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Author SHA1 Message Date
lili
b11382d2e6 docs(总账): §7.4 架构澄清——gameDefinition↔engineBundle 两段生命周期 + 待决跨线项
后端 U1–U7 落地后 pull 发现固化(跨线对齐):
- 两段生命周期(非冲突,schema「改源不改产物」原设计):gameDefinition 声明式源 →[E1/E2 编译]→ engineBundle 产物。
- 分工:gameDefinition 产出=后端线(6c6g SAA);消费/编译=引擎线(E1+E2,已建+实证)。
- 现状:落地 SAA 短路源阶段(直接编 engineBundle,gameDefinition 空/engineDriven),未喂 E1。
- 🔶 待决跨线项:SAA 对可声明式表达的玩法是否走 gameDefinition 源阶段(喂 E1、保便宜确定性 modify),复杂玩法留直接编码?(需 6c6g 定;E1=源阶段编译器已就绪)
- 🔶 待补点:engineBundle 主线丢便宜确定性 modify,需 gameConfig 暴露可调参+宿主注入(跨线)。
- 引擎线现状:E1–E6+本地双端可玩闭环+前端 25 测+admin 28 测+引擎 197 测=建成测全;M0 合流待 6c6g+mini-desktop;契约两线冻结零漂移(已核)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 19:07:13 -07:00
lili
709912bd1d test(admin): 精选/看板/广告位 api 单测——game-admin api 层全覆盖(28 测)
补齐 game-admin 5 wanxiang api 模块的运营接口测,成完整 api 回归基线:
- feed.spec(4):精选池 getFeaturedPage/saveFeatured
- telemetry.spec(4):看板 getGameStatPage/getGameStat
- ad.spec(7):广告位 CRUD——**重点钉 method-per-op(create=POST/update=PUT/delete=DELETE,方法错配=真 bug)**+ revenue page
- 均 mock 兜底 + 真实 url/method/data 贴 frozen 契约

验证:`npm test` 28/28 绿(project7+trade6+feed4+telemetry4+ad7)。game-admin api 层(含两关键决策门+运营 CRUD)全有回归测。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:08:03 -07:00
lili
0a363ec3aa test(admin): 提现审核 trade api 单测(6)——第二财务门回归基线
补 game-admin 另一关键门(财务:提现 通过/驳回):
- src/api/wanxiang/trade.spec.ts(6 测):mock 兜底不打真接口;真实模式 GET /trade/withdraw/page + POST /trade/withdraw/audit url/method/data 贴 frozen trade.yaml;**决策码 1通过/2驳回 钉死契约 WithdrawAuditReqVO.decision**(财务误判=资损)
- 无新依赖(复用已立 vitest 基建)

验证:`npm test` 13/13 绿(review 7 + trade 6)。game-admin 两关键门(审核台 link②/提现财务门)均有决策映射回归测。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:04:34 -07:00
lili
349cd8292c test(admin): 审核台 review api 单测(7)——链路②关键门回归基线 + game-admin 测基建
game-admin 深查=功能已成(5 wanxiang 视图+客户端全建、贴契约零缺口),唯缺测。补关键门(发布→审核→入 feed)回归:
- src/api/wanxiang/project.spec.ts(7 测):mock 兜底两端不打真接口;真实模式 GET /project/review/page + POST /project/review 的 url/method/data 贴 frozen project.yaml;**审核决策码 1通过/2拒绝/3下架 钉死契约 ReviewReqVO.decision**(最易错处)
- 引入 vitest 2(Vite5 兼容)+ vitest.config(env node,@别名)+ npm test 脚本;tsconfig exclude *.spec.ts(不入 ts:check/build)
- 锁:本仓 pnpm 为准(build 脚本走 pnpm)→ 同步 pnpm-lock.yaml(加 vitest 子树);package-lock.json 为残留次级锁,回退不引入 npm churn/意外版本漂移

验证:`npm test` 7/7 绿(vitest 2.1.9,pnpm node_modules)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 17:02:50 -07:00
lili
d44071408f test(studio): studio api 客户端单测(6)——补齐 U6 单测纵切(api+store+组件)
src/api/studio.spec.ts:mock request 验每个 api 函数对 frozen studio.yaml 的 url/method/data 钉(getTemplates/createGame/modifyGame/extendGame/getTaskChain/regenerate)。至此 U6 创作流 api+store+3 组件全有 spec,npm test 25/25 绿;build 绿。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:53:07 -07:00
lili
439115d8b5 test(studio): Task.vue 单测(3)——补齐 U6 创作流组件覆盖
src/views/create/Task.spec.ts:验进入即轮询(getTaskChain)、终态完成(2)+versionId 自动跳预览(带 gameId)、终态失败(3)不跳预览且重生成→regenerate→跳新任务链。真 store+mock studioApi 保 currentChain 响应式(watch 触发)。

至此 U6 创作流 4 组件(Create/Task/Modify/store)全有 spec;`npm test` 19/19 绿;build 绿。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:42:49 -07:00
lili
7980c717be test(studio): Modify.vue 单测(4) + 修单测逮到的 i18n 占位符 bug
- src/views/create/Modify.spec.ts:验三方式提交各构造契约合法请求——扩展→extend、改玩法→modify(regenerate-module,空目标默认首个 behavior)、调参→modify(deterministic,JSON 解析)、JSON 非法→Toast 不提交;记 vant mock 须 vi.hoisted(直接返回非嵌套→被提升)坑
- 修 i18n bug(单测逮到):modify.tweakValuePlaceholder `如 {"speed":5}` 的 `{}` 被 vue-i18n 当插值语法("Invalid token in placeholder")→占位符 mis-render;改为无花括号 `JSON,如 "speed": 5`(zh/en)

验证:`npm test` 16/16 绿(i18n 编译告警消除);`npm run build` 绿。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:41:11 -07:00
lili
644b95a3c9 docs(studio): .agent 记单测门——npm test(vitest)+ bridge tsx 测
新增测试栈后补验证门:单测=npm test(vitest,src/**/*.spec.ts,U6 已立);bridge 安全测试走 node --import tsx --test。新增逻辑须带 spec。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:37:25 -07:00
lili
b6c1d4a02c test(studio): E6/U6 创作流单测——vitest + store 编排 + Create.vue(plan 命名件 Create.spec.ts)
补 plan 002 U6 命名交付件 + 回归保护我 U6 重构(此前仅 build+HTTP+CDP,无单测):
- 引入 vitest 3.2.6 + @vue/test-utils + happy-dom(Vite8 标准测试栈)+ vitest.config.ts(独立于 vite.config 避 mock 中间件)+ `npm test` 脚本
- src/store/create.spec.ts(8 测):vi.mock studioApi 验编排——loadTemplates/create/pollTask 终态停轮询(fake timers)/modify/extend/regenerate/reset
- src/views/create/Create.spec.ts(4 测):mount + 填 Prompt 启用提交 + 提交调 createGame(一步式)+ router.push 进度页带 gameId;验不走旧两步

验证:`npm test` 12/12 绿;`npm run build`(vue-tsc -b)仍绿(spec 经 import 取 vitest 类型,不污染产物 bundle)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:36:42 -07:00
lili
e71f2efc1a fix(studio): 清除 stale「绘境/Huijing」品牌串 → 造梦AI(品牌统一,rename 收尾)
E6 走查逮到 6 处用户可见旧品牌串(profile 昵称默认/locale brand/mock 文案),违项目品牌口径(品牌=造梦AI,绘境/huijing 已彻底淘汰除 git 历史):
- locales zh/en brand: 绘境AI/Huijing AI → 造梦AI(en 取与 index.html <title> 一致的 CJK 品牌,仓内无既定罗马化)
- mock project/community/feed 文案 + store/user 默认昵称「绘境创作者」→「造梦创作者」
- 仅字符串字面值,零逻辑改;grep 实证 src 内 绘境/Huijing 归零

验证:`npm run build` 绿。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:27:52 -07:00
lili
15b7702865 docs(skills): game-e2e §7 抗死锁 latch 放宽——从「宜」转「已实现」(t2048 实证)
把抗死锁体裁 latch 放宽规则由提案转为已实现记录:play-spec expectLatch:false(逐游戏 opt-in,零 harness 改),H 由 score↑+E+G 三门兜底;t2048 九门全绿(f7f5981f)。附滥用红线(须「终态盲态真不可达∧本体可玩」才放宽)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:24:32 -07:00
lili
f7f5981f78 fix(wg1): t2048 唯一剩门收口——抗死锁体裁放宽 latch(E4 九门 QA)
t2048 此前 H 门唯一 fail:score↑(0→4)真有进展,但盲态 driver 难逼满盘→latch 终态(满盘 gameover)不可达,本体可玩却永 fail。按 docs/agent-specs/2026-06-16-生成引擎-任务清单普查.md 立档规则放宽:
- play-spec expectLatch:true→false(+ latchRelaxNote 自文档);机制改由 H(score↑) + E(board 变/活性 122 态) + G(输入有效) 三门兜底,不强求 latch 终态(2048 类终态盲态不可达但本体可玩)
- 零 harness 改动(逐游戏 opt-in,对其它游戏零影响——latch 默认仍必需)

验证:真九门重跑 **A–I 全绿**(H score:0→4 increased✓,无 latch fail),verdict.pass=true;首局门 ⚠️ 派生·不阻断九门(抗死锁体裁终态不可达,同因)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:23:40 -07:00
lili
a916df0e5b docs(studio): .agent 校正——engineBundle 本地渲染同时覆盖创作预览+玩家试玩
修正记录范围:runtime mock 改 versionId≥9001 统一回填 engineBundle manifest,故不仅创作预览、玩家 feed→play 也渲染真玩件(同走 GamePlayer 引擎包路)。CDP 实证 preview/9001、preview/9002、play/1/9001 均渲染 tap-target。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:13:36 -07:00
lili
3242558d76 feat(studio): 本地预览对 studio 全版本(create/modify/extend)皆渲染真生成物
收口本地可玩闭环:此前仅 create(9001) 走 engineBundle 真玩,modify/extend(9002+) 无 fixture → 仍 demo 兜底 load_timeout。
改 runtime mock:versionId>=DEMO_VERSION_ID(studio 生成版本号均自 9001 起增)统一回填本地静态 manifest(同一 engineBundle,manifest 内 versionId 仅元信息不影响渲染),故 create/改进 全路径预览皆可玩。<9001 旧版本号仍 demo 兜底。

验证:`npm run build` 绿;CDP 实证 /create/preview/9002(modify/extend 产物)状态=可试玩、errtip=null(此前必 load_timeout)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:10:51 -07:00
lili
3436f735f2 docs(skills): ui-walkthrough §5.6 增「本地 mock 预览渲染真适配器游戏」配方
沉淀 E1↔E6 合龙技法:engineBundle(__GameBundle)经静态 public/ manifest(脚本生成,gitignore)+ runtime mock 回填 manifestUrl+checksum → 宿主 fetchAndVerifyManifest → 引擎包路真玩,绕开 T1b 替换中自研壳 demo 兜底的 load_timeout。记 3 坑(静态路径非 /app-api、checksum 校原文、srcdoc allow-same-origin origin)+ CDP 验法。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:07:37 -07:00
lili
f6f8e01274 feat(studio): 本地预览渲染真生成物——runtime mock 9001 接 E1 engineBundle,闭合 create→预览可玩闭环
打通 E1↔E6:本地 create→预览此前走「无 manifestUrl→demo 兜底」,而 demo 用的自研壳正被 T1b 替换 → load_timeout 玩不了。改为:
- mock/runtime.ts:9001 回填 manifestUrl=/mock-manifests/9001.json + checksum(sha256 of 原文);宿主 fetchAndVerifyManifest 校验后走【引擎包路】__GameBundle.bootGameHost 真玩
- scripts/gen-preview-manifest.mjs(新建):读仓内已提交的九门探针 bundle(E1 适配器产物)→ 包成 GamePackage(engineBundle 内嵌)静态件 + 打印 checksum;确定性(同源 bundle→同 sha256)
- public/mock-manifests/ gitignore(生成件大,不入库;源 bundle 已在 game-runtime 入库一次)
- .agent 记本地预览 setup 步

验证:`npm run build` 绿;**CDP 真 UI 走查实证**——/create/preview/9001 状态由「加载失败 load_timeout」→「可试玩」,预览渲染 tap-target 真玩件(Score:0/3 + 3 目标),errtip=null。静态 manifest 经 vite 原样服务,curl 校 checksum 与 mock 一致。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 16:05:36 -07:00
lili
ca65aebe63 test(studio): postMessage 桥双校验安全红线独立验证(12 例)
补 game-studio/.agent TODO「postMessage 双校验"拒非法 origin/schema"独立验证」(security-and-reliability §1.1 沙箱红线):
- src/host/bridge.security.test.mts:桩 window 捕获 handler + 合成 {origin,data} 事件直灌(无需 jsdom),断言双校验——
  合法 origin+信封→分发不拒;非法 origin→拒 origin_not_allowed 不分发;空白名单→默认拒所有;
  非对象/channel 不匹配/type 非法/direction 非法/缺 traceId/缺 payload/requestId 非串→各自 RejectReason 拒;dispose 后失活
- .mts 不在 tsconfig.app include(src/**/*.ts) 内 → 不入 vue-tsc -b 构建,单独 `node --import tsx --test` 跑(同 game-runtime node --test 范式)
- .agent 该 TODO 勾除并记跑法

验证:12/12 绿(tsx --test);`npm run build` 仍绿(测试件不入构建,已确认)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:46:55 -07:00
lili
0cede4de98 docs(skills): ui-walkthrough §5.5 增「mock HTTP 快走查」CDP 前置层
沉淀 U6 前端契约先行验证技法:build(类型) → tsx import mock dispatch smoke(逻辑) → vite preview + curl /app-api/* 验整条 HTTP 路径(接线/契约漂移) → 再上 CDP 验 UI 行为;权威 UI e2e 仍 = mini-desktop 真 origin(localhost 掩盖上下文缺陷)。禁裸 sleep 轮询。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:41:06 -07:00
lili
6dbed41280 feat(studio): E6/U6 改进入口 Modify.vue——扩展/改玩法/调参 接 studio modify+extend
补齐 plan 002 U6 的 modify 入口(预览页可达,非孤儿):
- views/create/Modify.vue(新建,路由 /create/modify/:versionId,versionId=baseVersionId):三方式分段映射契约——
  扩展(extend,intent-only additive 零门槛 NL)/ 改玩法(modify regenerate-module,target.kind=behavior + intent,目标可空默认首个)/ 调参(modify deterministic,kind∈config/asset/level + path + value JSON,JSON 解析失败 Toast 不提交)
  提交→任务链→复用 /create/task 进度页→预览看改进结果
- views/create/Preview.vue:底部加「改进作品」按钮 → goModify 跳改进页(versionId 作 baseVersionId,带 gameId)
- router:注册 create-modify 路由
- locales/taskflow.{zh,en}:补 modify.* + preview.refine 文案(中英同构,禁裸中文)

验证:`npm run build`(vue-tsc -b + vite build)绿。全链 create→task→preview→modify CDP 真机走查下一步做(U6 execution note 必做项)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:37:23 -07:00
lili
9300ae2d6d feat(studio): E6/U6 创作流改一步式——Create/Task/store 接 /studio/* 任务链
把创作流从旧两步(project.create + aigc.generate)改为一步式 studio.create(plan 002 U6):
- store/create.ts:重写为 studio 任务链编排——loadTemplates/create/modify/extend/pollTask(getTaskChain)/regenerate;终态集 {2完成,3失败}(studio 链无 4/5);currentTask→currentChain
- views/create/Create.vue:onSubmit 一次调 createStore.create({title,prompt,templateId}) 取任务链(含 gameId),去 projectStore 两步;模板类型 AigcTemplate→StudioTemplate
- views/create/Task.vue:轮询 studio 任务链(status 0初始/1生成中/2完成/3失败);去取消(studio 契约无 cancel 端点)、去 failureReason 逐项映射(链无该字段,通用兜底);retry→regenerate;成功→预览(versionId+gameId)
- 预览侧 GamePlayer 零改(已支持 versionId/gameId)

验证:`npm run build`(vue-tsc -b + vite build)绿;消费方仅 Create/Task(已同步)。运行态 create→poll→preview 全链 CDP 真机走查待 modify 入口落地后一并做。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:31:32 -07:00
lili
c2b7a572a1 feat(studio): E6/U6 studio API 客户端 + 类型 + mock(对 frozen studio.yaml,契约先行)
补齐 game-studio 缺的 /app-api/studio/* 消费侧(plan 002 U6;mock 先做,真接等后端 001 U1):
- src/api/studio.ts:createGame/modifyGame/extendGame/getTaskChain/regenerate/getTemplates(镜像 aigc.ts 范式,request<T> 解包)
- src/api/types.ts:补 studio.yaml 全 VO 类型(StudioCreateReq/ModifyReq(+mode×kind 锁注释)/ExtendReq/Target/Payload/AssetContextItem/TaskChain + 状态/类别枚举)
- src/mock/studio.ts:时间式任务链推进(create/modify/extend→链,6s 内 0→100 落 versionId,与 aigc/runtime mock 对齐 DEMO_VERSION_ID=9001);modify 的 mode×kind 锁定映射校验(deterministic⇔asset/config/level+value、regenerate-module⇔behavior+intent,违则 1-112-* 拒);baseVersionId/retryOf 血缘
- src/mock/index.ts:注册 studioRoutes(/regenerate 排 /:id 前)

验证:`npm run build`(vue-tsc -b 类型 + vite build)绿;mock dispatch smoke 8/8(create/poll/缺字段拒/mode×kind 锁/合法 modify 带血缘/regenerate retryOf/模板含 generic)。预览侧 GamePlayer 已存零改;Create.vue 改一步式接 studio.create 下一刀。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:24:09 -07:00
lili
2ff4f66142 docs(skills): §10 增「时间压力须用相对 elapsed 非绝对 t」必踩坑
补蒸馏:time-based 规则若用绝对单调 state.t 会因时钟原点立判/漂移;正解 init 记 startMs + 相对 elapsed,注入时钟验相对差。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:11:14 -07:00
lili
33d9cd62ad feat(adapter): 时间压力维度——新增 elapsed 相对秒,支撑 time-based win/lose 规则
修一处潜在语义错 + 补休闲玩法时间压力维度(限时/倒计时):
- 旧 state.t = nowMs/1000 是【绝对单调时】(受控面明禁跨设备比绝对值),用作 `t >= timeLimit` 规则会因时钟原点(performance.now/Date.now)立判或漂移——错
- 新增 state.elapsed = (now - startMs)/1000(init 记 startMs,相对秒),forensics 暴露 elapsed;规则 `elapsed >= config.timeLimit → win/lose` 正确(零新增 op,正交叠加任一族)
- 单测经注入时钟(createHostDevContext({clock}))验:init@1s 起点,clockMs=3000 时 elapsed=2(相对,非绝对 3)仍 playing,clockMs=4500 时 elapsed=3.5 触发 lose——证相对非绝对

验证:src 全量 197/197 绿(+1 时间压力);additive 改动经回归九门(tap-targets 重建探针 A–I 全绿,H score:0→3+latch)确认不破坏既有 6 族,探针已清场。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:10:52 -07:00
lili
f97653e8ee docs(skills): 蒸馏 §10——E1 适配器 6 族 + 加族配方 + KTD1 族边界 + 六类资产消费
把本会话 E1/E3 增量回写 game-e2e-cdp-harness.md §10(§7 知识沉淀硬约束):
- 三族 → 六族(+flappy/seek/avoidance),覆盖休闲机制主要维度;补「加一族复用配方」7 步
- 新 ★ 族边界律:受控面输入能力足够,族边界由 behavior 复杂度定——aim-fire/drag/match-3 归 code-agent __GameBundle,不入声明式适配器(避越界+过拟合)
- 新 ★ 六类资产消费:scene 顶层背景、music 经 url 不可消费(受控面无播文件音频=跨线缺口);Image stub 确定性验 url→drawImage 分支不必上浏览器

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:06:35 -07:00
lili
46aef4e11c feat(adapter): E3 补齐顶层资产消费——scene 类 → 背景(url drawImage 满幅 / 默认底兜底)
对齐 contracts/agent-loop/source-project.schema.json 冻结 assetSpec(id/category/ref/url?/provider?),补齐 sprite 之外唯一的「顶层资产消费」缺口:
- scene 类资产 = 关卡背景(非实体引用):取首个 category==='scene',有 url → 浏览器 new Image + render drawImage(0,0,满幅);node/无 url → 默认底色 #0d1117 兜底(spec-only)
- 单测:① node 兜底不崩 + forensics assets[] 可观测 scene 类;② Image stub 验 url→drawImage 满幅 390×844 分支(非兜底)
- README 增「六类资产消费」表:sprite/character/ui/effect 经 render 组件 .asset;scene 顶层背景;music 经 url 不可消费(受控面 getEngine().audio 仅 zzfx synth,无播文件音频能力——跨线契约缺口,已记)
- README 记 KTD1 族边界:aim-fire/drag-aiming/match-3 的抛射物理/旋转瞄准/读盘消除属复杂 behavior 逻辑,归 code-agent __GameBundle,不入声明式适配器(避越界+过拟合)

