Files
Genarrative/apps/ai-game-creator-shell/src-tauri/src/agent.rs
T
k88936 faf85837bd 运行态事件:待发消息队列的入队/移除事件与队列条目规则
- 新增 `DirectThreadEvent::QueueEnqueued`(`queue.enqueued`,带 canonical 用户条目与可选 `creationType`,不带 prompt)与 `QueueRemoved`(`queue.removed`,`reason` 为 typed 枚举 `cancelled | dispatched`)
- 新增 typed 枚举 `DirectQueueRemovalReason` 与 `DirectQueueRemovalOutcome`,并重跑 ts-rs 绑定
- 新增 `agent/direct_thread_queue.rs`:`PendingDirectTurn`(入队时冻结 canonical 形状与 prompt)、上限 `MAX_PENDING_DIRECT_TURNS = 5`、`EnqueueOutcome` / `EnqueueRejection`
- Thread Manager 的 `observe_event` 认队列事件:在队期间的 `queue.enqueued` 不可回收,`queue.removed` 把它转成可回收,新订阅者的 bootstrap 因此天然看得见当前队列
- `DirectCodexUserItem` 及其子类型补 `PartialEq`,`DirectThreadEvent` 不再需要 `Eq`
2026-09-24 20:58:08 +08:00

148 lines
4.9 KiB
Rust

use super::*;
use crate::provider_handoff;
use crate::provider_retry::{
self, AgentRuntimeProviderRetryIdentity, AgentRuntimeProviderRetryRecord,
};
use crate::tool_plan_handoff;
use sha2::{Digest, Sha256};
use std::collections::BTreeSet;
use std::io::{Seek, SeekFrom};
use std::sync::atomic::{AtomicBool, AtomicU64, Ordering};
mod codex_app_server;
mod codex_cli;
mod codex_provider_proxy;
mod design_runtime;
pub(crate) mod design_tools;
mod direct_codex_attachments;
mod direct_codex_user_item;
mod direct_execution;
pub(crate) use direct_execution::WritePermit;
mod direct_delivery;
mod direct_paid_submission;
mod direct_patch;
pub(crate) use direct_paid_submission::ensure_direct_paid_submission_dispatch;
#[cfg(test)]
pub(crate) use direct_paid_submission::with_test_direct_paid_submission_scope;
mod direct_project_context;
mod direct_project_history;
mod direct_project_turn_history;
mod direct_runtime;
mod direct_thread_manager;
mod direct_thread_queue;
mod direct_thread_wire;
mod direct_tool_bridge;
mod direct_tool_calls;
mod direct_tools_mcp;
mod direct_turn_accept;
mod direct_turn_error;
mod direct_turn_failure;
mod direct_turn_stream;
mod direct_validation;
mod generation;
mod prompt;
mod runtime_actions;
mod runtime_adapter;
mod runtime_driver;
mod runtime_error;
mod runtime_protocol;
mod runtime_state;
mod runtime_tools;
mod skill_pack;
use codex_app_server::*;
pub(crate) use codex_app_server::{
cancel_direct_codex_turn_at, direct_game_creator_codex_chat_at,
direct_game_creator_home_codex_chat, direct_thread_id_for_project, DirectTurnCancelView,
};
use codex_cli::*;
pub(crate) use codex_cli::{
game_creator_codex_cli_executable_path, game_creator_codex_cli_version_identity,
};
pub(crate) use codex_provider_proxy::*;
pub(crate) use design_runtime::*;
pub(crate) use direct_codex_attachments::*;
pub(crate) use direct_codex_user_item::*;
pub(crate) use direct_project_history::*;
pub(crate) use direct_project_turn_history::*;
pub(crate) use direct_runtime::*;
pub(crate) use direct_thread_manager::*;
pub(crate) use direct_thread_queue::*;
pub(crate) use direct_thread_wire::*;
pub(crate) use direct_tool_bridge::*;
pub(crate) use direct_tool_calls::*;
pub(crate) use direct_tools_mcp::*;
pub(crate) use direct_turn_accept::*;
pub(crate) use direct_turn_error::*;
pub(crate) use direct_turn_failure::*;
pub(crate) use direct_turn_stream::*;
pub(crate) use direct_validation::DirectValidationConfig;
pub(crate) use generation::*;
pub(crate) use prompt::*;
pub(crate) use runtime_actions::*;
pub(crate) use runtime_adapter::*;
pub(crate) use runtime_driver::*;
pub(crate) use runtime_error::*;
pub(crate) use runtime_protocol::*;
pub(crate) use runtime_state::*;
pub(crate) use runtime_tools::*;
pub(crate) use skill_pack::*;
pub(crate) fn shutdown_game_creator_codex_app_servers() -> Result<(), String> {
shutdown_game_creator_codex_app_servers_impl()
}
/// Execute a UI editor provider request under the active Agent Runtime
/// identity. UI State remains the persistence authority; this adapter only
/// routes the semantic request through the same mode/lifecycle/retry boundary
/// used by the autonomous Agent.
pub(crate) async fn request_game_creator_ui_editor_llm_at(
root: &Path,
agent_id: &str,
run_id: &str,
operation: &str,
request: LlmRunRequest,
) -> Result<platform_llm::LlmRunResponse, String> {
let config = load_game_creator_app_config()?;
let api_kind = parse_game_creator_llm_api_kind(&config.llm.api_kind)?;
let request = request
.with_api_kind(api_kind)
.with_model(config.llm.model.clone())
.with_request_timeout_ms(config.llm.request_timeout_ms);
let request = apply_game_creator_llm_reasoning_effort(request, &config.llm)?;
let snapshot = {
let _lock = acquire_game_creator_agent_runtime_project_write_lock_with_wait(
root,
"runtime.provider_request.capture.ui_editor",
)?;
let task = read_latest_game_creator_agent_runtime_task_by_run_id(root, agent_id, run_id)?
.ok_or_else(|| {
"UI 编辑器 Provider 请求缺少当前 Agent run 的持久任务".to_string()
})?;
let runtime = read_game_creator_agent_runtime_at(root, agent_id)?.state;
capture_game_creator_agent_runtime_provider_request_snapshot_at_locked(
root,
agent_id,
&task.session_id,
run_id,
operation,
&format!("ui-editor-{operation}-{}", task.task_id),
runtime.applied_steer_cursor,
)?
};
match request_game_creator_agent_runtime_llm_with_transient_retries(
root,
&snapshot,
&config.llm,
"llm",
operation,
&request,
)
.await?
{
Some(response) => Ok(response),
None => {
Err("UI 编辑器 Provider 请求未返回结果(当前 Runtime 正在等待恢复或确认)".to_string())
}
}
}