1)?.[0].references[0]?.resourceId).toBe(
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'hero',
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);
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|
||
// 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();
|
||
});
|
||
});
|