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- 新增 scripts/check-game-distribution-upload-resume.mjs:prepare 段造 9,437,658 字节真实 ZIP 只传第一片 8,388,608 字节,杀掉 api-server(PID 53844 -> 7728)后 resume 段从对象存储读回权威偏移继续传完、确认 uploaded、送审 202 pending_review - 上传安全检查脚本改名并扩展为 check-game-distribution-upload-safety:新增「结构合法但摘要与声明不符 -> 409 PACKAGE_MISMATCH -> upload_failed + recoveryAction=reupload -> reset 归零 -> 重传确认成功」失败恢复用例,共 24 项 PASS - package.json 注册 check:game-distribution-upload-resume 并改名 check:game-distribution-upload-safety - 游戏分发里程碑阶段 A 第 5 条改为已勾选,写入三段式取证 - decision-log 记录越权一律 404、并发落败给权威偏移两条错误码口径
456 lines
14 KiB
JavaScript
456 lines
14 KiB
JavaScript
// 游戏分发「分片上传中断 / api-server 进程退出后按权威偏移续传」编排检查。
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//
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// 需要本地 dev 栈(SpacetimeDB standalone + api-server),两个阶段之间由调用方重启 api-server:
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// E2E_ADMIN_USER=<管理员> E2E_ADMIN_PASSWORD=<密码> E2E_STAGE=prepare \
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// npm run check:game-distribution-upload-resume
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// <重启 api-server>
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// E2E_ADMIN_USER=<管理员> E2E_ADMIN_PASSWORD=<密码> E2E_STAGE=resume \
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// npm run check:game-distribution-upload-resume
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//
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// E2E_STATE_FILE 可覆盖状态文件路径(默认在系统临时目录),E2E_API_BASE 默认 http://127.0.0.1:4198。
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//
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// prepare:注册作者 → 建游戏与版本(声明整包摘要/字节数)→ 造一个大于 8 MiB 的真实 ZIP →
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// 按分片协议只上传第一片(8 MiB)→ 断言权威已收字节就是第一片长度。
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// resume :重新登录同一作者 → 断言灰度配置在进程重启后仍然生效 → 读权威已收字节(来自 OSS,
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// 不是进程内状态)→ 从该偏移续传剩余字节 → 确认整包 → 送审。
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// 这条链路只在本机 dev 数据库与该 dev bucket 的对象键下落行。
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import { createHash, randomBytes } from 'node:crypto';
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import { mkdtemp, readFile, rm, writeFile } from 'node:fs/promises';
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import { tmpdir } from 'node:os';
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import path from 'node:path';
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import JSZip from 'jszip';
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const COVER_PNG = Buffer.from(
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'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==',
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'base64',
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);
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const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:4198';
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const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' };
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const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim();
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const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? '';
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const STAGE = (process.env.E2E_STAGE ?? 'prepare').trim();
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const DEV_PASSWORD = 'GenE2e123!';
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const CHUNK_BYTES = 8 * 1024 * 1024;
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if (!ADMIN_USER || !ADMIN_PASSWORD) {
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console.error(
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'缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:本脚本要按发布灰度口径打开 ' +
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'game-distribution:publish 写入口;本地栈可先以 GENARRATIVE_ADMIN_USERNAME / ' +
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'GENARRATIVE_ADMIN_PASSWORD 启动 api-server。',
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);
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process.exit(2);
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}
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if (STAGE !== 'prepare' && STAGE !== 'resume') {
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console.error(`E2E_STAGE 只支持 prepare / resume,收到:${STAGE}`);
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process.exit(2);
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}
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let failures = 0;
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function check(name, ok, detail = '') {
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if (!ok) failures += 1;
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console.log(
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`${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`,
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);
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}
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async function api(pathname, options = {}) {
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const { method = 'GET', token, body, headers = {}, binary } = options;
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const finalHeaders = { ...ENVELOPE, ...headers };
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if (token) finalHeaders.Authorization = `Bearer ${token}`;
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let finalBody;
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if (binary) {
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finalBody = binary;
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} else if (body !== undefined) {
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finalHeaders['Content-Type'] = 'application/json';
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finalBody = JSON.stringify(body);
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}
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const response = await fetch(`${API}${pathname}`, {
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method,
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headers: finalHeaders,
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body: finalBody,
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});
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const text = await response.text();
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let json = null;
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try {
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json = JSON.parse(text);
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} catch {
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json = null;
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}
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return {
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status: response.status,
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json,
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text,
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data: json?.data,
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error: json?.error,
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};
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}
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async function stateFilePaths() {
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const configured = (process.env.E2E_STATE_FILE ?? '').trim();
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if (configured) {
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return { state: configured, zip: `${configured}.zip` };
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}
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const dir = await mkdtemp(path.join(tmpdir(), 'genarrative-gd-resume-'));
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const state = path.join(dir, 'state.json');
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return { state, zip: `${state}.zip` };
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}
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async function adminToken() {