验证:src 全量 196/196 绿(+2 scene 用例)。music 消费缺口与复杂族边界为跨线/架构事实,已在 README 落账供后端线/创始人定夺,未臆造消费路。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 15:04:45 -07:00
lili
d45945af5b feat(adapter): E1 第6游戏族 avoidance(辨别/规避)——tap-safe 负反馈 + forensics safe 标记
补齐休闲玩法最后一个机制维度「辨别/负反馈」(点对计分、点错即负),六族覆盖点击/连续控制/离散 steer/物理/导航/辨别:
- 新增 input op `tap-safe`(点中 safe 目标 → 计分+绿反馈;点中 .hazards 列出的 hazard → 记 miss,交 lose 规则)
- forensics targets[] additive 暴露 `safe` 标记(非 hazard 即 true,无 hazard 声明时全 true 向后兼容),供 play.cdp.cjs 的 tap-targets safeOnly driver 只点安全目标跑透核心循环
- hazardIds 在 adapt 期从 tap-safe.hazards 派生(自包含于行为,不污染 component 契约)
- fixtures/avoid.source.json(3 safe + 2 hazard) + 3 条单测(safe 标记 / 点对点错分流 / 点 hazard → lose)

验证:src 全量 194/194 绿;avoidance 临时探针经真九门 A–I 全绿(首局门自动判族=avoidance,H score:0→3 increased+latch,driver 只点 3 个 safe 全避 hazard → win,F tap-safe 绿反馈真接线),探针构建件已清场。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:58:15 -07:00
lili
72a62cca00 feat(adapter): E1 第5游戏族 seek-x(导航/收集)——move-lr 方向 steer + reach-goal 抵达计分
声明式 gameDefinition → GameInstance 适配器再加一族,验 E1 跨族泛化(tap/drift/control/flappy/seek 五族均过真九门):
- 新增 input op `move-lr`(点左/右半 → 实体左/右移一步,方向式 steer,供 seek-x driver 经 leftX/rightX 左右驱动)
- 新增 update op `reach-goal`(控制体 x 抵达目标 x 容差内 → 计分 + particles/audio 反馈 + 受控随机重生目标)
- forensics additive 暴露 mover{x}/nextGoal{x}(供 play.cdp.cjs 的 seek-x driver 读 entityPath/targetPath)
- fixtures/seek.source.json + 3 条 seek-x 单测(forensics 暴露 / move-lr 方向 / steer 抵达计分)

验证:src 全量 191/191 绿;seek-x 临时探针经真九门 A–I 全绿(H score:0→3 increased+latch 驻留,F particles.spawnEmitter+audio.synth.synthSfx 真接线,首局门 skill 派生通过),探针构建件已清场。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:53:22 -07:00
lili
f0854902ae docs(adapter): E1 适配器子系统 README——契约/词汇/四族/扩展/验证(跨线消费 + 维护文档)
AGENTS §7 知识回写:文档化引擎消费侧适配器供 6c6g 跨线消费 + 未来维护。
含 _forensicsView 契约坑、受控面铁律、声明式词汇表、四族验证表、加 op/archetype 步骤、KTD1 边界。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:42:25 -07:00
lili
5164f28f69 feat(adapter): E1 第四游戏族 flappy——flap + flappy-gap,真九门绿(flap-to-gap driver)
flappy/runner 族:重力下落 + 点击振翅(flap input op,vy 上冲)+ 单缝隙左滚穿缝判定(flappy-gap update op:
重力推进 bird、缝隙越过 bird.x → 在缝内计分+穿缝反馈(粒子/音效)否则漏接、回收缝隙、出界=漏+复位)。
- forensics additive 暴露 bird{x,y,vy}/nextGap{centerY}(供 flap-to-gap driver 速度前瞻穿缝)。
- flappy.source.json fixture;单测 +3(forensics/flap 上冲/重力+穿缝机制),共 27 adapter。
- e2e(本机):scaffoldFromSource 落 flappy → build → 真九门 A–I 全过(score 0→2 latch、flap-to-gap 导航穿缝、F 门反馈);瞬时件已清。
- 全 game-runtime 套件 188/188 绿。

证成:E1 适配器覆盖四大游戏族(静态点击/realtime 漂移/控制类 paddle-intercept/flappy 物理)均过真九门
(含 I 门),声明式适配器跨游戏族泛化稳固。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:40:29 -07:00
lili
413f8edce4 feat(adapter): E1 forensics+HUD 加 remaining——对齐 prompt.py "HUD 显示剩余目标数" 硬规则
生产可玩性契约对齐:适配器渲染的游戏须像 prompt.py 硬规则要求的那样"HUD 看得到进展"。
- forensics 加 remaining=max(0,winScore-score)(harness H 门可读,tictactoe 同字段);render HUD 加"剩余 N"。
- 单测 +1(remaining 随 score 降、win 归 0);全 game-runtime 套件 185/185 绿。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:35:08 -07:00
lili
826047ebfc docs(plan): Mac 前端+引擎线 E1–E6 需求档(ce-brainstorm)+ 实现计划 002(ce-plan)
落地本特性分支的规划 artifacts,使分支自洽(需求→计划→实现 同源):
- docs/brainstorms/2026-06-17-mac-work-list-requirements.md:E1–E6 需求(经 5 人 ce-doc-review + 重锚 + 创始人裁定 game-admin 归本线 / 六类资产=P-CRT-02)。
- docs/plans/2026-06-17-002-feat-mac-engine-frontend-tier0-plan.md:E1–E6 实现计划(经 3 人 headless ce-doc-review,U2 净新建/KTD1 接缝/MVP-latch/producer 跨线 等修订已融)。
本分支已实现 E1(3 archetype + win/lose + asset + 鲁棒)/E2 scaffold/E3 asset;E4/E5/E6/U7 见计划(跨线/设计门)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:27:37 -07:00
lili
2d5acc5bb0 test(adapter): E1 鲁棒性边界——便宜模型畸形 gameDefinition 优雅降级(+5 测,共 23)
生产路硬化:cheap 模型产的 gameDefinition 常残缺/畸形,适配器须不崩。
- 空 gameDefinition / 实体缺 transform / 组件引用不存在 / 畸形 rule condition / 不支持 behavior op / init 前调 render·update。
- 全优雅降级(几何兜底、条件不误触发、op 忽略、阶段防御),无缺口需修;回归保护。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:27:16 -07:00
lili
44fc82f456 docs(skill): game-e2e-cdp-harness §10 更新——E1 三 archetype 家族泛化 + 控制类 I 门
回写完整泛化(§7):适配器三族(静态点击/realtime 漂移/控制类 paddle-intercept)均过真九门,
控制类点亮仅其有的 I 门;词汇表(input/update/rule/assets)。退役"声明式过拟合"之虑。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:21:25 -07:00
lili
28797531d4 feat(adapter): E1 控制类 archetype——control-x + fall-and-catch,真九门含 I 门绿
第三 archetype 家族:连续控制 + 下落物理 + 接住(paddle-intercept 族),退役"声明式过拟合"之虑。
- control-x(input op):指定实体 x 中心对齐触点(连续控制);fall-and-catch(update op):下落物每步下移、
  触底接住(中心距≤半宽和)计分 + 接住反馈(粒子/音效,F 门)、漏接计 miss、重生回顶+受控随机 x。
- forensics additive 暴露 paddle{x,w}/ball{x,y}(供 paddle-intercept driver 的 controlCheck.paddlePath/ballPath)。
- catch.source.json fixture(realtime/continuous);控制类单测 +4(共 18 adapter)。
- e2e(集成段,本机):scaffoldFromSource 落 catch → build → 真九门 A–I 全过,**含 I 门控制跟手**
  (tap60→挡板 move-135、tap330→move270)+ score 0→2 latch + 首局门 control-body-moved 判真;瞬时件已清。
- 全 game-runtime 套件 179/179 绿。

证成:三迥异 archetype(静态点击 / realtime 漂移 / 控制类 paddle-intercept)经同一适配器都过真九门
(含仅控制类点亮的 I 门)→ E1 声明式适配器跨游戏族泛化牢固成立。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:20:23 -07:00
lili
cbae7b7e57 feat(adapter): E1 收口 lose outcome——win/lose 规则全支持(rule 序 win 优先)
适配器从 win-only 扩到 win/lose:点空(半径内无目标)累计 state.misses;rule outcome=lose
(condition 如 misses >= config.maxMisses)→ phase=gameover + result=lose + latch 驻留。
evalCondition 已泛化(读任意 state 数值字段),update 规则循环已处理 win|lose,故 additive。
- fixture 加 lose 规则 + config.maxMisses(additive);单测 +2(lose 触发 / win 优先于 lose)。
- 全 game-runtime 套件 175/175 绿(adapter 14 + core + 9 插件)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:10:35 -07:00
lili
59d4eb1c83 feat(adapter): E3 asset 产消通道——适配器消费 sourceProject.assets[] + 几何兜底
U4/E3(plan 002):打通六类资产产消通道(engine 侧)。
- 适配器读 SourceProject.assets[](§5.1 顶层 assetSpec);render 组件经 .asset 引用 sprite 资产 id。
- 有真 url → 浏览器侧 new Image + drawImage(node 无 Image 守卫);spec-only → 几何兜底(§5.5 MVP:v0 可只产 spec)。
- forensics 暴露 assets[{id,category}] → §10.2-3 通道可观测。
- fixture 加 assets[] + 组件 asset 引用(additive);E3 单测 +1(共 12 绿)。

边界:GamePackage assets[] 填充 + host 真载(§10.2-3 全链)属 build/后端侧;真资产 provider(mmx-cli)= additive 升级。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:07:51 -07:00
lili
67371e77dd feat(adapter): E1 泛化——drift-targets(update 行为)+ 第二 archetype 真九门绿
U1 展开(plan 002):证适配器不止 tap-targets,泛化到 realtime/update 行为。
- 加 trigger=update 词汇 op=drift-targets(目标随 ctx.time 慢漂移,amplitude/speed 可配);targets 记 baseX/baseY/phase。
- 新 fixture moving-targets.source.json(tickModel=realtime + drift behavior + tap behavior + win rule)。
- drift 单测 +2(共 8):update 后目标漂移 / 漂移下 tap 当前位仍命中计分。单测 11/11 绿(adapter 8 + scaffold 3)。
- e2e(集成段,本机):scaffoldFromSource 落 moving-targets → build → 真九门 A–I + 首局门全过
  (tap driver 命中漂移目标、score 0→3、latch 驻留;瞬时验证件已清)。

证成:两迥异 archetype(静态点击 + realtime 漂移)经同一适配器都过真九门 → 退役 adversarial F4
「声明式最小集过不了九门」之虑;E1 声明式路泛化成立。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 14:00:05 -07:00
lili
bc1c337776 docs(skill): game-e2e-cdp-harness §10——E1 适配器 + _forensicsView 契约坑蒸馏(plan 002 U1/U2)
AGENTS §7 知识回写:声明式 gameDefinition→适配器→scaffold→build→九门 配方 +
必踩契约坑(_forensicsView() 返 {state:()=>snapshot} 非裸 snapshot,host.state 调 .state();第一版写错)+
声明式件须自带引擎命中反馈过 F 门 + 单 behavior 确过 H latch。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:54:27 -07:00
lili
d763755117 feat(adapter): E2 从 sourceProject 真构建 formalize——scaffold-from-source + 单测
U2(plan 002):把「sourceProject → 可构建 game 工件」从手工探针formalize成可复用函数,
即后端确定性 modify guard-pending 在等的引擎线交付物(plan 001 U6 / plan 002 KTD2)。
- buildFactorySource(sourceProject)→ generated-factory.js 文本(适配器 import + 内联 source + 默认导出工厂)。
- scaffoldFromSource(...)→ 写 generated-factory + 拷 entry-bundle/index 模板,返 build.mjs 入口。
- 零依赖单测 3/3:文本合契约 / 内联 source 往返深等 / adapterImport 可覆盖。
- e2e 验(集成段,本机):scaffoldFromSource 落变体源(5 目标)→ build.mjs → 211KB bundle(LittleJS 真入包);
  端到端九门由 _adapter-probe 验过(046454d9)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:51:20 -07:00
lili
046454d95e feat(adapter): E1 build→九门端到端验证——_adapter-probe 真九门全过(score 0→3 latch✓)
U1 前置另一半(plan 002):声明式 gameDefinition → 适配器 → entry-bundle → build.mjs → 真九门绿。
- _adapter-probe/:generated-factory(adaptGameDefinition+内联 source)+ entry-bundle(拷模板)+ index(拷模板)
  + play-spec(tap-targets driver, assert score increased, expectLatch) + bundle.iife.js(211KB, LittleJS 真入包)。
- 真九门(本机快走查):A装载/B未捕获0/C掌帧Δ30/D真渲染/E活性5/5/F真接线(particles+audio)/
  G输入有效/H 机制+latch(score 0→3 + 终态驻留)/I(无 controlCheck);首局门 可玩51ms/首反馈/60s闭环7s 全过。
- 适配器跟进:① _forensicsView 改契约形态 { seed, state:()=>snapshot }(对齐 boot-game-host:283 + tictactoe);
  ② 命中加引擎粒子+音效反馈(game-feel + 满足 F 门),经 ctx.getEngine 容错。单测仍 6/6 绿。

证成:E1(repo 标"真空白"最高风险件)声明式路端到端可行;build-from-sourceProject 管线(E2)可行;
回答 adversarial MVP-latch 质疑——单 behavior 声明式游戏确过 H 门 latch。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:46:17 -07:00
lili
fd022821ae feat(adapter): E1 2D 适配器最小贯穿实验——声明式 gameDefinition→GameInstance(单测绿)
U1 硬前置(plan 002):验「声明式路」接缝形态端到端可行。
- create-game-from-definition.js:adaptGameDefinition(SourceProject)→GameHostFactory;
  解释 entities/components(render)/scenes/rules + 最小 behavior 词汇(input:hit-nearest-target);
  零引擎 import、容错 null engine、render 到 boot.mainContext、坐标 390×844、随机/钟走 ctx。
- _forensicsView 暴露 phase/score/targets(供九门 H + tap-targets driver)。
- rule(score>=winScore→win)在 update 评估→phase=gameover+latch 终态驻留。
- 单测 6/6 绿(node --test):init/render/tap 因果/落空/命中全部 win+latch/destroy 幂等。

边界:复杂 behavior 真逻辑由 code agent 产、编进 bundle(KTD1),本切片只证声明式路。
下一步:build.mjs→九门真玩 验输出件(U2/U3 切片)。

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-17 13:40:33 -07:00
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**★ driver-coverage v2 闭口:H 假阴四因归因铁律(2026-06-15,5 款实测)**。技巧/射击/填充类 H 假阴必先分因、**禁『模型造不出』笼统归因**(spec §9): **★ driver-coverage v2 闭口:H 假阴四因归因铁律(2026-06-15,5 款实测)**。技巧/射击/填充类 H 假阴必先分因、**禁『模型造不出』笼统归因**(spec §9):
1. **宿主门面缺失**(系统性,L0 域):如键盘桥 `d754b71`——**失败严格沿『键盘 vs 指针』分界=最强信号**;宿主经 esbuild 打进 bundle,故修后须**重打包** bundle 才生效(`node scripts/build.mjs <id>/entry-bundle.js <id>/bundle.iife.js --global-name=__GameBundle`)→实证 t2048 `score 0→4`、asteroids `F_wiring 0→26` 1. **宿主门面缺失**(系统性,L0 域):如键盘桥 `d754b71`——**失败严格沿『键盘 vs 指针』分界=最强信号**;宿主经 esbuild 打进 bundle,故修后须**重打包** bundle 才生效(`node scripts/build.mjs <id>/entry-bundle.js <id>/bundle.iife.js --global-name=__GameBundle`)→实证 t2048 `score 0→4`、asteroids `F_wiring 0→26`
2. **driver 太朴素**(我域,改 `play.cdp.cjs`):本轮增 flap-to-gap vy 前瞻 / paddle-intercept 弃守排空 / drag-aiming / aim-fire 四件;flappy・multiball 经此 + 重生成翻绿。 2. **driver 太朴素**(我域,改 `play.cdp.cjs`):本轮增 flap-to-gap vy 前瞻 / paddle-intercept 弃守排空 / drag-aiming / aim-fire 四件;flappy・multiball 经此 + 重生成翻绿。
3. **可测性边界**(游戏 `exportState` 不足以确定性盲玩):asteroids 无陨石坐标、angrybirds 无发射物理常数。**正解=enrich exportState 暴露所需(坐标/物理常数)+ 适配 driver**:asteroids 暴露 `asteroids:[{x,y}]`+aim-fire 旋向瞄准;angrybirds brief **pin+导出 `launch:{gravity,powerScale}`**+drag-aiming 45° 抛解析瞄准——**两者皆经此从『边界』转『确定性闭口』(asteroids score 0→6、angrybirds 0→20 清场)**。**抗死锁类(2048)的 latch 是设计性边界**(游戏意在不结束),放宽为强 progress(score↑∧board变)+G 兜。 3. **可测性边界**(游戏 `exportState` 不足以确定性盲玩):asteroids 无陨石坐标、angrybirds 无发射物理常数。**正解=enrich exportState 暴露所需(坐标/物理常数)+ 适配 driver**:asteroids 暴露 `asteroids:[{x,y}]`+aim-fire 旋向瞄准;angrybirds brief **pin+导出 `launch:{gravity,powerScale}`**+drag-aiming 45° 抛解析瞄准——**两者皆经此从『边界』转『确定性闭口』(asteroids score 0→6、angrybirds 0→20 清场)**。**抗死锁类(2048/idle/endless)的 latch 是设计性边界**(游戏意在不结束),放宽为强 progress(score↑∧board变)+G 兜。**已实现(t2048,f7f5981f)**:play-spec `expectLatch:false`(逐游戏 opt-in,零 harness 改,对其它游戏 latch 默认仍必需)→ H 退为 `assertAfterPlay`(score↑)必过,机制由 H(score↑)+E(board 变/活性)+G(输入有效)三门兜底;九门全绿。判据=「该体裁终态盲态真不可达 ∧ 本体可玩」才放宽,勿滥用绕 latch。
4. **生成实例缺陷 ≠ 模型能力**:multiball 原件底部丢球未实现(latch 不可达)、flappy 原件缝隙贴顶,但 flash 在**收紧 brief**(『球越底沿即出局不反弹』/『缝心落可达区间』)下**重生成即过**(multiball retries=0)。**区分『此实例 bug』与『模型短板』必须重生成验证,不可凭单件下结论**——这是『模型造不出』的最大伪报源。 4. **生成实例缺陷 ≠ 模型能力**:multiball 原件底部丢球未实现(latch 不可达)、flappy 原件缝隙贴顶,但 flash 在**收紧 brief**(『球越底沿即出局不反弹』/『缝心落可达区间』)下**重生成即过**(multiball retries=0)。**区分『此实例 bug』与『模型短板』必须重生成验证,不可凭单件下结论**——这是『模型造不出』的最大伪报源。
**结论(scale-20 的 driver-coverage 失败款)**:0 个是模型能力天花板,0 个是 3D 硬界——真难点恒在 **harness driver 覆盖 + 宿主门面完备 + 游戏可测性导出**三者。 **结论(scale-20 的 driver-coverage 失败款)**:0 个是模型能力天花板,0 个是 3D 硬界——真难点恒在 **harness driver 覆盖 + 宿主门面完备 + 游戏可测性导出**三者。
@ -118,3 +118,19 @@
2. **控制体因果探针须点"离默认位最远的边",非默认招/ball-x**:首招点 ball-x 可能 ≈ 控制体默认位(实测 ball≈198≈paddle195→Δ仅3),无法证因果。**改点最远 tapX(如 x=50)+ 连派 `tapsPerTarget` 拍**(镜像 `I_control`)→ 控制体大幅移开(Δ=145)干净。 2. **控制体因果探针须点"离默认位最远的边",非默认招/ball-x**:首招点 ball-x 可能 ≈ 控制体默认位(实测 ball≈198≈paddle195→Δ仅3),无法证因果。**改点最远 tapX(如 x=50)+ 连派 `tapsPerTarget` 拍**(镜像 `I_control`)→ 控制体大幅移开(Δ=145)干净。
**★ 受控面 determinism = A/B 对照前提**:seed 缺省固定(`0x1234abcd`)+ LittleJS 固定步 → 跨 fresh 实例同帧号(`atFrame`)可比(G 门已用此范式);real 引擎自由运行(host 不掌 RAF、无暂停/回退)故不强求帧精确,靠控制体维度规避抖动。无控制体维度且非确定性的 skill 游戏 → 诚实 SKIP(标血统债:需受控面 seed 或游戏导出控制体位置维度)。 **★ 受控面 determinism = A/B 对照前提**:seed 缺省固定(`0x1234abcd`)+ LittleJS 固定步 → 跨 fresh 实例同帧号(`atFrame`)可比(G 门已用此范式);real 引擎自由运行(host 不掌 RAF、无暂停/回退)故不强求帧精确,靠控制体维度规避抖动。无控制体维度且非确定性的 skill 游戏 → 诚实 SKIP(标血统债:需受控面 seed 或游戏导出控制体位置维度)。
## 10. E1 2D 适配器:声明式 gameDefinition → 可玩件(plan 002 U1/U2 实证,2026-06-17)
固定架构消费侧 = 把 `SourceProject.gameDefinition`(声明式)适配成命中 `game-host.d.ts` GameInstance 的工厂(非 LLM 直写整 factory)。`game-runtime/src/adapter/`:`adaptGameDefinition(source)→GameHostFactory` 解释 entities/components(render)/scenes/rules + behavior 词汇;`scaffold-from-source.mjs` 把 sourceProject 落成 `generated-factory.js`(entry-bundle 固定 import 目标)→ build.mjs → bundle(= 后端确定性 modify guard-pending 在等的"从源真构建"件)。**六 archetype 家族经同一适配器均过真九门 AI + 首局门**,覆盖休闲玩法主要机制维度:① 静态点击(tap-targets)② realtime 漂移(drift-targets)③ **控制类(control-x+fall-and-catch,paddle-intercept,点亮仅控制类有的 I 门跟手)**④ flappy(flap+flappy-gap,重力穿缝,flap-to-gap)⑤ 导航/收集(move-lr+reach-goal,seek-x,方向式 steer+抵达计分)⑥ 辨别/规避(tap-safe+forensics `safe` 标记,tap-targets `safeOnly`,负反馈:点对计分/点错即负)。词汇:input(hit-nearest-target/control-x/flap/move-lr/tap-safe)· update(drift-targets/fall-and-catch/flappy-gap/reach-goal)· rule(win/lose,序前优先)· 六类资产消费。退役"声明式过拟合/做不了真游戏"之虑。**加一族的复用配方**:SUPPORTED_*_OPS 注册 op → onTap/update 加 op 块(操作 `entById` 取的实体)→ 关键事件发 `ctx.getEngine()` 反馈(过 F)→ driver 需读的实体态在 `_forensicsView().state()` additive 暴露 → fixture + 单测 + play-spec(driver/assertAfterPlay/expectLatch)→ `scaffoldFromSource`→build→九门→清场临时探针。
**★ 必踩契约坑(第一版写错):`_forensicsView()``{ seed?, state: ()=>snapshot }`,不是裸 snapshot。** `boot-game-host.js:283``host.state()``gameForensics.state()`——即 `game._forensicsView().state()`(state 是 thunk)。直接返 `{phase,...}``host.state()``.state()``undefined()` 抛错、九门 H 读不到态。参照 `tictactoe/generated-factory.js:226`。snapshot 给 `targets:[{idx,x,y,occupied}]`(中心逻辑坐标)喂 tap-targets driver、`phase`(booting|playing|gameover)+ 进展字段(score/moves)喂 H 门 latch。
**★ 声明式件过 F 门(真接线)须自带命中反馈**:适配器在命中/关键事件经 `ctx.getEngine()``particles.spawnEmitter`+`audio.synth.synthSfx`(null 容错),否则 `expectedEngineCallPrefixes:['particles.','audio.synth']` 的 F 门挂(纯声明式渲染无引擎叶调用)= game-feel + 门双赢。
**★ 边界**:适配器只解释声明式部分;复杂 behavior 真逻辑由 code agent 产、编进 bundle(`source-project.schema.json` behavior 仅 `{id,trigger}`,诚实边界)。单 behavior 声明式游戏**确可过 H 门 latch**(rule condition→outcome win/lose→phase=gameover+驻留),驳"声明式最小集过不了九门"之虑。
**★ 族边界 = 机制复杂度,非输入能力**:受控面 `InputEventType` 含 pointerdown/move/up + keydown/keyup(`api.d.ts:218`),足以接 aim-fire(键盘)/drag-aiming(拖拽)/match-3 的输入——但其**抛射物理/旋转瞄准/读盘消除是复杂 behavior 逻辑**,按 KTD1 归 code-agent `__GameBundle`,**不入声明式适配器**(强行内联=越界+过拟合,即 match-3 早被识破的"需更强 driver"同一坑)。适配器止于"简单声明式机制族",已覆 6 族 = 拐点。
**★ 时间压力维度须用相对 `elapsed`,非绝对 `t`**:受控面 `time.nowMs()` 是绝对单调时(明禁跨设备比绝对值)。若把 `state.t = nowMs/1000` 直接喂 `t >= config.timeLimit` 规则——performance.now 原点漂移 / Date.now 直接是十亿级 → 立判或假阴。正解:init 记 `startMs`,`state.elapsed=(now-startMs)/1000`(相对秒)入 snapshot,规则用 `elapsed >= config.timeLimit`。限时/倒计时**正交叠加任一族,零新增 op**。验法:`createHostDevContext({clock:()=>clockMs})` 注入可控时钟,断言 elapsed 是相对差(init@1s、clock=3s 时 elapsed=2 非 3)。
**★ 六类资产消费(E3,对齐冻结 assetSpec `{id,category,ref,url?}`,无内联数据)**:sprite/character/ui/effect 经实体 render 组件 `.asset` 引用(url→`new Image`+drawImage,否则几何兜底);**scene = 顶层背景**(非实体引用,取首个 `category==='scene'`,url→满幅 drawImage / 默认底兜底);**music 经 url 不可消费**——冻结 `getEngine().audio` 仅 zzfx `synthSfx/synthSong`(合成非文件播放),无播 url 音频能力 = 跨线契约缺口(落 README,勿臆造消费路)。验 url→drawImage 分支(node 无 Image)用**最小 `Image` stub**(`globalThis.Image=class{complete=true;naturalWidth=64}`,finally 还原),确定性验"非兜底"路不必上浏览器。

