0224ef7b9d
- 删除 App.tsx 里 pendingCommand 状态、确认/取消处理与 21 个 execute* 分发分支 - 删除随该链路一起不可达的 21 个 execute* 实现与 requireChatProjectForUserAction - 删除只服务该链路的 PendingCommand 类型、pendingCommandPresentation.ts 与 resolvePendingCommandProjectPath - PlanningChatView 去掉 pendingCommand 面板相关 props、渲染分支与导入 - rememberCommand.test.ts 只保留现役 helper(path/remember/needsInitializedChatProject/agent 卡片)的用例
150 lines
5.3 KiB
TypeScript
150 lines
5.3 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import {
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createGameCreationAppManifest,
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GAME_CREATION_AGENT_RUN_SCHEMA_VERSION,
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type GameCreationAgentRunTrace,
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} from '../../../packages/shared/src/contracts/gameCreationApp';
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import {
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deriveAgentStatusCards,
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isAbsoluteProjectPath,
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needsInitializedChatProject,
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parseRememberInput,
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resolveChatProjectPath,
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} from '../src/App';
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describe('AI 游戏创作聊天记忆命令', () => {
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it('recognizes local project absolute paths across desktop platforms', () => {
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expect(isAbsoluteProjectPath('/tmp/game')).toBe(true);
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expect(isAbsoluteProjectPath('C:\\Games\\demo')).toBe(true);
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expect(isAbsoluteProjectPath('D:/Games/demo')).toBe(true);
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expect(isAbsoluteProjectPath('relative-game')).toBe(false);
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});
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it('defaults /remember to long memory and supports short and blackboard scopes', () => {
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expect(parseRememberInput('主角喜欢反弹弹幕')).toEqual({
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scope: 'long',
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content: '主角喜欢反弹弹幕',
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});
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expect(parseRememberInput('short 本轮先修输入手感')).toEqual({
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scope: 'short',
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content: '本轮先修输入手感',
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});
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expect(parseRememberInput('长期 保留厨房主题')).toEqual({
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scope: 'long',
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content: '保留厨房主题',
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});
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expect(parseRememberInput('project 覆盖后的长期设定')).toEqual({
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scope: 'long',
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content: '覆盖后的长期设定',
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});
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expect(parseRememberInput('blackboard 共享美术约束')).toEqual({
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scope: 'blackboard',
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content: '共享美术约束',
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});
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expect(parseRememberInput('黑板 统一使用俯视角')).toEqual({
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scope: 'blackboard',
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content: '统一使用俯视角',
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});
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});
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it('requires an initialized local project path before chat memory commands', () => {
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expect(resolveChatProjectPath(null)).toBeNull();
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expect(resolveChatProjectPath({ projectPath: '/tmp/game' })).toBe(
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'/tmp/game',
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);
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expect(resolveChatProjectPath({ projectPath: 'relative-game' })).toBeNull();
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expect(
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resolveChatProjectPath({ projectPath: '/tmp/bad\u0007game' }),
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).toBeNull();
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expect(parseRememberInput('long')).toEqual({
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scope: 'long',
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content: '',
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});
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expect(parseRememberInput('short 覆盖本轮上下文')).toEqual({
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scope: 'short',
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content: '覆盖本轮上下文',
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});
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});
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it('requires a project before chat commands write or run local artifacts', () => {
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expect(needsInitializedChatProject('game.generate_draft')).toBe(true);
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expect(needsInitializedChatProject('asset.upload')).toBe(true);
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expect(needsInitializedChatProject('agent.kill')).toBe(true);
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expect(needsInitializedChatProject('agent.retry')).toBe(true);
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expect(needsInitializedChatProject('agent.resume')).toBe(true);
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expect(needsInitializedChatProject('command.run_limited')).toBe(true);
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expect(needsInitializedChatProject('preview.open')).toBe(true);
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expect(needsInitializedChatProject('preview.start')).toBe(true);
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expect(needsInitializedChatProject('canvas.project_sync')).toBe(true);
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expect(needsInitializedChatProject('canvas.export_import')).toBe(true);
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expect(needsInitializedChatProject('memory.write')).toBe(true);
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expect(needsInitializedChatProject('memory.delete')).toBe(true);
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expect(needsInitializedChatProject('project.checkpoint')).toBe(true);
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expect(needsInitializedChatProject('project.restore')).toBe(true);
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expect(needsInitializedChatProject('project.policy_write')).toBe(true);
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expect(needsInitializedChatProject('project.create')).toBe(false);
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expect(needsInitializedChatProject('canvas.project_open')).toBe(false);
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});
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it('derives per-agent status cards from manifest and latest trace steps', () => {
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const manifest = createGameCreationAppManifest(
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'local-project-draft',
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'未命名游戏原型',
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);
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const trace = {
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schemaVersion: GAME_CREATION_AGENT_RUN_SCHEMA_VERSION,
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runId: 'run-agent-status',
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commandId: 'game.generate_draft',
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status: 'passed',
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passes: 1,
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maxPasses: 3,
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toolCallCount: 1,
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maxToolCalls: 128,
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stopReason: 'evaluator-passed',
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goal: '像素动作',
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coordination: 'filesystem',
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steps: [
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{
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pass: 1,
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agent: 'Planner',
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phase: 'plan',
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taskId: 'design-director',
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group: 'design',
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role: 'Director',
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status: 'completed',
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inputPaths: [],
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outputPaths: ['.agent/spec.md'],
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summary: '拆解完成',
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toolCalls: [],
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},
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],
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artifacts: [],
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taskGraph: {
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goal: '像素动作',
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readyTaskIds: [],
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activeTaskIds: [],
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carriedTaskIds: [],
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repairFocus: [],
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repairRoutes: [],
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tasks: manifest.tasks,
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},
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passPlans: [],
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nextStep: 'manual-playtest',
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error: null,
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updatedAt: 1,
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} satisfies GameCreationAgentRunTrace;
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const traced = deriveAgentStatusCards(manifest, trace);
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expect(traced[0]).toMatchObject({
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id: 'design-director',
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title: '拆解创作方向',
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status: 'completed',
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summary: '拆解完成',
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});
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const fallback = deriveAgentStatusCards(manifest, null);
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expect(fallback[0]?.summary).toBe('创作目标、范围和专业组分工明确');
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});
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});
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