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const login = await api('/admin/api/login', {
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method: 'POST',
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body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
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});
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const token = login.data?.token ?? login.data?.accessToken;
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check(
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'管理员登录成功',
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login.status === 200 && Boolean(token),
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`status=${login.status}`,
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);
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return token;
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}
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const setGate = (token, enabled, rolloutPercent) =>
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api('/admin/api/feature-gates', {
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method: 'PUT',
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token,
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body: {
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gateKey: 'game-distribution:publish',
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enabled,
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rolloutPercent,
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allowUserIds: [],
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allowUserTags: [],
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denyUserIds: [],
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description: 'E2E 分片续传',
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},
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});
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function gameMetadata(title) {
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return {
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title,
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summary: '分片续传用例的临时游戏',
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description: '',
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category: '休闲',
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tags: ['e2e'],
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deviceSupport: { desktop: true, mobile: false, touch: false },
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inputModes: ['keyboard', 'mouse'],
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orientation: 'landscape',
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};
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}
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async function uploadCover(token, id) {
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const fileName = `upload-resume-${id}.png`;
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const ticket = await api('/api/assets/direct-upload-tickets', {
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method: 'POST',
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token,
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body: {
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legacyPrefix: 'generated-character-drafts',
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pathSegments: ['game-distribution', 'upload-resume', String(id)],
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fileName,
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contentType: 'image/png',
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access: 'private',
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maxSizeBytes: COVER_PNG.length,
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metadata: { asset_kind: 'game_distribution_cover' },
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},
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});
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if (ticket.status !== 200) {
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throw new Error(
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`创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`,
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);
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}
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const upload = ticket.data.upload;
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const form = new FormData();
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for (const [key, value] of Object.entries(upload.formFields ?? {})) {
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if (value !== null && value !== undefined) form.append(key, String(value));
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}
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form.append('file', new Blob([COVER_PNG], { type: 'image/png' }), fileName);
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const put = await fetch(upload.host, { method: 'POST', body: form });
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if (!put.ok) {
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throw new Error(`直传对象存储失败 ${put.status}`);
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}
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const confirm = await api('/api/assets/objects/confirm', {
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method: 'POST',
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token,
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body: {
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bucket: upload.bucket,
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objectKey: upload.objectKey,
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contentType: 'image/png',
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contentLength: COVER_PNG.length,
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assetKind: 'game_distribution_cover',
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accessPolicy: 'private',
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entityId: 'game-distribution-upload-resume',
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},
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});
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if (confirm.status !== 200) {
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throw new Error(
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`确认素材失败 ${confirm.status} ${confirm.text.slice(0, 300)}`,
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);
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}
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return confirm.data.assetObject.assetObjectId;
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}
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// 真实 ZIP(> 8 MiB,随机内容不可压缩),根目录含 index.html,条目数与声明的 packageFileCount 一致。
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async function buildLargeFixtureZip() {
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const archive = new JSZip();
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archive.file('index.html', '<!doctype html><title>resume</title>');
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archive.file('assets/app.js', "console.log('resume');");
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archive.file('assets/blob.bin', randomBytes(9 * 1024 * 1024));
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const bytes = await archive.generateAsync({ type: 'uint8array' });
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return { bytes: Buffer.from(bytes), fileCount: 3 };
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}
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async function uploadChunk(token, versionId, bytes, offset, key) {
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return api(`/api/game-distribution/versions/${versionId}/package/chunk`, {
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method: 'PUT',
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token,
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headers: {
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'Content-Type': 'application/octet-stream',
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'Idempotency-Key': key,