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- 审核台:静态路由 `/wanxiang/review`(登录后侧栏「造梦运营→项目审核」恒在);「通过」= `POST /admin-api/project/review {decision:1}` → 同事务 publish - 审核台:静态路由 `/wanxiang/review`(登录后侧栏「造梦运营→项目审核」恒在);「通过」= `POST /admin-api/project/review {decision:1}` → 同事务 publish
- 验收锚点:**UI 队列数变化 + DB 双实证**`game_project.status=4` + `game_feed_rank` 新行)。 - 验收锚点:**UI 队列数变化 + DB 双实证**`game_project.status=4` + `game_feed_rank` 新行)。
## 5.5 mock HTTP 快走查lili-macCDP 前置层,省心逮 80% 接线缺陷)
CDP 全走查重chrome 生命周期 + 受控输入 + 截图)。前端接新契约(如 U6 studio.ts**先做一层 HTTP 快走查**逮「mock 没注册 / vite 中间件没拦 / 字段不贴契约」这类接线缺陷,再上 CDP 验 UI 行为:
1. `npm run build`(vue-tsc -b 类型 + vite build)= 类型/编译门;
2. mock 调度 smoke:`npx tsx` 直 import `src/mock/index.ts``dispatch(method,url,body)`(DOM-free)断言 create/poll/校验/锁——**不起服务器**验 mock 逻辑;
3. **mock-over-vite HTTP 快走查**:`vite preview --port 4173`(VITE_API_BASE 空 → mock=ON,`configurePreviewServer` 也挂中间件)后 `curl``/app-api/<mod>/*`——验**整条 HTTP 路径**(前端 axios 会走的同一条:vite 中间件→mock handler→契约信封 `{code,data,msg}`);异步任务链轮询到终态(status=2 + 回填 versionId)验「无定时器时间式推进」收敛。
4. 三层全绿后,UI 行为(Vue 响应式/导航/点击)+ 真实 origin 上下文依赖才上 §3 CDP(权威仍在 mini-desktop 真 origin,localhost 系统性掩盖上下文缺陷见 §1 红线)。
- 禁裸 `sleep` 轮询(harness 拦):用计数 `for` 循环 + curl 自身耗时,或 Monitor until-loop。
> 口径:HTTP 快走查 = lili-mac 本机省心层(逮接线/契约漂移);**权威 UI e2e 仍 = mini-desktop CDP 真 origin**。前者绿不等于后者免做(上下文依赖缺陷只在真 origin 现形)。
## 5.6 让本地 mock 预览渲染【真适配器游戏】(闭合 create→预览可玩闭环)
本地 `/create/preview/:versionId` 默认走「runtime mock 无 manifestUrl → demo 兜底」,而 demo 兜底用的自研壳正被 T1b(LittleJS+Runner v2)替换 → 本地 `load_timeout` 玩不了。要让本地预览渲染【真生成物】(E1 适配器产物),把 engineBundle 经静态 manifest 喂给宿主引擎包路:
1. **源** = 仓内已提交的九门探针 bundle(`game-runtime/games/_wg1-gen/_adapter-probe/bundle.iife.js`,__GameBundle.bootGameHost 入口)。
2. **打包** = 脚本(`game-studio/scripts/gen-preview-manifest.mjs`)把 bundle 包成 GamePackage(`engineBundle` 内嵌)写 `public/mock-manifests/9001.json`(gitignore,体积大);打印 **OUTER_CHECKSUM = sha256(被服务 json 原文)**
3. **接线** = `mock/runtime.ts` 对该 versionId 回填 `manifestUrl='/mock-manifests/9001.json'` + `checksum=<OUTER_CHECKSUM>`。宿主 `GamePlayer.resolvePackage``fetchAndVerifyManifest`(校 sha256)→ 引擎包路 `inject.ts` 独立内联 `<script>` 暴露 `window.__GameBundle``bootGameHost({canvas,seed})`→ 真玩 + 发 `game_loaded`(不再超时)。
4. **坑**:① manifestUrl 必须是 **vite 原样服务的静态路径**(`public/`),不能用 `/app-api/*`(会被 mock 中间件套 `{code,data,msg}` 信封,破坏 raw fetch);② checksum 校的是**被服务 json 原文**的 sha256(非 bundle 自身、非 manifest 内层 checksum),换源 bundle 须重跑脚本同步 runtime.ts 常量;③ srcdoc `allow-same-origin` → 文档 origin=宿主 origin(非 'null'),已在 bridge 白名单。
5. **验**:CDP 走查预览页状态 `加载失败(load_timeout)``可试玩``.preview-errtip`=null、截图见游戏渲染(实证:tap-target Score:0/3 + 3 目标)。
## 5. 信道探针(回归排查常备) ## 5. 信道探针(回归排查常备)
宿主↔iframe postMessage 断裂用 `probe_bridge_channel.py` 取证:四锚点 + 判别实验(文档代际/iframe 重建监视/存活代理注入v-for ref 数组案host→game 全断)即由它锁凶。修复类波次收口前跑一轮防回归。 宿主↔iframe postMessage 断裂用 `probe_bridge_channel.py` 取证:四锚点 + 判别实验(文档代际/iframe 重建监视/存活代理注入v-for ref 数组案host→game 全断)即由它锁凶。修复类波次收口前跑一轮防回归。

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- mini-desktop = 权威构建/测/e2e 门(两线共用)· mini-infra = MySQL/redis/new-api 基建(常驻)。 - mini-desktop = 权威构建/测/e2e 门(两线共用)· mini-infra = MySQL/redis/new-api 基建(常驻)。
- 集成:核心纵切(B6+E1/E3/E4)最先拉通(M0)→ 按 §3 风险驱动增量集成 M1→M3。 - 集成:核心纵切(B6+E1/E3/E4)最先拉通(M0)→ 按 §3 风险驱动增量集成 M1→M3。
- **founder**:labels.json 亲玩补锚 · 渠道三件套 · 2 安全洞路由 ops(均不卡 P1 大盘)。 - **founder**:labels.json 亲玩补锚 · 渠道三件套 · 2 安全洞路由 ops(均不卡 P1 大盘)。
### 7.4 架构澄清 + 待决跨线项(2026-06-17 后端 U1U7 落地后 pull 发现)
**生命周期两段(非冲突,schema 原设计「改源不改产物」)**:`gameDefinition`(声明式**源**·开发/可便宜确定性 modify)──[编译]──▶ `engineBundle`(`__GameBundle` **产物**·试玩/发布)。
- **产出 gameDefinition = 后端线(6c6g)**:SAA 生成编排(SAA 归后端线)。**消费+编译 gameDefinition→engineBundle = 引擎线(E1 适配器 + E2 scaffold/build)**——已建并端到端实证(本地预览跑通 tap-target gameDefinition→engineBundle→试玩)。
- **现状**:落地 SAA 全图(U7 e2e 证 60%)**短路了源阶段**——LLM 直接编 `GameHostFactory` 代码 → engineBundle(gameConfig 占位、`engineDriven:true`、U2 落库 gameDefinition 当前空),未走声明式源 + 未喂 E1 编译器。原因=声明式有词汇上限、直接编码无上限(KTD1 权衡)。
- **🔶 待决跨线项**:SAA 对**能用声明式表达**的玩法,是否走 gameDefinition 源阶段(喂 E1+E2 编译器、保**便宜确定性 modify**),把直接编码留给超词汇的复杂玩法?(founder 当前倾向 engineBundle 为主线;E1=源阶段编译器**已就绪可随时接**。需 6c6g 空出来定。)
- **🔶 待补点(engineBundle 主线副作用)**:直接编码丢了"改源/便宜确定性 modify"——若产品要它(免 LLM 改难度/速度),需 engineBundle 游戏经 gameConfig 暴露可调参 + 宿主注入(动 gameConfig 契约,跨线)。
- **引擎线现状(我线)**:E1E6 + 本地 MVP 双端可玩闭环(create→预览/试玩渲染真 __GameBundle,CDP 实证)+ game-studio(创作流 25 测)+ game-admin(api 28 测)+ 引擎 197 测 = **建成+测全**;**M0 合流待 6c6g + mini-desktop**(merge 两线 + 全栈 e2e)。契约层 studio.yaml/source-project.schema 两线**冻结一致零漂移**(已核)。

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---
date: 2026-06-17
topic: mac-work-list
---
# Mac 工作清单(前端+引擎线 · Phase 1 主账)
## Summary
为「前端+引擎线」(本机 lili-mac)排定 Phase 1 工作账,锚定在**固定游戏架构 + SAA agentic studio**(契约 8/8 已冻,我线全部现在可开工)。我线的活 = 协调档 §7.2 的 **E1E6 + 广度 8 页**:后端 SAA 图产 `gameDefinition`/`assetSpec`,我做**消费/适配/QA/创作 UI 侧**。最高价值首件 = **E1 2D 适配器(gameDefinition→LittleJS)**;关键路径 = 后端 B6 + 引擎 E1/E3/E4 合流出「一句话→生成→玩」M0 真闭环。
---
## Problem Frame
2026-06-17 创始人按"要不要浏览器/视觉"切两开发线,本机由"便宜模型生成 L1"转为「前端+引擎线」。随后两次 pull 落地了**契约冻结门 8/8 ✅** + **SAA 固定架构图 16 节点**(B2),协调档 §7 刷新为"契约冻结后各线当前工作清单"。本账**重锚**到这一现状:早版按旧 W-G1 Python worker 主线 + 旧 §6 搭的骨架(R1R8)已被 §7.2 的 E1E6 取代——主线现是 SAA 图,worker 降为引擎线**复用**的组件(build.mjs 共调 / asset 角色 / few-shot 来源),不再是"转默认产线"。
---
## 已落地基线(re-baseline · 不再列为 TODO)
- **引擎**:`game-runtime/src/plugins/` 8 业务插件(collision 含 swept CCD、physics-lite、particles-juice、gamefeel、palette-post、audio-music、save-progress、runtime-probe;`_example` 样例不计)。预判"4 短板"实测已突破。
- **worker 九门 real-play**:scale **18/19 过九门(94.7%)**,仅 t2048 因 latch 挂(见 E4)。driver 覆盖**已补齐**:angrybirds drag-aiming(`runDragAiming`@play.cdp.cjs:368,commit `06e59de6`,pass)、multiball(commit `cc5fa486`,pass)、tap-targets 自产、brief-pin 数值自产化均已落地。首局体验门(组 C,additive 非阻断)已落地、本机 M1 跑通(breakout 全过)。
- **worker 派发壳**:`service.py` 已含 `/generate` + HMAC-SHA256 `X-Callback-Signature` + 回调内部路(commit `d59093f8`),供 SAA/worker 两路复用。
- **前端**:8 个 studio 页已落地(Feed/Play/Create/Message/Profile/Project/Biz/Dashboard,共 10 个 views 目录含 login/share)+ 设计体系(`tokens.css`/vue-i18n zh+en/组件库/Vant 深色主题)。**注**:这 8 个 ≠ demo 设定的"八大页";demo 八大页里**素材中心、玩法模板中心两页仍缺**(见广度)。
- **联合 spike**:缓存透传 ✅ 绿(7693% 命中)、classify 准确率 ✅ 绿(M3 archetype 93%/$0.003)。
---
## Key Decisions
- **重锚到 §7.2 E1E6**:用协调档/执行档的权威 E-ID 体系,本账作其详账,避免与 §7.2 漂移。
- **契约 8/8 已冻 → 我线全部可开工**:E1E6 不再"卡契约";依赖 B 步只是跨线协调(各对 mock 建半边),非阻塞。
- **worker = 复用组件,非主线**:固定架构主线是 SAA 图;worker 提供 build.mjs 共调 / asset 角色 / few-shot 来源 / cost 折算。
- **插件库不预补门面**:18/19 在无预补下达成(限**当前语料**;若后续 grid/HUD 密集体裁批量重写同逻辑则复评)。
- **权威 e2e 在 mini-desktop,本机 = 快走查**
- **创始人 2026-06-17 裁定**:game-admin 前端归本线(入广度,≈M3)· 六类资产 = P-CRT-02 六类(定 E3 assetSpec)。
```mermaid
flowchart TB
subgraph FE["前端+引擎线 (本机 lili-mac)"]
e6["E6 创作/修改/预览 UI"]
e1["E1 2D 适配器 gameDefinition→LittleJS"]
e3["E3 asset 产消 (六类资产)"]
e4["E4 九门 QA + narrative reviewer"]
e5["E5 Prompt Registry few-shot 冻结"]
end
subgraph BE["后端线 (6c6g / mini-desktop)"]
b6["B6 studio 编排 /studio/create,modify"]
g["SAA 固定架构图 (16 节点)"]
cb["handleCallback 建版本→组包→入 feed (唯一写入路径)"]
end
e6 -->|"/studio/create (frozen yaml)"| b6
b6 --> g
g -->|"gameDefinition"| e1
g -->|"assetSpec"| e3
e1 --> e4
e4 -->|"engineBundle / 过九门"| cb
```
---
## Requirements
> 采协调档/执行档权威 **E-ID**(E1E6);广度页用列表。状态:✅已落地 / 🔄部分 / ⏳开口。每项附验收(对齐执行档 §10.2)。
**Tier 0(生成引擎 · 关键路径 · 现在可开工)**
| E | 工作项 | 文件 | 状态 | 验收(§10.2) |
|---|---|---|---|---|
| E1 | **2D 适配器(`SourceProject.gameDefinition`→LittleJS 可玩)= 最高价值首件**:实体→sprite、behavior→逻辑 | `game-runtime/src/`(新增 adapter 层) | ⏳ 开口·新 | 单测 实体→sprite/behavior→逻辑 + 九门真玩绿 |
| E2 | 唯一构建实现核对:SAA build 节点与 worker 共调 `scripts/build.mjs`(**不动**) | `game-runtime/scripts/build.mjs` | 🔄 共调已有,补核对 | 同源同参 `__GameBundle` 一致;同 `buildInputHash` 字节等价 |
| E3 | **asset 产消(六类资产 = 图元/角色/特效/场景/界面/音乐 · P-CRT-02)**:asset 节点 spec→`assets[]`→宿主消费 + provider=mmx-cli 插桩 | `game-runtime/` + worker asset 角色 | ⏳ 开口·新 | `assets[]` 非空 → GamePackage `assets[]` → 宿主非空 assetContext |
| E4 | 九门 QA harness 复用(**禁重写**)+ narrative 路质量门接 reviewer;**含 t2048 latch(唯一剩门)** | `_shared/*`(不动)+ reviewer 角色 | 🔄 18/19,t2048 开口 | 九门真玩绿(mini-desktop 4320/9222) |
| E5 | Prompt Registry 冻结 few-shot(byte 稳)+ CI 卡 byte(现 `_few_shot()` 读文件=字节不稳) | `contracts/prompts/``prompt.py` | ⏳ 开口·新 | CI:few-shot byte 不变 |
| E6 | 前端创作(接 `/studio/create`)/ 修改(接 `/studio/modify`)/ 预览 UI(对 **frozen** studio.yaml + mock) | `game-studio/src/` | 🔄 Create 已存,补真接+进度 | 真机 UI 走查(mini-desktop CDP)create/modify/预览闭环 |
- **E4 子项(t2048)**:抗死锁盲态体裁——放宽 H 门 latch 为"score↑ ∧ board 变 + G 兜",或升级"填库死锁"driver;立为体裁规则补档。实现期按数据二选一。
- **E6 子项(进度反馈)**:补 UI 形态(成功/失败/进行中落点),与 SSE/轮询传输选择**分离**(后者视后端定)。
**广度(Tier 1+ · 账本级 · 价值×独立性)**
- 创作页完善 · feed · 钱包 · 消息社交 · 账号(均已有骨架,补真接/完善)
- **玩法模板中心页(新页,低)**:浏览/选择/应用模板到草稿;先对 mock,真接等后端模板 API,毕业门绑 **M1**
- **素材中心页(新页,低)**:素材浏览/选用加入草稿;先对 mock,真接等后端素材 API,毕业门绑 **M3**
- 设计体系 HJ-FE-DS-001(P1P5 大半已落地)
- **game-admin 运营台前端(创始人 2026-06-17 裁定归本线)**:限曝光/导出/经营看板 + 赋余额/订阅入口;`game-admin` repo(huijing-ui-admin-vue3 fork);低优先 ≈ M3
- 新页验收(mock 阶段最小状态):加载中 / 空列表 / 选中→应用 交互路径可走查
---
## Success Criteria(= 执行档 §10.2 引擎+前端线验收门)
1. **E1**:`gameDefinition` 渲成可玩(实体→sprite、behavior→逻辑)单测绿。
2. **E4**:九门真玩绿(mini-desktop),cheap 在固定架构填出过九门游戏 `verdict.pass=true`;scale 维持 ≥18/19,t2048(唯一剩门)解决后 19/19。**注**:19/19 经放宽 latch 门达成(体裁固有边界,非生成能力增益);语料 19 款(simon×3 变体)无第 20,scale-20 目标另需生成第 20 款。
3. **E3**:`sourceProject.assets[]` 非空 → GamePackage `assets[]` → 宿主加载(非空 assetContext)。
4. **E2**:同 `buildInputHash` → 字节等价 bundle(从源可复现)。
5. **E6**:create/modify/预览闭环真机 UI 走查过(编排器旁路会掩盖 UI 缺陷,真 UI 走查是唯一手段)。
6. **M0 失败门**:E1/E4 任一门挂或 GamePackage manifest 不符 schema → M0 不清、阻 M1 在其上开工。
---
## Scope Boundaries
- **不做(后端线 / 6c6g)**:SAA 图(B2)、studio 编排 B6、源落库/构建落包、`handleCallback` **入 feed**(唯一写入路径在后端)、全部 game-cloud 后端、契约/Flyway/prompt 后端段。**我线只产出过九门的 engineBundle/GamePackage,"入 feed" 是跨线集成点**。
- **不做(本 Phase 外 → P2/P3)**:3D 适配器/Cocos(P2)、云部署/监控运维(P2)、真支付/短信/广告/渠道(P3)、全维优化。
---
## Dependencies / Assumptions
- **契约 8/8 已冻**(源项目 schema+V18 DB · SAA ALL_KEYS · trace 扩展键 · studio.yaml 生命周期 API · GamePackage/构建 API)→ 两线可独立开工,各对 mock 建半边。
- **M0 集成 = 后端 B6 + 引擎 E1/E3/E4 合流**(跨线协调点,非阻塞)。
- **硬约束(回归红线)**:九门 harness 禁重写;`build.mjs` 唯一构建脚本不动;GamePackage 产物面既冻;modify 不动 currentVersion、不自动入 feed;new-api 缓存命中只落成本台账、不接收益结算。
- **接缝**:`cost.py`(B9 缓存命中字段)、few-shot(E5 来源 `prompt.py`)为 worker/SAA 两路共用,改动须双路兼容。
- 权威 e2e 机 = mini-desktop(Linux);本机 M1 = 快走查自检。
- 安全:NEWAPI_KEY 仅在 `wg1/gen-worker/.env`(gitignore),不入提交;生成 + 九门在本机跑。
---
## Outstanding Questions
> 原两项 Resolve-Before-Planning 已由创始人 2026-06-17 裁定:**game-admin 前端归本线**(入广度)· **六类资产 = P-CRT-02 六类**(写入 E3)。
**Deferred to Planning**
- E4/t2048:走"放宽 latch 门"还是"填库死锁 driver"——实现期按数据定。
- E6 进度反馈:SSE 节点流(SAA 强项)还是前端轮询——视 B6 契约定。
- 最简模板首件:M0 端到端先打通哪一档 archetype(8 档:clicker/dodge/match/runner/idle/merge/tycoon/generic;倾向 clicker/dodge 最简)。
---
## Sources / Research
- 协调档:`docs/agent-specs/2026-06-17-多session分工与任务总账.md`(§7.2 我线当前清单 E1E6、契约 8/8 冻结进度)。
- 执行档:`docs/agent-specs/2026-06-17-固定游戏架构与SAA-agentic-studio-execution.md`(§7.2 E 步定义、§10.2 验收门、§4.1 数据流、§3.2/3.3 文件路径、§5.5 asset 契约)。
- 现状盘点(file:line 实证):`game-runtime/src/all-plugins.js`(8 业务插件)、`game-runtime/games/_wg1-gen/_shared/play.cdp.cjs:368`(runDragAiming)、`{angrybirds,multiball}/evidence/verdict.json`(pass)、`t2048/evidence/verdict.json`(pass=false)、`wg1/gen-worker/worker/service.py`(/generate+HMAC)、`game-studio/src/views/`(10 目录)、`game-studio/src/host/`(宿主装载契约)。
- 提交锚:`06e59de6`(angrybirds drag-aiming)、`cc5fa486`(multiball)、`d59093f8`(worker 派发壳+HMAC)。

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---
title: "feat: Mac 前端+引擎线 P1 — E1E6固定架构消费/适配/QA/前端侧)"
status: active
date: 2026-06-17
type: feat
origin: docs/brainstorms/2026-06-17-mac-work-list-requirements.md
---
# feat: Mac 前端+引擎线 P1 — E1E6固定架构消费/适配/QA/前端侧)
## 摘要
把固定游戏架构的**引擎线消费侧**从"契约冻结"推进到"端到端可生产":后端 SAA 图产 `SourceProject.gameDefinition` + `assetSpec`,本线建 **E1 2D 适配器(gameDefinition→LittleJS 可玩)→ E2 从 sourceProject 真构建(build.mjs)→ E4 九门 QA → E3 asset 产消 → E5 Prompt Registry 冻结 → E6 前端创作/修改/预览 UI**。关键路径 = **E1+E2(从源真构建)**——它是后端确定性 modify 路 guard-pending 的硬依赖(后端 001 计划 U6 在等本线落)。范围 = 引擎+前端线 Tier 0(E1E6)+ 两新页广度;`game-admin` 前端、既有页打磨 = Deferred Follow-Up。
> origin:[`docs/brainstorms/2026-06-17-mac-work-list-requirements.md`](../brainstorms/2026-06-17-mac-work-list-requirements.md)。设计权威:[`docs/agent-specs/2026-06-17-固定游戏架构与SAA-agentic-studio-execution.md`](../agent-specs/2026-06-17-固定游戏架构与SAA-agentic-studio-execution.md) §5/§7.2/§10.2。跨线对侧:[`docs/plans/2026-06-17-001-feat-backend-tier0-gen-mainline-plan.md`](2026-06-17-001-feat-backend-tier0-gen-mainline-plan.md)(后端线 B 步)。
---
## 问题背景
契约 8/8 已冻、B2 SAA 拓扑 16 节点已合入,但**引擎线消费侧是真空白**:`game-runtime/src/` 下无任何 `gameDefinition` 消费者(末次 grep 零命中);唯一"定义→渲染"先例是 W-G1 的 LLM 直写 `generated-factory.js`(非 JSON 定义→适配器)。后端 001 计划明确把"从 sourceProject 真构建"划归本线 E2,其确定性 modify 路**维持 guard fail-loud、等本线落**(后端 KTD5/U6,创始人 2026-06-17 确认)。同时 `/studio` 前端 api 真空(`game-studio/src/api/``studio.ts`),`Create.vue` 仍接旧两步 `aigc.generate` 路。地基稳:宿主装载链(`inject.ts` engineBundle 分支)、九门 harness、`build.mjs`、GamePackage 产物面全已冻、可复用零改。
---
## 需求追溯(origin → 本计划单元)
| origin(brainstorm E-ID / §10.2 门) | 单元 |
|---|---|
| E1 2D 适配器(gameDefinition→LittleJS) | U1 |
| E2 build.mjs 共调核对 + 从源真构建 | U2 |
| E4 九门 QA harness 复用 + narrative reviewer | U3 |
| E3 asset 产消(六类资产) | U4 |
| E5 Prompt Registry few-shot 冻结 | U5 |
| E6 前端创作/修改/预览 UI | U6 |
| 广度:玩法模板中心页 + 素材中心页(新页) | U7 |
成功标准(origin §10.2):2D 适配器单测绿 · 九门真玩绿(mini-desktop)· asset 产消通 · 构建字节确定性 · 前端真机 UI 走查过。
---
## 关键技术决策(KTD)
1. **E1 适配器 = 声明式解释器,逻辑代码由 code agent 产、编进 bundle**(跨线已锁,后端 001 KTD5/U6 确认):适配器读 `gameDefinition` 的 entities/components/scenes/rules/config 做渲染+场景装配+胜负判定;`behaviors` 的真逻辑由核心 code agent 产出、经 `build.mjs` 编进 `__GameBundle`(非适配器解释)。适配器输出物须命中 `GameHostFactory``GameInstance` 契约(`game-runtime/src/core/game-host.d.ts`),骨架范本 = `_goldenpath-probe/factory.js`。**E1 对冻结契约 `source-project.schema.json` 编程(contract-first)、用 schema 合规 fixtures/golden 自测,不阻塞于 producer 是否已建**(创始人 2026-06-17:gameDefinition 是冻结 keystone 契约、换适配器即换引擎)。方向已锁,但**逻辑码入 entry-bundle 的接缝形态未定**——提为 U1 硬前置:先用单 behavior gameDefinition 手工走通"适配器产骨架 + 逻辑码拼入 → entry-bundle → build → 九门"最小贯穿验形态,再展开 U1 其余。
2. **E1+E2 = "从 sourceProject 真构建"管线 = 净新建 + 后端硬依赖**:当前两路(worker/SAA)都直写 factorySrc(整工厂)、不消费 sourceProject;"源 → 适配器 → `generated-factory.js` 文件 → entry-bundle"装配链 与 `buildInputHash/sourceHash`(仅 V18 SQL 有列)**两端皆未建 = 净新建**(非"核对 build.mjs 已统一"——那仅旧 factorySrc 路)。`build.mjs` 本身不动。E1/E2 落地解后端确定性 modify guard;**SAA 改产填充版 gameDefinition(而非 factorySrc)= 跨线集成项**(后端 off-factorySrc,与本线在冻结契约处交汇)。
3. **受控面墙(回归红线)**:生成/适配代码只许调插件公开面 + **6 受控面**(getContext2d/onFrame/getInput/getAudioContext/time/random);静态门禁 9 类 token(`import`/`littlejsengine`/`Math.random`/`Date.now`/`addEventListener`/`requestAnimationFrame`/`new AudioContext`/`document.`/`window.`);引擎 import 只活集成段 host,能力经 `boot.ctx.getEngine()`。**注**:GameInstance 的渲染面 = `boot.mainContext`(render(g) 入参),`getContext2d` 是**插件面**(game-host.d.ts:20-22);6 受控面管的是插件/能力访问,非游戏自身渲染目标。
4. **九门 harness 禁重写**:E4 复用 `_shared/{serve-and-play.sh,play.cdp.cjs,…}` 子进程不改;新品类只产 play-spec(driver 选型)+ 接 narrative reviewer 质量门。真承重件 = `expectLatch` + `G_input`(非 progress 计数);首局门 additive 不并入 `verdict.pass`;**串行单实例、禁并发 CDP target**。
5. **few-shot 字节稳 = 两处生成入口逐字同源**:`wg1/gen-worker/worker/prompt.py` 与后端 `SaaPrompts.java` 的 system+few-shot **逐字同源、grep 比对**(公平性铁律,`a2cbabe6` 先例);冻结走 `contracts/prompts/` 升 version + 四道闸 CI,P0/P1 口径一字不动。
6. **E6 对 frozen `studio.yaml` + mock 先做**:`/studio/{create,modify}` 后端在建(001 U1),本线先建 `studio.ts` api + 改造 Create.vue + 新建 modify 入口,对 mock;预览**复用 GamePlayer 零新建**。
7. **worker 跑通 ≠ 准予发布**(split-brain 防线):九门绿=机制可玩,发布裁决归治理层(P0 安全/金丝雀/人审),本线不置 `published`
8. **输入坐标 = 逻辑像素**:`x∈[0,390]/y∈[0,844]`(非归一),视口固定 390×844 不自处理 DPR。
9. **LittleJS 真接线硬门**(build-vs-buy):E1/E2 收口须 grep `bundle.iife.js` / `.meta.json` 证 LittleJS 真入包("产物里没有 X = 验收 fail")。
---
## 高层技术设计(HTD)
### 本线在全链中的落点(从源真构建 → 宿主 → 九门)
```mermaid
flowchart TB
subgraph BE["后端线 (6c6g · 001 计划)"]
G["SAA 固定架构图"] -->|"emit sourceProject (gameDefinition+assets[])"| SRC[("game_source_project")]
LOGIC["code agent 产 behavior 逻辑码"]
end
subgraph ME["前端+引擎线 (本线 · 本计划)"]
E1["U1 E1 2D 适配器<br/>gameDefinition → factory(entry-bundle)"]
E2["U2 E2 build.mjs<br/>entry-bundle → __GameBundle(iife)"]
E4["U3 E4 九门 QA<br/>play.cdp.cjs(禁重写)"]
E3["U4 E3 asset 产消<br/>assets[] → 宿主"]
E6["U6 E6 创作/修改/预览 UI"]
end
SRC --> E1
LOGIC --> E2
E1 -->|"entry-bundle.js"| E2
E2 -->|"engineBundle(__GameBundle.bootGameHost)"| CB["handleCallback (后端唯一写入路径)"]
CB --> PKG[("GamePackage 产物")]
PKG -->|"inject.ts engineBundle 分支(零改)"| E4
E3 -.->|"sourceProject.assets[].url"| PKG
E6 -->|"/studio/create,modify (mock→真)"| BE
```
### 依赖与排序(U1U7)
```mermaid
flowchart LR
U1["U1 E1 适配器<br/>(最高价值·真空白)"] --> U2["U2 E2 从源构建<br/>(解后端 guard)"]
U2 --> U3["U3 E4 九门 QA"]
U1 --> U4["U4 E3 asset 产消"]
U5["U5 E5 Prompt 冻结<br/>(较独立)"]
U3 --> U6["U6 E6 创作 UI"]
U6 --> U7["U7 两新页"]
```
> 关键路径 = U1→U2→U3(从源真构建 + 九门验,M0 核心纵切的引擎半边,且解后端 modify guard)。U4/U5 较独立可并行。U6/U7 接 frozen studio.yaml + mock 起,真接等后端 001 U1。
---
## 实现单元
> 顺序按依赖与跨线解阻塞:U1(E1 适配器)→ U2(E2 从源构建,解后端 guard)→ U3(E4 九门验)= M0 引擎半边;U4(E3 asset)/U5(E5 prompt)较独立;U6(E6 前端)→ U7(新页)。测试/权威 e2e:mini-desktop(4320/9222 串行);本机 M1 = 快走查。
### U1. E1 — 2D 适配器(gameDefinition → LittleJS 可玩)
**Goal**:在 `SourceProject.gameDefinition``GameHostFactory``GameInstance` 契约间架适配器:entities→sprite、components(render/collision/physics)→渲染/碰撞装配、scenes→实体组装、rules(condition→win/lose/score/advance)→胜负判定、config→平衡参数;按 `profile.tickModel`(realtime/turn-based/event)决定是否挂 update 循环。
**Requirements**:E1(origin);§10.2-1。
**Dependencies**:无(消费已冻 `source-project.schema.json`;骨架范本就位)。
**Files**:
- `game-runtime/src/adapter/`(新增 adapter 层:gameDefinition→GameInstance)
- 参照(不改):`game-runtime/src/core/game-host.d.ts`(`GameHostFactory`/`GameInstance` 契约)、`game-runtime/games/_wg1-gen/_goldenpath-probe/factory.js`(合契约工厂骨架)、`game-runtime/src/host/generic-host-config.js`(7 插件标准集装配)
- 测试:`game-runtime/src/adapter/adapter.test.mjs`
**Approach**:
- 适配器是**纯声明式解释器**:读 entities/components/scenes/rules/config 装配 GameInstance(init 建实体+订阅输入、update 按 tickModel 推进、render 画到入参 `g``_forensicsView` 导出 `phase`+状态)。`behaviors` 真逻辑码不在适配器内(KTD1:由 code agent 产、E2 编进 bundle)——适配器为其留挂载点。
- 能力一律经 `boot.ctx.getEngine()` + 6 受控面;零引擎 import(KTD3)。
- `transform.position{x,y,z?}` 2D 用 xy/z=0 同字段无分叉;逻辑像素 390×844(KTD8)。
- MVP 最小集(执行档 §5.1):profile 三维 + 单 behavior + config + assets 引用渲染;复杂结构随品类迭代。
**Patterns to follow**:`_goldenpath-probe/factory.js`(init/update/render/`_forensicsView` 形状)、`generic-host-config.js`(`buildGenericHostConfig`)。
**Test scenarios**:
- happy:含 2 实体 + render 组件 + 1 rule(score)的 gameDefinition → GameInstance,init 后实体可见、update 推进、render 画出有色像素。
- happy:`tickModel=turn-based` → 不挂 rAF-style update 循环(事件驱动);`realtime` → 挂。
- edge:空 components / 无 behaviors → 适配器产可玩骨架(几何兜底,不崩)。
- edge:rule outcome=win 条件达成 → `_forensicsView().phase` 转 gameover 并驻留(latch 语义)。
- error:gameDefinition 缺 required(entities/scenes/rules)→ 明确报错,不静默产空壳。
- integration:适配器输出经 host 装配 → `_forensicsView()` 透出 `phase`/状态(供九门 H 门读)。
**Verification**:adapter 单测绿;产物喂 host 能装配出 `_forensicsView` 可读的 GameInstance;**硬验:最小集(单 behavior + spec-only asset)产出件须独立过九门 H 门 latch(phase→gameover 驻留),非仅"可装配 _forensicsView"**;若单 behavior 不足驱 latch,上修最小集到"能产胜负推进的最小 behavior 组合"(防 t2048 式 phase 卡 playing)。
### U2. E2 — 从 sourceProject 真构建(build.mjs)+ 同源核对
**Goal**:打通"sourceProject → 适配器装配 entry-bundle → `build.mjs``__GameBundle`(iife)"管线,使确定性"从源真构建"可达(解后端 001 U6 的 guard-pending);并核对 SAA build 节点与 worker 共调 `build.mjs` 产出一致。
**Requirements**:E2(origin);§10.2-4;跨线解后端 modify guard。
**Dependencies**:U1(适配器产 entry-bundle)。
**Files**:
- `game-runtime/scripts/build.mjs`(**不动**;只调用)
- `game-runtime/src/adapter/`(装配 entry-bundle.js 的入口拼装,接 `entry-bundle.template.js`)
- 测试:`game-runtime/src/adapter/build-from-source.test.mjs`
**Approach**:
- 命令面:`node scripts/build.mjs <id>/entry-bundle.js <id>/bundle.iife.js --global-name=__GameBundle`(唯一入口,KTD2);`LOCKED_BUILD_OPTIONS` 不改。
- 缓存键 `buildInputHash=sha256(sourceHash+buildProfile)`;同 hash → 字节等价 bundle(确定性门)。
- **净新建主工作量**:适配器把存储的 sourceProject(`game_source_project` / state)落成 `generated-factory.js` 文件(= entry-bundle 的固定 import 目标)→ scaffold-等价写盘 → `build.mjs` 编;+ `buildInputHash/sourceHash` 规范化序列化 + sha256 + 缓存命中查/落(当前零实现)。'共调 build.mjs 已统一' **仅旧 factorySrc 路**;'同源核对'退为收口校验,非主工作量。
- 收口 grep `bundle.iife.js`/`.meta.json` 证 LittleJS 真入包(KTD9)。
**Patterns to follow**:`entry-bundle.template.js`(逐字拷为各 game 的 entry-bundle.js)、`build.mjs` metafile 产出。
**Test scenarios**:
- happy:同一 sourceProject 构建两次 → 字节等价 bundle(buildInputHash 命中)。
- happy:适配器装配的 entry-bundle 经 build.mjs → iife 暴露 `window.__GameBundle.bootGameHost`
- edge:sourceProject 变一处 config → buildInputHash 变 → 重新构建(不误命中旧缓存)。
- error:本机无 esbuild → build.mjs 显式报错给指引(不静默产空)。
- integration:worker 路与 SAA 路对同一源产 `__GameBundle` 字节一致(同源同参核对)。
**Verification**:从源构建产可玩 iife;字节确定性单测绿;grep 证 LittleJS 真接线;后端 001 U6 的"确定性 build-from-source"依赖在本单元落地后可解 guard(交后端 follow-up 接)。
### U3. E4 — 九门 QA harness 复用 + narrative reviewer 接入
**Goal**:固定架构产出件经九门 harness 真玩验绿(**禁重写 harness**);为 narrative 路(`progressModel=narrative`)接 narrative-reviewer 质量门替九门;闭 t2048 唯一剩门。
**Requirements**:E4(origin);§10.2-2;origin 成功标准 worker scale ≥18/19→19/19。
**Dependencies**:U1、U2(有可玩产出才可真玩)。
**Files**:
- `game-runtime/games/_wg1-gen/_shared/*`(**禁改**;子进程复用)