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'x-genarrative-upload-offset': String(offset),
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},
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binary: bytes,
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});
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}
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async function runPrepare(paths) {
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const admin = await adminToken();
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if (!admin) process.exit(1);
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const gateOpen = await setGate(admin, true, 100);
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check(
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'发布灰度可开启并放量',
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gateOpen.status === 200,
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`status=${gateOpen.status}`,
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);
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const stamp = Date.now();
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const phone = `136${String(stamp).slice(-8)}`;
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const register = await api('/api/auth/entry', {
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method: 'POST',
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body: { purePhoneNumber: phone, password: DEV_PASSWORD },
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});
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const author = register.data?.token;
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check(
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'作者注册拿到 token',
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register.status === 200 && Boolean(author),
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`status=${register.status}`,
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);
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if (!author) process.exit(1);
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const built = await buildLargeFixtureZip();
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const zipBytes = built.bytes;
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const zipSha256 = createHash('sha256').update(zipBytes).digest('hex');
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check(
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'fixture 发行包大于单个分片',
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zipBytes.length > CHUNK_BYTES,
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`packageBytes=${zipBytes.length}`,
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);
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await writeFile(paths.zip, zipBytes);
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const coverAssetId = await uploadCover(author, stamp);
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const title = `分片续传 ${String(stamp).slice(-6)}`;
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const metadata = { ...gameMetadata(title), coverAssetId };
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const created = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-game-${stamp}` },
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body: metadata,
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});
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const gameId = created.data?.id;
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check(
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'创建游戏成功',
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created.status === 200 && Boolean(gameId),
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`status=${created.status} msg=${created.error?.message ?? ''}`,
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);
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if (!gameId) process.exit(1);
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const versionResponse = await api(
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`/api/game-distribution/games/${gameId}/versions`,
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{
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-version-${stamp}` },
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body: {
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packageSha256: zipSha256,
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packageBytes: zipBytes.length,
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packageFileCount: built.fileCount,
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packageEntryPath: 'index.html',
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gameMetadata: metadata,
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},
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},
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);
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const versionId = versionResponse.data?.versionId;
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check(
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'创建版本成功(awaiting_upload)',
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versionResponse.status === 200 &&
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Boolean(versionId) &&
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versionResponse.data?.status === 'awaiting_upload',
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`status=${versionResponse.status} versionStatus=${versionResponse.data?.status}`,
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);
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if (!versionId) process.exit(1);
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const firstChunk = zipBytes.subarray(0, CHUNK_BYTES);
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const uploaded = await uploadChunk(
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author,
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versionId,
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firstChunk,
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0,
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`resume-chunk-1-${stamp}`,
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);
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check(
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'第一片上传成功',
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uploaded.status === 200 && uploaded.data?.receivedBytes === CHUNK_BYTES,
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`status=${uploaded.status} receivedBytes=${uploaded.data?.receivedBytes ?? 'n/a'}`,
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);
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const state = await api(
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`/api/game-distribution/versions/${versionId}/package/upload-state`,
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{ token: author },
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);
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check(
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'权威已收字节等于第一片长度',
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state.status === 200 && state.data?.receivedBytes === CHUNK_BYTES,
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`status=${state.status} receivedBytes=${state.data?.receivedBytes ?? 'n/a'}`,
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);
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await writeFile(
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paths.state,
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JSON.stringify(
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{
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apiBase: API,
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stage: 'prepared',
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phone,
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password: DEV_PASSWORD,
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gameId,
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versionId,
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packageSha256: zipSha256,
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packageBytes: zipBytes.length,
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packageFileCount: built.fileCount,