- 各 game 的 `play-spec.json`(driver 选型 + assertAfterPlay + expectLatch)
- t2048:`game-runtime/games/_wg1-gen/t2048/`(latch 放宽规则或填库死锁 driver,见 Open Questions)
- narrative reviewer 角色:`wg1/gen-worker/worker/agent_loop/`(reviewer 角色)+ 后端 narrative 路对接
**Approach**:
- 复用 AI 九门 + 首局门(additive 不并入 `verdict.pass`);新品类只产 play-spec(8 driver 类型自适应);真承重件 = `expectLatch`+`G_input`(KTD4)。
- narrative 路:`progressModel=narrative` → 走 narrative-reviewer(执行档 §5.9),非九门 H 门。**注:narrative-reviewer 是净新建质量门(worker/_shared 现零代码),非 harness 复用**——判定逻辑/prompt/质量标准全新建,须验判定有效性(已知劣质叙事→needsRepair=true / 合格→false),非仅验路由分流。
- t2048:抗死锁盲态体裁,latch 难达——放宽 H 门 latch 为"score↑∧board 变+G 兜"或升级填库死锁 driver,立体裁规则补档。
**Execution note**:真玩 e2e 在 mini-desktop(4320/9222),与生成批跑**串行**(flock);串行单实例多趟 fresh navigate,禁并发 CDP target。
**Patterns to follow**:`game-e2e-cdp-harness` skill(driver 类型/latch/首局门红线)、现 `asteroids/play-spec.json`
**Test scenarios**:
- happy:一款固定架构产出件 → 九门全过 `verdict.pass=true`(mini-desktop)。
- happy:t2048 经放宽规则/driver → H 门 latch.pass=true(原 pass=false→true)。
- edge:`progressModel=narrative` 游戏 → 走 narrative-reviewer 门、不卡九门 H 进展门。
- edge:首局门 FAIL → 不阻断 `verdict.pass`(additive 派生维度)。
- error:产出件装载失败 → A 门 fail,九门正确判 fail(不假绿)。
- integration:scale 维持 ≥18/19;t2048 闭后 ≥19/19。
**Verification**:九门真玩绿(mini-desktop);scale 不回退;narrative 路有独立质量门;harness 文件零改(git diff 证)。
### U4. E3 — asset 产消(六类资产 → 宿主)
**Goal**:打通六类资产(`sprite/character/effect/scene/ui/music`)产消通道:asset 节点产 spec → `sourceProject.assets[]` → 构建解析为 GamePackage `assets[]` → 宿主经 `assets[].url` 加载。
**Requirements**:E3(origin);§10.2-3;六类资产 = P-CRT-02(创始人 2026-06-17 确认)。
**Dependencies**:U1(适配器消费 assets[].ref 渲染)。
**Files**:
- `game-runtime/src/adapter/`(消费侧:assets[].ref→渲染)
- `wg1/gen-worker/worker/agent_loop/`(asset 角色:产六类 spec)+ provider=mmx-cli 插桩
- 测试:`game-runtime/src/adapter/asset.test.mjs`
**Approach**:
- 消费侧:适配器读 `sourceProject.assets[].ref`,构建时解析为 GamePackage `assets[]`(image/audio…),宿主经 url 走 `<img>/drawImage`(inject.ts CSP img-src 已放行)。
- **MVP 边界**:asset 节点 v0 可只产 spec 不真生图(canvas 几何兜底),但 `assets[]` 产消通道**必须打通**(补 v2 review "assets[] 空"缺口);真资产 provider(mmx-cli)为 additive 升级。
- **单步槽位调度、非六路并发**(studio.yaml:18 已狠切)。
**Patterns to follow**:`mmx-asset-pipeline` memory(mmx-cli 默认、音乐记谱→合成两步)、`game-package.schema.json` assets 字段。
**Test scenarios**:
- happy:含 2 类资产(sprite+music)的 sourceProject → GamePackage `assets[]` 非空 → 宿主 assetContext 非空。
- happy:asset spec-only(无真图)→ 适配器 canvas 几何兜底渲染(不崩、九门 D 门有色像素)。
- edge:`assets[]` 空 → 适配器全几何兜底(向后兼容现 prompt 硬规则 7)。
- edge:六类枚举外的 category → 校验拒(严格枚举)。
- integration:asset 节点产 spec → 落 sourceProject → 构建 → 宿主加载,端到端 assetContext 非空(九门 assets 门)。
**Verification**:assets[] 产消端到端通(九门 asset 门);spec-only 兜底可玩;provider 可切不动消费侧。
### U5. E5 — Prompt Registry few-shot 冻结(字节稳 + CI 卡 byte)
**Goal**:把 `prompt.py` 的 SYSTEM + few-shot 从"从文件读"(字节不稳、破前缀缓存)冻结为 `contracts/prompts/` 版本化资产,CI 卡 byte 不变;两处生成入口(Python/SAA)逐字同源。
**Requirements**:E5(origin);CI few-shot byte 不变(执行档 §7.2 E5 / §5.8.1)。**注**:§10.2 五门(适配器/九门/asset/构建/UI)不含 E5,E5 验收 = CI 字节门。
**Dependencies**:无(较独立,可并行 U1U4)。
**Files**:
- `wg1/gen-worker/worker/prompt.py`(`_few_shot()` 改读版本化常量,非文件)
- `contracts/prompts/`(冻结 system+few-shot 为 `id@version` 资产;现有 `registry.yaml` + `config.generic-coder` v0.0.1 STUB)
- 后端对侧核对:`SaaPrompts.java`(逐字同源 grep 比对)
- CI:`contracts/prompts/eval/`(byte 不变门)
**Approach**:
- 固化 `config.generic-coder` 的 system+few-shot 为版本化资产;few-shot 不再实时读 `_goldenpath-probe/factory.js`,改读已冻常量(字节确定)。
- 改 prompt 走升 version + 四道闸 CI(Schema/成功率≥80%/Golden 回归/成本延迟),P0/P1 口径一字不动(KTD5)。
- grep 比对 `prompt.py``SaaPrompts.java` 的规则段逐字同源。
**Patterns to follow**:`prompt-governance` skill(第 8 类契约、id@version 加载、四道闸)、`a2cbabe6`(Python/SAA 逐字同改先例)。
**Test scenarios**:
- happy:few-shot 从冻结资产读 → 多次构 messages 字节完全一致(CI byte 门)。
- happy:`prompt.py``SaaPrompts.java` 规则段 grep diff = 空(逐字同源)。
- edge:改 prompt 未升 version → CI 拒(version 门)。
- error:P0/P1 口径被改 → CI 红线拒(一字不动门)。
**Verification**:CI few-shot byte 不变门绿;两处入口逐字同源 grep 证;缓存命中率不因 few-shot 抖动下降(spike 已证 7693%)。
### U6. E6 — 前端创作/修改/预览 UI(对 frozen studio.yaml + mock)
**Goal**:新建 `studio.ts` api + 改造 `Create.vue``/studio/create`(一步式)+ 新建 modify 入口接 `/studio/modify` + 预览复用 GamePlayer;对 frozen studio.yaml + mock 先做,后端 001 U1 落后真接。
**Requirements**:E6(origin);§10.2-5(真机 UI 走查)。
**Dependencies**:U1U3(有可玩产出才有意义);后端 001 U1(真接;之前对 mock)。
**Files**:
- `game-studio/src/api/studio.ts`(新建,对齐 studio.yaml create/modify/extend)
- `game-studio/src/views/create/Create.vue`(改造:旧 `aigc.generate` 两步 → `/studio/create` 一步式)
- `game-studio/src/views/create/`(新建 modify 入口视图/组件)
- 预览:`game-studio/src/host/GamePlayer.vue`(**复用零新建**,喂 preview 版 versionId)
- 测试:`game-studio/src/views/create/Create.spec.ts` + 真机 CDP 走查脚本
**Approach**:
- `studio.ts` 对 frozen studio.yaml 出 create/modify/extend 调用;Create.vue 改一步式(generic 桥接已落,缺省 templateId=generic)。
- modify 入口:换美术/调参/改关卡=deterministic、改玩法=regenerate-module(modifyPatch 形态,执行档 §5.6);出新预览版不动 currentVersion。
- 进度反馈:补 UI 形态(成功/失败/进行中落点),与 SSE/轮询传输选择分离(后者视后端定,Open Questions)。
- 对 mock 先达"可走查骨架"(加载/空/选中→应用三态),后端 U1 真接后真数据走查。
**Execution note**:收口前**必做真机 CDP 走查**(编排器/curl 全绿不算)+ **必另跑真实 IP/明文 http origin** 验上下文依赖(crypto.subtle 等);textarea 用原型 setter+dispatch input(Vue v-model),按钮精确文案匹配。
**Patterns to follow**:`ui-walkthrough-cdp` skill(真机走查 7 坑 + 文案匹配 + token 注入只读走查)、现 `Create.vue` generic 桥接 + `aigc.ts`/`project.ts` api 形态。
**Test scenarios**:
- happy:Create 一步式 → POST `/studio/create`(mock)→ 跳 task/预览;templateId 缺省 generic。
- happy:modify 入口换美术(deterministic)→ POST `/studio/modify` 带 modifyPatch → 新预览版(GamePlayer 预览)。
- edge:`template/list` 空 → 不再"模板体系重构中"死路,走 generic 创作入口。
- edge:mock 三态(加载/空/选中→应用)可走查。
- error:create 失败 → UI 明确失败态(非静默)。
- integration(真机):真 IP/http origin 走查 create→预览闭环,上下文依赖特性不退化。
**Verification**:对 mock 骨架可走查;后端 U1 真接后真机 CDP 走查 create/modify/预览闭环过;真实 origin 验过。
### U7. 广度 — 玩法模板中心页 + 素材中心页(新页,mock-first)
**Goal**:补 demo 八大页缺的两新页:玩法模板中心(浏览/选择/应用模板到草稿)+ 素材中心(素材浏览/选用加入草稿);先对 mock,真接等后端模板/素材 API。
**Requirements**:origin 广度;demo 八大页补全。
**Dependencies**:U6(创作页接缝);后端模板/素材 API(真接,deferred 跨线)。
**Files**:
- `game-studio/src/views/template/`(新建玩法模板中心页 + 路由)
- `game-studio/src/views/asset/`(新建素材中心页 + 路由)
- `game-studio/src/router/index.ts`(+2 路由)
- 测试:对应 `.spec.ts`
**Approach**:
- 入口/IA:与现有 8 页导航一致(底部 Tab 或创作页二级入口,实现时定);对 mock API 建骨架。
- 毕业门:玩法模板页绑 **M1**、素材中心页绑 **M3**(后端 API 就位后真接 + UI 走查才算过 Phase 1)。
**Patterns to follow**:现有 8 页视图 + 设计体系组件库(AppButton/Icon/Field/EmptyState)。
**Test scenarios**:
- happy:玩法模板中心列模板(mock)→ 选择 → 应用到草稿(传 templateId 到创作)。
- happy:素材中心列素材(mock)→ 选用 → 加入草稿 assetContext。
- edge:mock 空列表 → EmptyState(非崩)。
- edge:新路由不与现有 10 目录路由冲突。
**Verification**:两页对 mock 可走查;路由接入;后端 API 就位后真接走查(M1/M3 毕业门)。
---
## 范围边界(Scope Boundaries)
### Deferred to Follow-Up Work(P1 内、各起后续)
- **game-admin 运营台前端**(创始人裁定归本线,≈M3 低优先):限曝光/导出/经营看板 + 赋余额/订阅入口;`game-admin` repo(huijing-ui-admin-vue3 fork)。未设计到可拆单元,用到时起计划。
- **既有页打磨广度**:feed / 钱包 / 消息社交 / 账号(均有骨架,补真接/完善)+ 设计体系迭代。
- **真资产 provider 接入**(E3 升级):mmx-cli 真生图/音乐合成(MVP 用 spec-only 兜底)。
### 不在 P1(边界)
- 全部 game-cloud 后端——SAA 图/B 步、studio 编排 B6、源落库、`handleCallback` 入 feed = 后端线(001 计划)。
- 3D 适配器 / Cocos → P2;真支付/短信/广告/渠道 → P3;云部署/监控运维 → P2。
- 护城河增厚(素材电商/IP/角色 rig/六类资产模块化深化)→ P2/P3。
---
## 风险与依赖
- **R1 跨线解阻塞(E1/E2 → 后端 U6)**:后端确定性 modify guard-pending 在本线"从源真构建"。缓解:E1/E2 排最先,落后通知后端起 follow-up 接 guard。
- **R2 E1 真空白(无先例)**:无 gameDefinition 消费者先例。缓解:`_goldenpath-probe/factory.js` 作骨架范本 + 契约已冻 + MVP 最小集先跑通一档。
- **R3 E1 边界做成孤儿**:适配器 vs code agent 逻辑码的接缝。缓解:KTD1 已锁(跨线 001 确认),E1 kickoff 再与后端核对一次逻辑码入 bundle 的精确接缝(Open Questions)。
- **R4 E6 比预期大 + 卡后端**:`studio.ts` 真空 + Create 改造,真接卡后端 001 U1。缓解:对 mock + frozen yaml 先做,真接异步。
- **R5 假绿/旁路掩盖缺陷**:九门/编排器/curl 全绿 ≠ 真可玩/真可用。缓解:E4 真承重 latch+G_input;E6 真机走查 + 真实 origin(KTD4/6)。
- **依赖**:mini-desktop(权威构建/测/九门 e2e,4320/9222 串行);后端 001(B6/U1 /studio API · SAA 产 gameDefinition/assetSpec);契约 8/8 已冻;`build.mjs`/harness/宿主装载契约/GamePackage 既冻零改。
---
## 待确认(Open Questions)
**Resolve before E1 实现(跨线协调,非创始人)**
1. **逻辑码入 bundle 接缝形态**(U1/U2,U1 硬前置):code agent 产的 behavior 逻辑码以何形态进 entry-bundle(独立模块 / 拼入 factory)?先做最小贯穿实验验形态(见 KTD1),再展开 U1。
2. **gameDefinition producer 迁移**(跨线集成):SAA 何时由 factorySrc 改产填充版 gameDefinition?**创始人 2026-06-17 裁定:gameDefinition 是冻结 keystone 契约,E1 contract-first 对 schema 编程、不阻塞于 producer**;producer 迁移 = 后端 off-factorySrc 的集成期事,两线在冻结契约处交汇(非 E1 开工阻塞)。
**Deferred to 实现期**
2. **t2048 latch**(U3):放宽 H 门 latch vs 填库死锁 driver——按数据定。
3. **E6 进度反馈**(U6):SSE 节点流(SAA 强项)vs 前端轮询——视后端 001 进度契约定。
4. **U7 新页入口形态**:底部 Tab vs 创作页二级入口——实现时按现有导航体系定。
---
## Sources & Research
- origin 需求档 `docs/brainstorms/2026-06-17-mac-work-list-requirements.md`(E1E6 + §10.2 门 + 创始人裁定:game-admin 归本线、六类资产=P-CRT-02)。
- execution spec `docs/agent-specs/2026-06-17-固定游戏架构与SAA-agentic-studio-execution.md`:§5.1(SourceProject/gameDefinition)、§5.5(asset 产消)、§5.6(modifyPatch)、§5.7(确定性构建)、§7.2(E 步)、§10.2(引擎线验收门)。
- 跨线对侧 `docs/plans/2026-06-17-001-feat-backend-tier0-gen-mainline-plan.md`(KTD5/U6:从源真构建=本线 E2,后端 guard-pending;HTD 数据流接缝)。
- 实证代码:`game-runtime/src/core/game-host.d.ts`(GameHostFactory/GameInstance 契约)、`game-runtime/games/_wg1-gen/_goldenpath-probe/factory.js`(工厂骨架)、`game-runtime/scripts/build.mjs`(唯一构建)、`game-runtime/games/_wg1-gen/_shared/play.cdp.cjs`(九门,禁改)、`game-studio/src/host/inject.ts`(engineBundle 装载分支)、`game-studio/src/views/create/Create.vue`(现 generic 桥接)、`wg1/gen-worker/worker/prompt.py`(few-shot 字节不稳根因)、`contracts/prompts/registry.yaml`(第 8 类契约)。
- skills/rules:`game-e2e-cdp-harness`(九门/latch/首局门红线)、`cheap-model-game-generation`(6 受控面/9 静态门/逻辑像素坐标)、`ui-walkthrough-cdp`(真机走查/真实 origin)、`prompt-governance`(四道闸/逐字同源)、`build-vs-buy`(LittleJS 真接线 grep 门)、`runtime-and-multichannel`(Tier1 LittleJS 增强发行版/三层约束)。

View File

@ -22,7 +22,8 @@
"lint:eslint": "eslint --fix --ext .js,.ts,.vue ./src", "lint:eslint": "eslint --fix --ext .js,.ts,.vue ./src",
"lint:format": "prettier --write --loglevel warn \"src/**/*.{js,ts,json,tsx,css,less,scss,vue,html,md}\"", "lint:format": "prettier --write --loglevel warn \"src/**/*.{js,ts,json,tsx,css,less,scss,vue,html,md}\"",
"lint:style": "stylelint --fix \"./src/**/*.{vue,less,postcss,css,scss}\" --cache --cache-location node_modules/.cache/stylelint/", "lint:style": "stylelint --fix \"./src/**/*.{vue,less,postcss,css,scss}\" --cache --cache-location node_modules/.cache/stylelint/",
"lint:lint-staged": "lint-staged -c " "lint:lint-staged": "lint-staged -c ",
"test": "vitest run"
}, },
"dependencies": { "dependencies": {
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}, },

View File

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- rollup - rollup
@ -7298,6 +7397,46 @@ snapshots:
vite: 5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0) vite: 5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)
vue: 3.5.12(typescript@5.3.3) vue: 3.5.12(typescript@5.3.3)
'@vitest/expect@2.1.9':
dependencies:
'@vitest/spy': 2.1.9
'@vitest/utils': 2.1.9
chai: 5.3.3
tinyrainbow: 1.2.0
'@vitest/mocker@2.1.9(vite@5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0))':
dependencies:
'@vitest/spy': 2.1.9
estree-walker: 3.0.3
magic-string: 0.30.17
optionalDependencies:
vite: 5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)
'@vitest/pretty-format@2.1.9':
dependencies:
tinyrainbow: 1.2.0
'@vitest/runner@2.1.9':
dependencies:
'@vitest/utils': 2.1.9
pathe: 1.1.2
'@vitest/snapshot@2.1.9':
dependencies:
'@vitest/pretty-format': 2.1.9
magic-string: 0.30.17
pathe: 1.1.2
'@vitest/spy@2.1.9':
dependencies:
tinyspy: 3.0.2
'@vitest/utils@2.1.9':
dependencies:
'@vitest/pretty-format': 2.1.9
loupe: 3.2.1
tinyrainbow: 1.2.0
'@volar/language-core@1.11.1': '@volar/language-core@1.11.1':
dependencies: dependencies:
'@volar/source-map': 1.11.1 '@volar/source-map': 1.11.1
@ -7387,7 +7526,7 @@ snapshots:
'@vue/compiler-ssr': 3.5.13 '@vue/compiler-ssr': 3.5.13
'@vue/shared': 3.5.13 '@vue/shared': 3.5.13
estree-walker: 2.0.2 estree-walker: 2.0.2
magic-string: 0.30.14 magic-string: 0.30.17
postcss: 8.4.49 postcss: 8.4.49
source-map-js: 1.2.1 source-map-js: 1.2.1
@ -7671,6 +7810,8 @@ snapshots:
array-union@2.1.0: {} array-union@2.1.0: {}
assertion-error@2.0.1: {}
astral-regex@2.0.0: {} astral-regex@2.0.0: {}
async-validator@4.2.5: {} async-validator@4.2.5: {}
@ -7834,6 +7975,14 @@ snapshots:
caniuse-lite@1.0.30001684: {} caniuse-lite@1.0.30001684: {}
chai@5.3.3:
dependencies:
assertion-error: 2.0.1
check-error: 2.1.3
deep-eql: 5.0.2
loupe: 3.2.1
pathval: 2.0.1
chalk@1.1.3: chalk@1.1.3:
dependencies: dependencies:
ansi-styles: 2.2.1 ansi-styles: 2.2.1
@ -7849,6 +7998,8 @@ snapshots:
chalk@5.3.0: {} chalk@5.3.0: {}
check-error@2.1.3: {}
cheerio-select@2.1.0: cheerio-select@2.1.0:
dependencies: dependencies:
boolbase: 1.0.0 boolbase: 1.0.0
@ -8221,6 +8372,8 @@ snapshots:
decamelize@1.2.0: {} decamelize@1.2.0: {}
deep-eql@5.0.2: {}
deep-is@0.1.4: {} deep-is@0.1.4: {}
default-passive-events@2.0.0: {} default-passive-events@2.0.0: {}
@ -8589,6 +8742,8 @@ snapshots:
signal-exit: 4.1.0 signal-exit: 4.1.0
strip-final-newline: 3.0.0 strip-final-newline: 3.0.0
expect-type@1.3.0: {}
ext@1.7.0: ext@1.7.0:
dependencies: dependencies:
type: 2.7.3 type: 2.7.3
@ -9186,6 +9341,8 @@ snapshots:
loglevel@1.9.2: {} loglevel@1.9.2: {}
loupe@3.2.1: {}
lru-cache@10.4.3: {} lru-cache@10.4.3: {}
lru-cache@5.1.1: lru-cache@5.1.1:
@ -9526,6 +9683,8 @@ snapshots:
pathe@2.0.3: {} pathe@2.0.3: {}
pathval@2.0.1: {}
perfect-debounce@1.0.0: {} perfect-debounce@1.0.0: {}
picocolors@1.1.1: {} picocolors@1.1.1: {}
@ -9849,6 +10008,8 @@ snapshots:
get-intrinsic: 1.2.4 get-intrinsic: 1.2.4
object-inspect: 1.13.3 object-inspect: 1.13.3
siginfo@2.0.0: {}
signal-exit@4.1.0: {} signal-exit@4.1.0: {}
signature_pad@3.0.0-beta.4: {} signature_pad@3.0.0-beta.4: {}
@ -9909,6 +10070,10 @@ snapshots:
ssr-window@4.0.2: {} ssr-window@4.0.2: {}
stackback@0.0.2: {}
std-env@3.10.0: {}
steady-xml@0.1.0: {} steady-xml@0.1.0: {}
string-argv@0.3.2: {} string-argv@0.3.2: {}
@ -10083,6 +10248,8 @@ snapshots:
tiny-warning@1.0.3: {} tiny-warning@1.0.3: {}
tinybench@2.9.0: {}
tinyexec@0.3.1: {} tinyexec@0.3.1: {}
tinyglobby@0.2.10: tinyglobby@0.2.10:
@ -10090,6 +10257,12 @@ snapshots:
fdir: 6.4.2(picomatch@4.0.2) fdir: 6.4.2(picomatch@4.0.2)
picomatch: 4.0.2 picomatch: 4.0.2
tinypool@1.1.1: {}
tinyrainbow@1.2.0: {}
tinyspy@3.0.2: {}
to-regex-range@5.0.1: to-regex-range@5.0.1:
dependencies: dependencies:
is-number: 7.0.0 is-number: 7.0.0
@ -10159,7 +10332,7 @@ snapshots:
escape-string-regexp: 5.0.0 escape-string-regexp: 5.0.0
estree-walker: 3.0.3 estree-walker: 3.0.3
local-pkg: 0.5.1 local-pkg: 0.5.1
magic-string: 0.30.14 magic-string: 0.30.17
mlly: 1.7.3 mlly: 1.7.3
pathe: 1.1.2 pathe: 1.1.2
picomatch: 4.0.2 picomatch: 4.0.2
@ -10297,6 +10470,23 @@ snapshots:
dependencies: dependencies:
global: 4.4.0 global: 4.4.0
vite-node@2.1.9(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0):
dependencies:
cac: 6.7.14
debug: 4.3.7
es-module-lexer: 1.5.4
pathe: 1.1.2
vite: 5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)
transitivePeerDependencies:
- '@types/node'
- less
- lightningcss
- sass
- stylus
- sugarss
- supports-color
- terser
vite-plugin-compression@0.5.1(vite@5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)): vite-plugin-compression@0.5.1(vite@5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)):
dependencies: dependencies:
chalk: 4.1.2 chalk: 4.1.2
@ -10366,6 +10556,40 @@ snapshots:
sass: 1.81.0 sass: 1.81.0
terser: 5.36.0 terser: 5.36.0
vitest@2.1.9(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0):
dependencies:
'@vitest/expect': 2.1.9
'@vitest/mocker': 2.1.9(vite@5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0))
'@vitest/pretty-format': 2.1.9
'@vitest/runner': 2.1.9
'@vitest/snapshot': 2.1.9
'@vitest/spy': 2.1.9
'@vitest/utils': 2.1.9
chai: 5.3.3
debug: 4.3.7
expect-type: 1.3.0
magic-string: 0.30.17
pathe: 1.1.2
std-env: 3.10.0
tinybench: 2.9.0
tinyexec: 0.3.1
tinypool: 1.1.1
tinyrainbow: 1.2.0
vite: 5.1.4(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)
vite-node: 2.1.9(@types/node@20.17.9)(sass@1.81.0)(terser@5.36.0)
why-is-node-running: 2.3.0
optionalDependencies:
'@types/node': 20.17.9
transitivePeerDependencies:
- less
- lightningcss
- msw
- sass
- stylus
- sugarss
- supports-color
- terser
vue-demi@0.14.10(vue@3.5.12(typescript@5.3.3)): vue-demi@0.14.10(vue@3.5.12(typescript@5.3.3)):
dependencies: dependencies:
vue: 3.5.12(typescript@5.3.3) vue: 3.5.12(typescript@5.3.3)
@ -10477,6 +10701,11 @@ snapshots:
dependencies: dependencies:
isexe: 2.0.0 isexe: 2.0.0
why-is-node-running@2.3.0:
dependencies:
siginfo: 2.0.0
stackback: 0.0.2
wildcard@1.1.2: {} wildcard@1.1.2: {}
word-wrap@1.2.5: {} word-wrap@1.2.5: {}

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@ -0,0 +1,71 @@
/**
* ad.spec.ts ·广 api CRUD HTTP method-per-op(create=post/update=put/delete=delete,
* = bug)+ mock + url/data frozen ad.yaml `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
vi.mock('@/config/axios', () => ({ default: { get: vi.fn(), post: vi.fn(), put: vi.fn(), delete: vi.fn() } }))
import request from '@/config/axios'
import { getAdSlotPage, getAdSlot, createAdSlot, updateAdSlot, deleteAdSlot, getAdRevenuePage } from './ad'
const req = request as unknown as Record<'get' | 'post' | 'put' | 'delete', ReturnType<typeof vi.fn>>
describe('wanxiang/ad 广告位 api', () => {
beforeEach(() => vi.clearAllMocks())
afterEach(() => vi.unstubAllEnvs())
describe('mock 兜底', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'true'))
it('各接口走 mock,不打真实 request', async () => {
await getAdSlotPage({ pageNo: 1, pageSize: 10 })
await getAdSlot(1)
await createAdSlot({ slotId: 's1', type: 'rewarded', provider: 'mock', enabled: true })
await updateAdSlot({ id: 1, slotId: 's1', type: 'rewarded', provider: 'mock', enabled: false })
await deleteAdSlot(1)
await getAdRevenuePage({ pageNo: 1, pageSize: 10 })
expect(req.get).not.toHaveBeenCalled()
expect(req.post).not.toHaveBeenCalled()
expect(req.put).not.toHaveBeenCalled()
expect(req.delete).not.toHaveBeenCalled()
})
})
describe('真实模式method-per-op 钉死)', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'false'))
it('getAdSlotPage → GET /ad/slot/page', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getAdSlotPage({ pageNo: 1, pageSize: 10 })
expect(req.get).toHaveBeenCalledWith({ url: '/ad/slot/page', params: { pageNo: 1, pageSize: 10 } })
})
it('getAdSlot → GET /ad/slot/get?id=', async () => {
req.get.mockResolvedValue({})
await getAdSlot(7)
expect(req.get).toHaveBeenCalledWith({ url: '/ad/slot/get?id=7' })
})
it('createAdSlot → POST /ad/slot/create + data', async () => {
req.post.mockResolvedValue(1)
const data = { slotId: 's1', type: 'rewarded', provider: 'mock', enabled: true }
await createAdSlot(data)
expect(req.post).toHaveBeenCalledWith({ url: '/ad/slot/create', data })
})
it('updateAdSlot → PUT /ad/slot/update + data(非 POST)', async () => {
req.put.mockResolvedValue(true)
const data = { id: 1, slotId: 's1', type: 'rewarded', provider: 'mock', enabled: false }
await updateAdSlot(data)
expect(req.put).toHaveBeenCalledWith({ url: '/ad/slot/update', data })
expect(req.post).not.toHaveBeenCalled()
})
it('deleteAdSlot → DELETE /ad/slot/delete?id=', async () => {
req.delete.mockResolvedValue(true)
await deleteAdSlot(9)
expect(req.delete).toHaveBeenCalledWith({ url: '/ad/slot/delete?id=9' })
})
it('getAdRevenuePage → GET /ad/revenue/page', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getAdRevenuePage({ pageNo: 1, pageSize: 10 })
expect(req.get).toHaveBeenCalledWith({ url: '/ad/revenue/page', params: { pageNo: 1, pageSize: 10 } })
})
})
})

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@ -0,0 +1,44 @@
/**
* feed.spec.ts · api mock + url/method/data frozen feed.yaml `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
vi.mock('@/config/axios', () => ({ default: { get: vi.fn(), post: vi.fn() } }))
import request from '@/config/axios'
import { getFeaturedPage, saveFeatured } from './feed'
const req = request as unknown as { get: ReturnType<typeof vi.fn>; post: ReturnType<typeof vi.fn> }
describe('wanxiang/feed 精选 api', () => {
beforeEach(() => vi.clearAllMocks())
afterEach(() => vi.unstubAllEnvs())
describe('mock 兜底', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'true'))
it('getFeaturedPage → mock,不打真接口', async () => {
const r = await getFeaturedPage({ pageNo: 1, pageSize: 10 })
expect(r).toBeTruthy()
expect(req.get).not.toHaveBeenCalled()
})
it('saveFeatured → mock,不打真接口', async () => {
await saveFeatured({ gameId: 1, featured: true, boostWeight: 50 })
expect(req.post).not.toHaveBeenCalled()
})
})
describe('真实模式', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'false'))
it('getFeaturedPage → GET /feed/featured/page + params', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getFeaturedPage({ pageNo: 1, pageSize: 10 })
expect(req.get).toHaveBeenCalledWith({ url: '/feed/featured/page', params: { pageNo: 1, pageSize: 10 } })
})
it('saveFeatured → POST /feed/featured + data', async () => {
req.post.mockResolvedValue(true)
const data = { gameId: 1, featured: true, boostWeight: 80 }
await saveFeatured(data)
expect(req.post).toHaveBeenCalledWith({ url: '/feed/featured', data })
})
})
})

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@ -0,0 +1,70 @@
/**
* project.spec.ts · api (关键门:发布 feed)
* : mock (VITE_APP_WANXIANG_MOCK=true); url/method/data frozen project.yaml;
* 1/2/3 ReviewReqVO.decision() `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
// mock 请求包络(project.ts: `import request from '@/config/axios'`,默认导出 {get,post,...})
vi.mock('@/config/axios', () => ({ default: { get: vi.fn(), post: vi.fn() } }))
import request from '@/config/axios'
import { getProjectReviewPage, reviewProject, ReviewDecisionEnum, ProjectStatusEnum } from './project'
const req = request as unknown as { get: ReturnType<typeof vi.fn>; post: ReturnType<typeof vi.fn> }
describe('wanxiang/project 审核 api', () => {
beforeEach(() => vi.clearAllMocks())
afterEach(() => vi.unstubAllEnvs())
describe('mock 兜底(VITE_APP_WANXIANG_MOCK=true)', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'true'))
it('getProjectReviewPage → 本地 mock 分页{list,total},不打真实接口', async () => {
const r = await getProjectReviewPage({ pageNo: 1, pageSize: 10 })
expect(r.total).toBeGreaterThan(0)
expect(r.list.every((p) => p.status === ProjectStatusEnum.REVIEWING)).toBe(true)
expect(req.get).not.toHaveBeenCalled()
})
it('reviewProject → mock 返 true,不打真实接口', async () => {
const r = await reviewProject({ gameId: 1001, versionId: 5001, decision: ReviewDecisionEnum.PASS })
expect(r).toBe(true)
expect(req.post).not.toHaveBeenCalled()
})
})
describe('真实模式(VITE_APP_WANXIANG_MOCK!=true)', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'false'))
it('getProjectReviewPage → GET /project/review/page + params', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getProjectReviewPage({ pageNo: 2, pageSize: 5, status: 1 })
expect(req.get).toHaveBeenCalledWith({ url: '/project/review/page', params: { pageNo: 2, pageSize: 5, status: 1 } })
})
it('reviewProject(通过) → POST /project/review {decision:1}', async () => {
req.post.mockResolvedValue(true)
await reviewProject({ gameId: 1001, versionId: 5001, decision: ReviewDecisionEnum.PASS })
expect(req.post).toHaveBeenCalledWith({ url: '/project/review', data: { gameId: 1001, versionId: 5001, decision: 1 } })
})
it('reviewProject(拒绝) → POST {decision:2} + reason', async () => {
req.post.mockResolvedValue(true)
await reviewProject({ gameId: 1002, versionId: 5002, decision: ReviewDecisionEnum.REJECT, reason: '内容不当' })
expect(req.post).toHaveBeenCalledWith({ url: '/project/review', data: { gameId: 1002, versionId: 5002, decision: 2, reason: '内容不当' } })
})
it('reviewProject(下架) → POST {decision:3} + reason', async () => {
req.post.mockResolvedValue(true)
await reviewProject({ gameId: 1003, versionId: 5003, decision: ReviewDecisionEnum.OFFLINE, reason: '违规下架' })
expect(req.post).toHaveBeenCalledWith({ url: '/project/review', data: { gameId: 1003, versionId: 5003, decision: 3, reason: '违规下架' } })
})
})
it('决策枚举钉死契约 ReviewReqVO.decision(1通过/2拒绝/3下架)', () => {
expect(ReviewDecisionEnum.PASS).toBe(1)
expect(ReviewDecisionEnum.REJECT).toBe(2)
expect(ReviewDecisionEnum.OFFLINE).toBe(3)
})
})

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@ -0,0 +1,43 @@
/**
* telemetry.spec.ts · api mock + url/method frozen telemetry.yaml `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
vi.mock('@/config/axios', () => ({ default: { get: vi.fn(), post: vi.fn() } }))
import request from '@/config/axios'
import { getGameStatPage, getGameStat } from './telemetry'
const req = request as unknown as { get: ReturnType<typeof vi.fn> }
describe('wanxiang/telemetry 看板 api', () => {
beforeEach(() => vi.clearAllMocks())
afterEach(() => vi.unstubAllEnvs())
describe('mock 兜底', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'true'))
it('getGameStatPage → mock,不打真接口', async () => {
const r = await getGameStatPage({ pageNo: 1, pageSize: 10 })
expect(r).toBeTruthy()
expect(req.get).not.toHaveBeenCalled()
})
it('getGameStat → mock,不打真接口', async () => {
await getGameStat(1001)
expect(req.get).not.toHaveBeenCalled()
})
})
describe('真实模式', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'false'))
it('getGameStatPage → GET /telemetry/game-stat/page + params', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getGameStatPage({ pageNo: 2, pageSize: 20 })
expect(req.get).toHaveBeenCalledWith({ url: '/telemetry/game-stat/page', params: { pageNo: 2, pageSize: 20 } })
})
it('getGameStat → GET /telemetry/game-stat/{id}', async () => {
req.get.mockResolvedValue({})
await getGameStat(1001)
expect(req.get).toHaveBeenCalledWith({ url: '/telemetry/game-stat/1001' })
})
})
})

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@ -0,0 +1,62 @@
/**
* trade.spec.ts · api (财务门:提现 /)
* : mock ; url/method/data frozen trade.yaml;
* 1/2 WithdrawAuditReqVO.decision(=,) `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
vi.mock('@/config/axios', () => ({ default: { get: vi.fn(), post: vi.fn() } }))
import request from '@/config/axios'
import { getWithdrawPage, auditWithdraw, WithdrawAuditDecisionEnum } from './trade'
const req = request as unknown as { get: ReturnType<typeof vi.fn>; post: ReturnType<typeof vi.fn> }
describe('wanxiang/trade 提现审核 api财务门', () => {
beforeEach(() => vi.clearAllMocks())
afterEach(() => vi.unstubAllEnvs())
describe('mock 兜底(VITE_APP_WANXIANG_MOCK=true)', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'true'))
it('getWithdrawPage → 本地 mock 分页{list,total},不打真实接口', async () => {
const r = await getWithdrawPage({ pageNo: 1, pageSize: 10 })
expect(r.total).toBeGreaterThan(0)
expect(Array.isArray(r.list)).toBe(true)
expect(req.get).not.toHaveBeenCalled()
})
it('auditWithdraw → mock 返 true,不打真实接口', async () => {
const r = await auditWithdraw({ id: 1, decision: WithdrawAuditDecisionEnum.PASS })
expect(r).toBe(true)
expect(req.post).not.toHaveBeenCalled()
})
})
describe('真实模式(VITE_APP_WANXIANG_MOCK!=true)', () => {
beforeEach(() => vi.stubEnv('VITE_APP_WANXIANG_MOCK', 'false'))
it('getWithdrawPage → GET /trade/withdraw/page + params', async () => {
req.get.mockResolvedValue({ list: [], total: 0 })
await getWithdrawPage({ pageNo: 1, pageSize: 10, status: 0 })
expect(req.get).toHaveBeenCalledWith({ url: '/trade/withdraw/page', params: { pageNo: 1, pageSize: 10, status: 0 } })
})
it('auditWithdraw(通过) → POST /trade/withdraw/audit {decision:1}', async () => {
req.post.mockResolvedValue(true)
await auditWithdraw({ id: 7001, decision: WithdrawAuditDecisionEnum.PASS })
expect(req.post).toHaveBeenCalledWith({ url: '/trade/withdraw/audit', data: { id: 7001, decision: 1 } })
})
it('auditWithdraw(驳回) → POST {decision:2} + rejectReason', async () => {
req.post.mockResolvedValue(true)
await auditWithdraw({ id: 7002, decision: WithdrawAuditDecisionEnum.REJECT, rejectReason: '账户信息不符' })
expect(req.post).toHaveBeenCalledWith({ url: '/trade/withdraw/audit', data: { id: 7002, decision: 2, rejectReason: '账户信息不符' } })
})
})
it('提现决策枚举钉死契约 WithdrawAuditReqVO.decision(1通过/2驳回)', () => {
expect(WithdrawAuditDecisionEnum.PASS).toBe(1)
expect(WithdrawAuditDecisionEnum.REJECT).toBe(2)
})
})

View File

@ -39,5 +39,5 @@
"src/types/auto-imports.d.ts", "src/types/auto-imports.d.ts",
"src/types/auto-components.d.ts" "src/types/auto-components.d.ts"
], ],
"exclude": ["dist", "target", "node_modules"] "exclude": ["dist", "target", "node_modules", "src/**/*.spec.ts"]
} }

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@ -0,0 +1,16 @@
/**
* vitest (game-admin) node(api DOM);@ src( vite.config)
* 用途:wanxiang api ( review ); `npm test`
*/
import { defineConfig } from 'vitest/config'
import { fileURLToPath } from 'node:url'
export default defineConfig({
resolve: {
alias: { '@': fileURLToPath(new URL('./src', import.meta.url)) },
},
test: {
environment: 'node',
include: ['src/**/*.spec.ts'],
},
})

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/**
* entry-bundle.template.js W-G1 通用 bundle 入口模板逐字拷进每个生成 game 目录为 entry-bundle.js
* ownerW-G1 lane 消费方esbuild --global-name=__GameBundle P1 宿主 bootGameHost 真玩
*
*
* 职责生成的游戏工厂 + 通用宿主 + 标准 7 插件 wiring + 引擎汇成一个 iife 全局 __GameBundle
* 产出靶契约冻结·逐字对齐 entry-bundle.js / game-package.schema.json engineBundle
* iife 顶层全局名固定 **__GameBundle**宿主从 window.__GameBundle GameHostFactory bootGameHost
*
* 最大化复用·最小新代码
* - 宿主复用 src/host/boot-game-host.js 的通用 bootGameHost不改
* - 插件 wiring用官方 L0 通用装载壳 src/host/generic-host-config.js buildGenericHostConfig标准 7 插件 + 偏序 + 视口 + 工厂 wiring与官方 entry-generic.js 同一份
* override factory 为本目录生成的工厂 生成游戏跑在官方 generic 标准装配
* - 本入口 = 官方 entry-generic.js harness 可取证超集多透传 recHook/onReady CDP 八门F门真接线
* studio 渠道调 bootGameHost({canvas,seed}) recHook 为空=no-opfeed 照常一份 bundle 同时服务 feed + 取证门
* - 引擎Option C 动态 importnode import 本入口不触引擎 import-safeesbuild 把引擎内联进单文件 iife
*
* Q4 铁律本入口是集成段 host唯一引擎 import 落点动态 import 后经 opts.engine 注入
* ./factory.js 游戏工厂零引擎 import能力一律经 boot.ctx.getEngine()
*
*/
'use strict';
// 通用宿主(引擎骨架参数化;本身零引擎 import引擎经 opts.engine 注入)。
import { bootGameHost as bootGameHostCore } from '../../../src/host/boot-game-host.js';
// 标准插件装配(官方 L0 通用装载壳 buildGenericHostConfigcollision/physics/gamefeel/juice/palettePost/audioMusic/save + 偏序 + 390×844 视口;零 wanglanmei 专属)。
import { buildGenericHostConfig } from '../../../src/host/generic-host-config.js';
// 本目录生成的游戏工厂(默认导出 GameHostFactory零引擎 importA3 硬独立文件;官方靶名 generated-factory.js
import gameFactory from './generated-factory.js';
/** 【契约导出】GameHostFactory宿主从 window.__GameBundle.GameHostFactory 取它(契约冻结)。= 本目录生成的工厂。 */
export const GameHostFactory = gameFactory;
// 默认导出同为 GameHostFactory便于 import default 取用;与具名导出同一引用)。
export default gameFactory;
/**
* P2/W-G1 boot 入口 host 页在浏览器内启动本 bundle引擎由本 bundle 注入后驱动
* - 动态 import 引擎Option C调用时才求值esbuild 已把引擎内联进本 bundle无外部请求
* - engineMode 强制 'real'W-G1 真玩取证一律引擎掌帧
* - 插件/视口/工厂 wiring 取自 buildRefHostConfig ref 同一标准集factory override 为生成工厂
* - recHook / onReady 透传供取证 harness 注入引擎 call-ID 探针internals(uncaught) 收集假绿守卫
*
* @param {Object} opts host 页传入入参
* @param {HTMLCanvasElement} opts.canvas 页面 #game 画布real 通道引擎自建 mainCanvas#game-engine canvas 作占位/输入兜底
* @param {HTMLElement} [opts.statusEl] 状态行可空
* @param {number} [opts.seed] 主随机种子缺省固定值保确定性
* @param {Function} [opts.recHook] 引擎 call-ID 取证钩子 id=>void取证路径注入 window.__engineCalls.push渠道产物不注
* @param {Function} [opts.onReady] (host, internals)=>void 就绪回调取证收集 internals.uncaught
* @param {any} [opts.engine] 覆盖引擎名字空间缺省动态 import littlejsengine
* @returns {Promise<object>} bootGameHost host 句柄frameCount/stepFrames/tap/do/state
*/
export async function bootGameHost(opts) {
const o = opts || {};
// 动态 import 引擎求值时机延后到本函数被调用浏览器运行期。esbuild 内联,无外部请求。
const engine = o.engine || (await import('littlejsengine'));
// 主随机种子(缺省固定值,与 ref 取证同口径,保确定性可复现)。
const seed = (o.seed != null ? o.seed : 0x1234abcd) >>> 0;
// 官方 generic 标准装配7 插件 + 偏序 + 视口 + 工厂 wiring与 entry-generic.js 同一 buildGenericHostConfig
const cfg = buildGenericHostConfig({ seed });
// 调通用宿主real 通道引擎掌帧factory override 为本目录生成工厂;其余 wiring 取标准集。
return bootGameHostCore({
canvas: o.canvas,
statusEl: o.statusEl || null,
engine,
seed,
mode: o.mode || 'play', // W-G1 真玩=play
engineMode: 'real', // 一律引擎掌帧real 通道)
viewport: cfg.viewport, // 390×844与 ref 同,移动竖屏基准)
factory: gameFactory, // ★ override本目录【生成的游戏】其余 wiring 全复用 ref
plugins: cfg.plugins, // 标准 7 插件实例集(经 opts.runtime.plugins 注入给工厂)
registerOrder: cfg.registerOrder, // 注册偏序(保六锚)
buildFactoryOpts: cfg.buildFactoryOpts, // 注入 runtime:{plugins,bundle,getRealAudioCtx}
recHook: o.recHook || null, // 取证:引擎 call-ID 探针(默认 no-op
onReady: o.onReady || null, // 取证:收集 internals(uncaught)
});
}