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firstChunkBytes: CHUNK_BYTES,
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zipPath: paths.zip,
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},
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null,
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2,
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),
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);
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console.log(
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`\nPREPARED gameId=${gameId} versionId=${versionId} packageBytes=${zipBytes.length} receivedBytes=${CHUNK_BYTES}`,
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);
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console.log(
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'下一步:重启 api-server,再用 E2E_STAGE=resume 运行本脚本(同一 E2E_STATE_FILE)。',
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);
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process.exit(failures === 0 ? 0 : 1);
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}
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async function runResume(paths) {
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const raw = await readFile(paths.state, 'utf8');
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const saved = JSON.parse(raw);
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const zipBytes = await readFile(saved.zipPath);
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check(
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'状态文件与 fixture 齐备',
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saved.stage === 'prepared' &&
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saved.versionId &&
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zipBytes.length === saved.packageBytes,
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`versionId=${saved.versionId ?? ''} packageBytes=${zipBytes.length}/${saved.packageBytes}`,
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);
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const admin = await adminToken();
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if (!admin) process.exit(1);
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const login = await api('/api/auth/entry', {
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method: 'POST',
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body: { purePhoneNumber: saved.phone, password: saved.password },
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});
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const author = login.data?.token;
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check(
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'重启后同一作者仍能登录',
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login.status === 200 && Boolean(author),
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`status=${login.status}`,
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);
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if (!author) process.exit(1);
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const frontendConfig = await api('/api/runtime/frontend-config', {
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token: author,
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});
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check(
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'灰度配置在 api-server 重启后仍然生效',
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frontendConfig.status === 200 &&
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frontendConfig.data?.gameDistributionPublishEnabled === true,
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`status=${frontendConfig.status} enabled=${frontendConfig.data?.gameDistributionPublishEnabled}`,
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);
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const state = await api(
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`/api/game-distribution/versions/${saved.versionId}/package/upload-state`,
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{ token: author },
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);
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check(
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'重启后权威已收字节仍等于第一片长度(来自对象存储)',
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state.status === 200 && state.data?.receivedBytes === saved.firstChunkBytes,
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`status=${state.status} receivedBytes=${state.data?.receivedBytes ?? 'n/a'}`,
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);
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const remaining = zipBytes.subarray(saved.firstChunkBytes);
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const resumed = await uploadChunk(
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author,
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saved.versionId,
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remaining,
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saved.firstChunkBytes,
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`resume-chunk-2-${saved.versionId}`,
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);
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check(
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'按权威偏移续传剩余字节成功',
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resumed.status === 200 &&
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resumed.data?.receivedBytes === saved.packageBytes,
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`status=${resumed.status} receivedBytes=${resumed.data?.receivedBytes ?? 'n/a'} expected=${saved.packageBytes}`,
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);
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const completed = await api(
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`/api/game-distribution/versions/${saved.versionId}/package/complete`,
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{
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-complete-${saved.versionId}` },
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},
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);
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check(
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'整包确认成功(回到可送审状态)',
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completed.status === 200 && completed.data?.status === 'uploaded',
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`status=${completed.status} versionStatus=${completed.data?.status ?? ''} msg=${completed.error?.message ?? ''}`,
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);
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const submitted = await api(
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`/api/game-distribution/versions/${saved.versionId}/submit`,
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{
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-submit-${saved.versionId}` },
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body: {
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expectedPublicationRevision: completed.data?.publicationRevision ?? 0,
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},
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},
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);
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check(
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'送审成功(202 + pending_review)',
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submitted.status === 202 &&
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submitted.data?.version?.status === 'pending_review',
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||
`status=${submitted.status} versionStatus=${submitted.data?.version?.status ?? ''}`,
|
||
);
|
||
|
||
const gateClosed = await setGate(admin, false, 0);
|
||
check(
|
||
'发布灰度恢复关闭',
|
||
gateClosed.status === 200,
|
||
`status=${gateClosed.status}`,
|
||
);
|
||
|
||
await rm(saved.zipPath, { force: true });
|
||
console.log(`\n${failures === 0 ? '全部通过' : `${failures} 项失败`}`);
|
||
process.exit(failures === 0 ? 0 : 1);
|
||
}
|
||
|
||
const paths = await stateFilePaths();
|
||
if (STAGE === 'prepare') {
|
||
await runPrepare(paths);
|
||
} else {
|
||
await runResume(paths);
|
||
}
|