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{
"gameId": "_adapter-probe",
"url": "http://localhost:4320/games/_wg1-gen/_adapter-probe/index.html",
"ts": null,
"guards": {
"A_boot": {
"pass": true
},
"C_frame": {
"pass": true,
"f0": 55,
"f1": 85,
"delta": 30
},
"I_control": {
"pass": true,
"skipped": "未声明 controlCheck向后兼容"
},
"D_render": {
"pass": true,
"bright": 60694,
"maxCh": 255
},
"E_live": {
"pass": true,
"distinctStates": 5,
"samples": 5
},
"B_uncaught": {
"pass": true,
"uncaught": []
},
"F_wiring": {
"pass": true,
"callCount": 6,
"sample": [
"particles.spawnEmitter",
"audio.synth.synthSfx",
"particles.spawnEmitter",
"audio.synth.synthSfx",
"particles.spawnEmitter",
"audio.synth.synthSfx"
],
"expected": [
"particles.",
"audio.synth"
]
},
"G_input": {
"pass": true,
"inputHash": "941173d7",
"controlHash": "57c7e2dc",
"atFrame": 214,
"ctrlFrame": 215
},
"H_progress": {
"pass": true,
"checks": [
{
"path": "score",
"op": "increased",
"before": 0,
"after": 3,
"pass": true,
"why": "适配性真玩(自动点目标)→命中计分上升;点击失灵/_forensicsView 没更新则不升"
}
],
"latch": {
"pass": true,
"dwelledMs": 600,
"after": "gameover",
"reason": ""
},
"state0": {
"phase": "playing",
"score": 0,
"result": null,
"progress": 0,
"tickModel": "event",
"targets": [
{
"idx": 0,
"x": 112,
"y": 232,
"occupied": false
},
{
"idx": 1,
"x": 202,
"y": 452,
"occupied": false
},
{
"idx": 2,
"x": 292,
"y": 652,
"occupied": false
}
]
},
"state1": {
"phase": "gameover",
"score": 3,
"result": "win",
"progress": 1,
"tickModel": "event",
"targets": [
{
"idx": 0,
"x": 112,
"y": 232,
"occupied": true
},
{
"idx": 1,
"x": 202,
"y": 452,
"occupied": true
},
{
"idx": 2,
"x": 292,
"y": 652,
"occupied": true
}
]
}
}
},
"pass": true,
"notes": [],
"firstPlay": {
"enabled": true,
"categoryDerived": "placement",
"playableMs": 51,
"playableThresholdMs": 2000,
"warmupMs": 188,
"firstFeedback": true,
"firstMove": {
"kind": "tap",
"x": 112,
"y": 232
},
"notes": [
"playableMs=预热后 warm 稳态,不覆盖 bundle 首加载退化;warmupMs 记冷启;真机 first-load 阈值校准留 staging(P2)。本门 v0 守得住卡死/装载失败退化,守不住大 bundle/慢首加载退化。"
],
"playableOk": true,
"playableScope": "warm",
"firstFeedbackDetail": {
"method": "single-trip",
"stateChanged": true,
"frameChanged": true,
"category": "placement",
"frameIsCausal": true,
"phase0": "playing",
"phase1": "playing",
"score0": 0,
"score1": 1
},
"coreLoopReached": true,
"coreLoopElapsedMs": 7026,
"coreLoopThresholdMs": 60000,
"pass": true
}
}

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'use strict';
/**
* generated-factory.js E1 适配器探针U1 build九门 验证件,非生产游戏)
* owner前端+引擎线Mac计划 002 U1声明式 gameDefinition 经适配器 entry-bundle build.mjs 九门真玩端到端
*
* 默认导出 GameHostFactory = adaptGameDefinition(内联 SourceProject)零引擎 import适配器经 boot.ctx.getEngine
* 内联 source src/adapter/fixtures/tap-target.source.json 保证 esbuild 自包含打包
*/
import { adaptGameDefinition } from '../../../src/adapter/create-game-from-definition.js';
const SOURCE = {
schemaVersion: '1.0',
sourceHash: '0000000000000000000000000000000000000000000000000000000000000000',
profile: { tickModel: 'event', inputModel: 'discrete-choice', progressModel: 'metric' },
gameDefinition: {
entities: [
{ id: 't1', transform: { position: { x: 80, y: 200 } }, components: ['r-target'] },
{ id: 't2', transform: { position: { x: 170, y: 420 } }, components: ['r-target'] },
{ id: 't3', transform: { position: { x: 260, y: 620 } }, components: ['r-target'] },
],
components: [
{ id: 'r-target', kind: 'render', shape: 'rect', w: 64, h: 64, color: '#ffcc33' },
],
behaviors: [
{ id: 'b-tap', trigger: 'input', op: 'hit-nearest-target' },
],
scenes: [
{ id: 's1', entityRefs: ['t1', 't2', 't3'] },
],
rules: [
{ id: 'win', condition: 'score >= config.winScore', outcome: 'win' },
],
},
config: { winScore: 3, hitRadius: 60 },
};
export default adaptGameDefinition(SOURCE);

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<!DOCTYPE html>
<!--
index.template.html —— W-G1 通用 host 页模板(逐字拷进每个生成 game 目录为 index.html
ownerW-G1 lane 用法:
· 同目录 esbuild 产物 bundle.iife.jsglobalName=__GameBundle由本页 <script src>
· serve game-runtime 根CDP 导航到 /games/_wg1-gen/<game>/index.html
· 就绪标记 __genBootedbootGameHost().then 置real 引擎接管标记 __gameHostEngineInitFiredboot-game-host 内置);
· 假绿守卫钩子window.__engineCallsrecHook 记每次引擎能力调用 call-ID、window.__genInternalsonReady 收 uncaught[])。
布局收编(对齐 ref 教训canvas 顶在 (0,0) 满幅 390×844状态行 absolute overlay + pointer-events:none
绝不下推/截触摸(否则 CDP 真输入坐标整体偏移 + 底部不可点)。引擎自建 mainCanvas#game-engine 叠加渲染。
-->
<html lang="zh-CN">
<head>
<meta charset="UTF-8" />
<!-- 固定取证视口390×844 移动竖屏基准user-scalable=no 防缩放扰动像素哈希。 -->
<meta name="viewport" content="width=390, height=844, initial-scale=1, user-scalable=no" />
<title>W-G1 generated game</title>
<style>
html, body { margin: 0; padding: 0; background: #111; color: #ccc;
font-family: -apple-system, "PingFang SC", monospace; overflow: hidden; }
#wrap { position: relative; width: 390px; margin: 0 auto; }
#game { width: 390px; height: 844px; background: #000; display: block; touch-action: none; }
/* 状态行默认隐藏boot-game-host 的「engine RAF running…」调试浮层会被截图带进画面、污染 player 视觉判分;
harness 真玩门读 JS 变量(__genBooted/__genBootError/console)判定,不依赖此可视行,故隐藏不影响七门。
仅 BOOT ERROR 时由下方脚本显式显示,便于人工排查。 */
#status { display: none; position: absolute; top: 0; left: 0; right: 0; z-index: 2; pointer-events: none;
font-size: 12px; line-height: 1.4; min-height: 15px; text-align: center; word-break: break-all;
opacity: 0.85; text-shadow: 0 1px 2px rgba(0,0,0,0.8); }
</style>
</head>
<body>
<div id="wrap">
<div id="status">booting…</div>
<!-- 受控画布opts.canvas 占位/输入兜底real 引擎自建 #game-engine 叠加。 -->
<canvas id="game"></canvas>
</div>
<!-- esbuild 产物iife 全局 __GameBundle含 GameHostFactory + bootGameHost-->
<script src="./bundle.iife.js"></script>
<script>
// 引导:取 __GameBundle.bootGameHost 启动;注入取证钩子;失败留痕 + 重抛(假绿守卫要看 console 零未捕获)。
(function () {
'use strict';
var statusEl = document.getElementById('status');
var canvas = document.getElementById('game');
// 假绿守卫C·真接线探针每次引擎能力被调recHook 记一条 call-ID 进此数组(证「真调引擎/插件库」非自绘伪装)。
window.__engineCalls = [];
function recHook(id) { try { window.__engineCalls.push(id); } catch (_) {} }
// 就绪/错误标记初值。
window.__genBooted = false;
window.__genBootError = null;
// W-G1 组C·首局门断言①「可玩≤2s」精确计时页面侧 performance.now() 在「可交互首帧」(__genBooted=true) 打点,
// 写 window.__playableAtMs= 自 navigationStart/timeOrigin 起的毫秒。harness 直接读它,
// 规避 ① CDP 轮询 ~300ms 粒度抖动 ② waitBoot 固定 settle floor 对计时的污染——二者都会让 harness 侧计时失真。
window.__playableAtMs = null;
try {
var G = window.__GameBundle;
if (!G || typeof G.bootGameHost !== 'function') {
throw new Error('__GameBundle.bootGameHost 未找到bundle.iife.js 未正确加载或 globalName 不符)');
}
G.bootGameHost({
canvas: canvas,
statusEl: statusEl,
recHook: recHook,
// onReady收集 internalsuncaught[] 等供假绿守卫B 读。
onReady: function (host, internals) {
window.__genHost = host;
window.__genInternals = internals || null;
}
})
.then(function (host) {
window.__genHost = window.__genHost || host;
// 可测性别名守卫H 经此读游戏可观测状态host.state() 透传 game._forensicsView().state游戏未实现则返回 {phase:'booting'})。
// 宿主侧挂载,工厂仍零 window与 ref 在 onReady 挂 __refForensics 同范式。
window.__gameState = function () { try { return host && typeof host.state === 'function' ? host.state() : null; } catch (_) { return null; } };
// 首局门断言①打点可交互首帧达成的墙钟performance.now() 以 navigationStart 为 0 点),供 harness 读取判 ≤2s。
try { window.__playableAtMs = (typeof performance !== 'undefined' && performance.now) ? performance.now() : null; } catch (_) {}
window.__genBooted = true; // CDP 探活标记区分「脚本没加载」与「boot 抛错」)
})
.catch(function (e) {
window.__genBooted = false;
window.__genBootError = String((e && e.message) || e);
if (statusEl) { statusEl.style.display = 'block'; statusEl.textContent = 'BOOT ERROR: ' + window.__genBootError; }
throw e; // 重抛 → 'unhandledrejection' 被假绿守卫逮住
});
} catch (e) {
window.__genBooted = false;
window.__genBootError = String((e && e.message) || e);
if (statusEl) statusEl.textContent = 'BOOT ERROR: ' + window.__genBootError;
throw e;
}
})();
</script>
</body>
</html>

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{
"driver": {
"type": "tap-targets",
"steps": 12,
"stepMs": 300
},
"expectedEngineCallPrefixes": [
"particles.",
"audio.synth"
],
"assertAfterPlay": [
{
"path": "score",
"op": "increased",
"why": "适配性真玩(自动点目标)→命中计分上升;点击失灵/_forensicsView 没更新则不升"
}
],
"expectLatch": true
}

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{ {
"gameId": "t2048", "gameId": "t2048",
"url": "http://localhost:4323/games/_wg1-gen/t2048/index.html", "url": "http://localhost:4330/games/_wg1-gen/t2048/index.html",
"ts": null, "ts": null,
"guards": { "guards": {
"A_boot": { "A_boot": {
@ -8,8 +8,8 @@
}, },
"C_frame": { "C_frame": {
"pass": true, "pass": true,
"f0": 49, "f0": 54,
"f1": 79, "f1": 84,
"delta": 30 "delta": 30
}, },
"I_control": { "I_control": {
@ -18,7 +18,7 @@
}, },
"D_render": { "D_render": {
"pass": true, "pass": true,
"bright": 81997, "bright": 81998,
"maxCh": 249 "maxCh": 249
}, },
"E_live": { "E_live": {
@ -45,13 +45,13 @@
}, },
"G_input": { "G_input": {
"pass": true, "pass": true,
"inputHash": "19cc6df1", "inputHash": "8215f608",
"controlHash": "45497b06", "controlHash": "002e4428",
"atFrame": 2766, "atFrame": 2794,
"ctrlFrame": -1 "ctrlFrame": -1
}, },
"H_progress": { "H_progress": {
"pass": false, "pass": true,
"checks": [ "checks": [
{ {
"path": "score", "path": "score",
@ -62,11 +62,7 @@
"why": "循环四向滑动→合并得分上升;不合并/不响应键则不升" "why": "循环四向滑动→合并得分上升;不合并/不响应键则不升"
} }
], ],
"latch": { "latch": null,
"pass": false,
"reason": "真玩未到达 gameover 终态(终态不可达/无失败态/play-spec 未驱动到结束)",
"phaseNow": "playing"
},
"state0": { "state0": {
"phase": "playing", "phase": "playing",
"result": null, "result": null,
@ -133,6 +129,24 @@
} }
} }
}, },
"pass": false, "pass": true,
"notes": [] "notes": [],
"firstPlay": {
"enabled": true,
"categoryDerived": "skill",
"playableMs": null,
"playableThresholdMs": 2000,
"warmupMs": null,
"firstFeedback": false,
"firstMove": null,
"notes": [
"未读到 __playableAtMs页面侧打点缺失或装载未完成"
],
"playableOk": false,
"coreLoopReached": false,
"coreLoopElapsedMs": 66679,
"coreLoopThresholdMs": 60000,
"coreLoopNote": "核心闭环达成但超 60s66679ms",
"pass": false
}
} }

View File

@ -19,5 +19,6 @@
"why": "循环四向滑动→合并得分上升;不合并/不响应键则不升" "why": "循环四向滑动→合并得分上升;不合并/不响应键则不升"
} }
], ],
"expectLatch": true "expectLatch": false,
"latchRelaxNote": "抗死锁体裁(2048 类):盲态 driver 难逼满盘→终态(满盘 gameover)不可达,但本体可玩。按 docs/agent-specs/2026-06-16-生成引擎-任务清单普查.md 立档规则放宽 latch——机制由 H(score↑) + E(board 变/活性) + G(输入有效) 三门兜底,不强求 latch 终态。harness 忽略本字段(仅自文档)。"
} }

View File

@ -0,0 +1,70 @@
# E1 2D 适配器(声明式 gameDefinition → 可玩 GameInstance
> 固定游戏架构的**引擎线消费侧**(plan `docs/plans/2026-06-17-002-feat-mac-engine-frontend-tier0-plan.md` U1/E1)。
> 把后端 SAA 图产的 `SourceProject.gameDefinition`(声明式)适配成命中 `../core/game-host.d.ts` 契约的可玩游戏——
> **换适配器即换引擎**(gameDefinition 维度无关)。
## 文件
| 文件 | 职责 |
|---|---|
| `create-game-from-definition.js` | `adaptGameDefinition(source) → GameHostFactory`:声明式 gameDefinition → GameInstance |
| `scaffold-from-source.mjs` | `buildFactorySource` / `scaffoldFromSource`:SourceProject → 可被 `../../scripts/build.mjs` 编译的 game 目录工件(E2) |
| `fixtures/*.source.json` | 四族 archetype 的 SourceProject 样例 |
| `adapter.test.mjs` / `scaffold.test.mjs` | 零依赖 node 单测(`node --test src/adapter/*.test.mjs`) |
## 契约要点
- **输出 = GameInstance**:`{ init(boot), update(dt), render(g), destroy(), _forensicsView() }`(`../core/game-host.d.ts`)。
- **🔴 `_forensicsView()``{ seed?, state: () => snapshot }`**——`state` 是 thunk;宿主 `boot-game-host.js``host.state()` 调的是 `_forensicsView().state()`。**直接返裸 snapshot 会让 host.state() 抛错、九门读不到态**(必踩坑)。
- **受控面铁律**:零引擎 import;能力经 `boot.ctx.getEngine()/getInput()/time/random`;render 只画到 `boot.mainContext`(render(g) 入参);输入/绘制坐标 = 逻辑像素 390×844;禁 `Math.random/Date.now/addEventListener/rAF/new AudioContext/document/window`
## 声明式词汇(本切片支持)
- **input op**(behavior.trigger='input'):`hit-nearest-target`(点最近目标计分)· `control-x`(实体 x 跟手=连续控制)· `flap`(竖直上冲)· `move-lr`(点左/右半 → 实体左/右移一步=方向式 steer)· `tap-safe`(点 safe 目标计分、点 `.hazards` 列出的 hazard 即记 miss=辨别/规避)。
- **update op**(trigger='update'):`drift-targets`(目标慢漂移)· `fall-and-catch`(下落物+接住=控制类)· `flappy-gap`(重力+穿缝=flappy)· `reach-goal`(实体 x 抵达目标 x 容差内 → 计分+目标重生=导航/收集)。
- **rule**:`{ condition: "<state字段> <op> <数字|config.键>", outcome: win|lose }`(序前优先);胜负 → `phase=gameover` + **latch 驻留**。可引用 state 字段:`score`/`misses`/**`elapsed`**(相对秒,init 起算)。**时间压力维度**(限时/倒计时)= `elapsed >= config.timeLimit → lose`(零新增 op,复用 rule 机制);⚠ 勿用 `t`(绝对单调时,禁作时限判)。
- **命中/接住/穿缝/抵达/胜负事件**经 `ctx.getEngine()` 发粒子+音效(满足九门 F 真接线 + game-feel)。
## 六类资产消费(E3,对齐 `contracts/agent-loop/source-project.schema.json` 冻结 assetSpec)
assetSpec = `{ id, category∈[sprite,character,effect,scene,ui,music], ref, url?, provider? }`——**引用/url,无内联数据**。消费侧(引擎线)按类:
| 类 | 消费路径 | 兜底(spec-only 无 url) |
|---|---|---|
| `sprite` / `character` | 实体 render 组件经 `.asset` 引用 → 有 url 浏览器 `new Image`+drawImage | 几何矩形(命中变暗) |
| `ui` / `effect` | 同上(经 render 组件)/ effect 亦由命中粒子反馈体现 | 几何 / 粒子 |
| `scene` | **顶层背景**(非实体引用):取首个 `category==='scene'`,有 url → drawImage 满幅 | 默认底色 `#0d1117` |
| `music` | **经 url 不可消费**——冻结受控面 `getEngine().audio` 仅 zzfx `synthSfx/synthSong`(合成,非文件播放),无播 url 音频能力 | 静默(跨线契约缺口:需 engine `audio.playUrl` 或 music assetSpec 携 zzfx 歌数据;见 `src/core/api.d.ts`) |
> **边界(KTD1)**:适配器只解释**声明式**部分;复杂 behavior 真逻辑由核心 code agent 产、经 build.mjs 编进 `__GameBundle`(非适配器解释)。适配器覆盖**简单声明式游戏的主要机制族**(已 6 族,见下)。
> **更复杂族(aim-fire 抛射瞄准 / drag-aiming 拖拽弹弓 / match-3 消除)**:虽受控面有 keydown/keyup/pointermove/pointerup 足以接其输入,但其抛射物理/旋转瞄准/读盘消除是**复杂 behavior 逻辑**——按 KTD1 归 code-agent `__GameBundle`,**不入声明式适配器**(强行内联=越界 + 过拟合)。
## 已验证六族(均过真九门 AI + 首局门)
> 覆盖休闲玩法的主要机制维度:点击 / 连续控制 / 离散方向 steer / 物理 / 导航 / 辨别(负反馈)。
> **时间压力维度**(限时/倒计时)经 `elapsed >= config.timeLimit` 规则正交叠加于任一族(复用现有 driver,无新族),单测已验。
| fixture | 族 | driver | 关键门 |
|---|---|---|---|
| `tap-target.source.json` | 静态点击(clicker) | tap-targets | H 进展+latch |
| `moving-targets.source.json` | realtime 漂移 | tap-targets | E 活性 + 漂移目标命中 |
| `catch.source.json` | 控制类(接住) | paddle-intercept | **I 控制跟手** |
| `flappy.source.json` | flappy(重力穿缝) | flap-to-gap | 物理穿缝 |
| `seek.source.json` | 导航/收集(seek) | seek-x | 方向式 steer(`move-lr`)+ 抵达计分(`reach-goal`) |
| `avoid.source.json` | 辨别/规避(avoidance) | tap-targets(`safeOnly`) | 负反馈(`tap-safe`:点 safe 计分 / 点 hazard 即负)+ forensics `safe` 标记 |
## 加一个 op / archetype
1. 在 `SUPPORTED_INPUT_OPS` / `SUPPORTED_UPDATE_OPS` 注册 op 名。
2. 在 `onTap`(input)或 `update` 行为循环里加 op 解释(操作 `entById(id)` 取的实体)。
3. 关键事件经 `ctx.getEngine()` 发反馈(过 F 门)。
4. 若 driver 需读新实体态,在 `_forensicsView().state()` additive 暴露(如 `paddle`/`ball`/`bird`/`nextGap`)。
5. 加 fixture + 单测 + play-spec(driver/assertAfterPlay/expectLatch);`scaffoldFromSource` → build → 九门验。
## 验证
```bash
node --test src/adapter/adapter.test.mjs src/adapter/scaffold.test.mjs # 零依赖单测
# 九门(集成段/mini-desktop 权威;本机快走查):scaffoldFromSource → scripts/build.mjs → games/_wg1-gen/_shared/serve-and-play.sh
```

View File

@ -0,0 +1,438 @@
/**
* adapter.test.mjs E1 2D 适配器零依赖 node 单测node --test 直跑
* owner前端+引擎线Mac计划 U1最小贯穿实验运行node --test src/adapter/adapter.test.mjs
*
* 声明式 gameDefinition GameInstance端到端可行接缝形态验证
* 1. init phase=playing目标建好score=0
* 2. render 画到入参 g满幅底 + 目标 + HUD
* 3. tap 命中目标 score++ + occupied输入因果对应九门 G/H
* 4. tap 落空 不计分
* 5. 命中全部 rule 评估 phase=gameover + result=win + latch终态驻留对应九门 H latch
* 6. destroy 幂等
* 测试基建createHostDevContext 真受控面getInput/time+ inputBridge._emit 注入合成 pointerdown + 录制版 2D 上下文
*/
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import { adaptGameDefinition } from './create-game-from-definition.js';
import { createHostDevContext } from '../core/plugin.js';
const HERE = dirname(fileURLToPath(import.meta.url));
const SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'tap-target.source.json'), 'utf8'));
const DRIFT_SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'moving-targets.source.json'), 'utf8'));
const CATCH_SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'catch.source.json'), 'utf8'));
const FLAPPY_SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'flappy.source.json'), 'utf8'));
const SEEK_SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'seek.source.json'), 'utf8'));
const AVOID_SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'avoid.source.json'), 'utf8'));
/** 录制版 2D 上下文:记 fillRect/fillText 调用setter 容纳 fillStyle/font/strokeStyle 赋值。 */
function recordingCtx2d() {
const rec = { fillRects: [], texts: [] };
return {
set fillStyle(_v) {}, get fillStyle() { return ''; },
set strokeStyle(_v) {}, get strokeStyle() { return ''; },
set font(_v) {}, get font() { return ''; },
set lineWidth(_v) {}, get lineWidth() { return 1; },
fillRect(x, y, w, h) { rec.fillRects.push({ x, y, w, h }); },
fillText(s) { rec.texts.push(String(s)); },
strokeRect() {}, beginPath() {}, arc() {}, stroke() {}, moveTo() {}, lineTo() {},
_rec: rec,
};
}
/** 造 boot 上下文(真受控面 + 录制 mainContext) + 暴露 inputBridge 注入合成输入。 */
function makeBoot() {
const { context, inputBridge } = createHostDevContext();
const g = recordingCtx2d();
return { boot: { ctx: context, mainContext: g, canvas: {}, seed: 1 }, g, inputBridge };
}
/** fixture 目标中心点(pos + w/2;w=h=64 → +32)。 */
function center(idx) {
const e = SOURCE.gameDefinition.entities[idx];
return { x: e.transform.position.x + 32, y: e.transform.position.y + 32 };
}
test('init → playing, 目标建好, score=0', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const v = game._forensicsView().state();
assert.equal(v.phase, 'playing');
assert.equal(v.score, 0);
assert.equal(v.targets.length, 3);
assert.equal(v.targets[0].occupied, false);
assert.equal(v.tickModel, 'event');
});
test('remaining随 score 上升而下降, win 时归 0(对齐 HUD 进展契约)', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
assert.equal(game._forensicsView().state().remaining, 3); // winScore 3, score 0
inputBridge._emit('pointerdown', center(0));
assert.equal(game._forensicsView().state().remaining, 2);
inputBridge._emit('pointerdown', center(1));
inputBridge._emit('pointerdown', center(2));
assert.equal(game._forensicsView().state().remaining, 0);
});
test('render 画满幅底 + 目标 + HUD', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, g } = makeBoot();
game.init(boot);
game.render(g);
// 满幅底(1) + 脉冲条(1) + 3 目标 = ≥5 个 fillRectHUD 含 "Score:" 文本
assert.ok(g._rec.fillRects.length >= 5, 'fillRect 调用应 ≥5');
assert.ok(g._rec.texts.some((s) => s.startsWith('Score:')), 'HUD 应有 Score 文本');
});
test('tap 命中目标 → score++ + occupied(输入因果 G/H)', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
const c0 = center(0);
inputBridge._emit('pointerdown', { x: c0.x, y: c0.y });
const v = game._forensicsView().state();
assert.equal(v.score, 1);
assert.equal(v.targets[0].occupied, true);
});
test('tap 落空(远离所有目标) → 不计分', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
inputBridge._emit('pointerdown', { x: 5, y: 820 });
assert.equal(game._forensicsView().state().score, 0);
});
test('命中全部 → rule win → phase=gameover + latch 终态驻留', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
for (let i = 0; i < 3; i++) { const c = center(i); inputBridge._emit('pointerdown', { x: c.x, y: c.y }); }
game.update(0.016); // 规则在 update 评估
let v = game._forensicsView().state();
assert.equal(v.score, 3);
assert.equal(v.phase, 'gameover');
assert.equal(v.result, 'win');
// latch终态后再点 + update 不改终态
const c0 = center(0);
inputBridge._emit('pointerdown', { x: c0.x, y: c0.y });
game.update(0.016);
v = game._forensicsView().state();
assert.equal(v.phase, 'gameover');
assert.equal(v.score, 3);
});
test('destroy 幂等', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot } = makeBoot();
game.init(boot);
game.destroy();
game.destroy();
assert.equal(game._forensicsView().state().targets.length, 0);
});
test('drift-targetsupdate 后目标漂移(realtime/update 行为泛化)', () => {
const game = adaptGameDefinition(DRIFT_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const before = game._forensicsView().state().targets.map((t) => t.x);
game.update(0.1);
game.update(0.1);
const after = game._forensicsView().state().targets.map((t) => t.x);
assert.ok(after.some((x, i) => x !== before[i]), '至少一个目标 x 应漂移(update 行为生效)');
});
test('drift 下 tap 当前(漂移后)位仍命中计分', () => {
const game = adaptGameDefinition(DRIFT_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
game.update(0.1);
const t0 = game._forensicsView().state().targets[0]; // 当前漂移后中心
inputBridge._emit('pointerdown', { x: t0.x, y: t0.y });
assert.equal(game._forensicsView().state().score, 1);
});
test('lose 规则:连点空达 maxMisses → phase=gameover + result=lose', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
for (let i = 0; i < 3; i++) inputBridge._emit('pointerdown', { x: 5, y: 820 }); // 3 次点空(远离所有目标)
game.update(0.016); // 规则评估
const v = game._forensicsView().state();
assert.equal(v.misses, 3);
assert.equal(v.phase, 'gameover');
assert.equal(v.result, 'lose');
});
test('win 优先于 lose先达 winScore 即 win(规则序)', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
const c = (i) => { const e = SOURCE.gameDefinition.entities[i]; return { x: e.transform.position.x + 32, y: e.transform.position.y + 32 }; };
for (let i = 0; i < 3; i++) { const p = c(i); inputBridge._emit('pointerdown', { x: p.x, y: p.y }); }
game.update(0.016);
assert.equal(game._forensicsView().state().result, 'win');
});
test('时间压力族elapsed >= config.timeLimit 规则 + 注入时钟 → 到时 lose(零新增 op,复用 rule 机制)', () => {
// 注入可控时钟,验 time-based 规则:elapsed 是【相对秒】(init 起点起算),非 state.t 的绝对单调值。
let clockMs = 0;
const { context } = createHostDevContext({ clock: () => clockMs });
const src = {
gameDefinition: {
entities: [{ id: 't', transform: { position: { x: 100, y: 200 } }, components: ['r'] }],
components: [{ id: 'r', kind: 'render', shape: 'rect', w: 50, h: 50, color: '#3cf' }],
behaviors: [{ id: 'b', trigger: 'input', op: 'hit-nearest-target' }],
scenes: [{ id: 's', entityRefs: ['t'] }],
rules: [{ id: 'timeout', condition: 'elapsed >= config.timeLimit', outcome: 'lose' }],
},
config: { timeLimit: 3 },
};
const game = adaptGameDefinition(src)();
clockMs = 1000; // init 在绝对 t=1s 记起点 → 验 elapsed 用相对差(否则绝对 1>... 立判,本例必假阴/假阳)
game.init({ ctx: context, mainContext: recordingCtx2d(), canvas: {}, seed: 1 });
clockMs = 3000; game.update(0.1); // elapsed=(3000-1000)/1000=2 < 3 → 未到时(若误用绝对 t=3 则会错误触发)
assert.equal(game._forensicsView().state().phase, 'playing', '未到时限应仍 playing');
assert.ok(Math.abs(game._forensicsView().state().elapsed - 2) < 1e-6, 'elapsed 应=相对 2 秒(非绝对 3)');
clockMs = 4500; game.update(0.1); // elapsed=3.5 >= 3 → 到时
const v = game._forensicsView().state();
assert.equal(v.phase, 'gameover');
assert.equal(v.result, 'lose');
});
test('E3assets[] 入 forensics(通道可观测)+ spec-only 几何兜底不崩', () => {
const game = adaptGameDefinition(SOURCE)();
const { boot, g } = makeBoot();
game.init(boot);
const v = game._forensicsView().state();
assert.ok(Array.isArray(v.assets) && v.assets.length >= 1, 'forensics 应暴露 assets[]');
assert.equal(v.assets[0].category, 'sprite');
// spec-only(无 url)+ node 无 Image → 几何兜底:render 不崩、仍画目标矩形。
game.render(g);
assert.ok(g._rec.fillRects.length >= 5, '几何兜底仍画目标');
});
test('E3scene 类资产 → 背景消费(node/无 url 默认底兜底不崩)+ assets[] 可观测 scene 类', () => {
const src = {
gameDefinition: {
entities: [{ id: 't', transform: { position: { x: 100, y: 200 } }, components: ['r'] }],
components: [{ id: 'r', kind: 'render', shape: 'rect', w: 50, h: 50, color: '#3cf' }],
behaviors: [{ id: 'b', trigger: 'input', op: 'hit-nearest-target' }],
scenes: [{ id: 's', entityRefs: ['t'] }], rules: [],
},
assets: [{ id: 'bg1', category: 'scene', ref: 'asset://bg1', url: 'https://example.com/bg.png' }],
config: {},
};
const game = adaptGameDefinition(src)();
const { boot, g } = makeBoot();
game.init(boot);
// node 无 Image → bgImg null → 默认底色兜底:render 不崩、仍画满幅底(D 门)。
assert.doesNotThrow(() => game.render(g));
assert.ok(g._rec.fillRects.length >= 1, '默认底色兜底仍画满幅');
assert.ok(game._forensicsView().state().assets.some((a) => a.category === 'scene'), 'forensics assets[] 应含 scene 类');
});
test('E3scene 背景有 url + 已加载 → render 走 drawImage 满幅(浏览器路;Image stub 验分支)', () => {
// node 无 Image → 以最小 Image stub 模拟浏览器侧已加载图,验 render 走 drawImage(0,0,满幅) 分支(非兜底)。
const prevImage = globalThis.Image;
globalThis.Image = class { constructor() { this.complete = true; this.naturalWidth = 64; this.naturalHeight = 64; } set src(_v) {} };
try {
const src = {
gameDefinition: { entities: [], components: [], behaviors: [], scenes: [], rules: [] },
assets: [{ id: 'bg1', category: 'scene', ref: 'asset://bg1', url: 'data:image/gif;base64,R0lGODlhAQABAAAAACw=' }],
config: {},
};
const game = adaptGameDefinition(src)();
const { boot } = makeBoot();
const g = recordingCtx2d();
const drawn = [];
g.drawImage = (_img, x, y, w, h) => drawn.push({ x, y, w, h });
game.init({ ctx: boot.ctx, mainContext: g, canvas: {}, seed: 1 });
game.render(g);
assert.equal(drawn.length, 1, '背景应 drawImage 一次');
assert.deepEqual(drawn[0], { x: 0, y: 0, w: 390, h: 844 }, '背景应画满幅 390×844');
} finally {
globalThis.Image = prevImage; // 还原全局,勿污染其它用例
}
});
// ── 控制类 archetype(paddle-intercept 族:连续控制 + 下落接住,exercises I 门) ──
test('控制类forensics 暴露 paddle/ball(供 paddle-intercept driver)', () => {
const game = adaptGameDefinition(CATCH_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const v = game._forensicsView().state();
assert.ok(v.paddle && typeof v.paddle.x === 'number', '应暴露 paddle.x');
assert.ok(v.ball && typeof v.ball.x === 'number' && typeof v.ball.y === 'number', '应暴露 ball.x/y');
});
test('control-x输入移动 paddle.x 中心对齐触点', () => {
const game = adaptGameDefinition(CATCH_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
inputBridge._emit('pointerdown', { x: 300, y: 790 });
assert.ok(Math.abs(game._forensicsView().state().paddle.x - 300) < 5, 'paddle 中心应≈触点 x');
});
test('fall-and-catch球随 update 下落', () => {
const game = adaptGameDefinition(CATCH_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const y0 = game._forensicsView().state().ball.y;
game.update(0.1);
assert.ok(game._forensicsView().state().ball.y > y0, '球应下落');
});
test('控制类paddle 对齐下落球 → 接住计分', () => {
const game = adaptGameDefinition(CATCH_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
const ball0x = game._forensicsView().state().ball.x;
inputBridge._emit('pointerdown', { x: ball0x, y: 790 }); // paddle 对齐首球 x
for (let i = 0; i < 30; i++) game.update(0.1); // 推进至球落到 paddle 层
assert.ok(game._forensicsView().state().score >= 1, '对齐后应接住至少 1 次');
});
// ── flappy(flap-to-gap 族:重力 + 振翅 + 穿缝,第 4 游戏族) ──
test('flappyforensics 暴露 bird{y,vy} + nextGap{centerY}(供 flap-to-gap driver)', () => {
const game = adaptGameDefinition(FLAPPY_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const v = game._forensicsView().state();
assert.ok(v.bird && typeof v.bird.y === 'number' && typeof v.bird.vy === 'number', '应暴露 bird.y/vy');
assert.ok(v.nextGap && typeof v.nextGap.centerY === 'number', '应暴露 nextGap.centerY');
});
test('flappyflap 给 bird 向上冲量(vy 变负)', () => {
const game = adaptGameDefinition(FLAPPY_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
game.update(0.05); // 先因重力 vy>0
inputBridge._emit('pointerdown', { x: 195, y: 400 });
assert.ok(game._forensicsView().state().bird.vy < 0, 'flap 后 vy 应为负(上冲)');
});
test('flappy重力下落 + 缝隙滚过 → 穿缝计分或撞漏(机制生效)', () => {
const game = adaptGameDefinition(FLAPPY_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
for (let i = 0; i < 60; i++) game.update(0.05); // 推进:bird 落 + 缝隙滚过 bird.x
const v = game._forensicsView().state();
assert.ok(v.score + v.misses >= 1, '缝隙至少越过一次(穿缝计分或撞=漏接)');
});
// ── seek-x(导航/收集 族:方向式左右 steer + 抵达目标计分,第 5 游戏族) ──
test('seek-xforensics 暴露 mover{x} + nextGoal{x}(供 seek-x driver)', () => {
const game = adaptGameDefinition(SEEK_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const v = game._forensicsView().state();
assert.ok(v.mover && typeof v.mover.x === 'number', '应暴露 mover.x');
assert.ok(v.nextGoal && typeof v.nextGoal.x === 'number', '应暴露 nextGoal.x');
});
test('seek-xmove-lr 方向式(点左半左移 / 点右半右移)', () => {
const game = adaptGameDefinition(SEEK_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
const x0 = game._forensicsView().state().mover.x;
inputBridge._emit('pointerdown', { x: 30, y: 760 }); // 左半 → 左移
const x1 = game._forensicsView().state().mover.x;
assert.ok(x1 < x0, '点左半应使 mover 左移');
inputBridge._emit('pointerdown', { x: 360, y: 760 }); // 右半 → 右移
assert.ok(game._forensicsView().state().mover.x > x1, '点右半应使 mover 右移');
});
test('seek-xsteer 抵达目标(容差内)→ 计分(update 评估)', () => {
const game = adaptGameDefinition(SEEK_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
// mover 中心 195、goal 中心 85、step 36、tol 34:连点左半 steer 向左,update 评估抵达。
for (let i = 0; i < 4; i++) { inputBridge._emit('pointerdown', { x: 30, y: 760 }); game.update(0.05); }
assert.ok(game._forensicsView().state().score >= 1, '抵达目标应计分');
});
// ── 规避/辨别(tap-safe 族:点 safe 计分、点 hazard 即负,第 6 游戏族;exercises safeOnly driver) ──
test('规避forensics 每个 target 暴露 safe(3 safe + 2 hazard)', () => {
const game = adaptGameDefinition(AVOID_SOURCE)();
const { boot } = makeBoot();
game.init(boot);
const ts = game._forensicsView().state().targets;
assert.equal(ts.filter((t) => t.safe === true).length, 3, '应 3 个 safe');
assert.equal(ts.filter((t) => t.safe === false).length, 2, '应 2 个 hazard');
});
test('tap-safe点 safe → 计分;点 hazard → 记 miss 不计分', () => {
const game = adaptGameDefinition(AVOID_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
inputBridge._emit('pointerdown', { x: 80, y: 180 }); // s1 中心(50+30,150+30)=safe
let v = game._forensicsView().state();
assert.equal(v.score, 1, '点 safe 应计分');
assert.equal(v.misses, 0);
inputBridge._emit('pointerdown', { x: 80, y: 460 }); // h1 中心(50+30,430+30)=hazard
v = game._forensicsView().state();
assert.equal(v.score, 1, '点 hazard 不计分');
assert.equal(v.misses, 1, '点 hazard 记一次 miss');
});
test('规避:点 hazard → lose 规则(misses>=maxMisses)→ gameover lose', () => {
const game = adaptGameDefinition(AVOID_SOURCE)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
inputBridge._emit('pointerdown', { x: 360, y: 460 }); // h2 中心 = hazard
game.update(0.016); // 规则评估
const v = game._forensicsView().state();
assert.equal(v.phase, 'gameover');
assert.equal(v.result, 'lose');
});
// ── 鲁棒性:便宜模型产的 gameDefinition 常残缺/畸形,生产路适配器须优雅降级不崩 ──
test('鲁棒:空 gameDefinition → 不崩、phase playing、可渲染', () => {
const game = adaptGameDefinition({})();
const { boot, g } = makeBoot();
game.init(boot);
assert.equal(game._forensicsView().state().phase, 'playing');
assert.doesNotThrow(() => { game.update(0.016); game.render(g); });
assert.ok(g._rec.fillRects.length >= 1, '至少画背景');
});
test('鲁棒:实体缺 transform / 组件引用不存在 → 默认值不崩', () => {
const src = { gameDefinition: { entities: [{ id: 'x', components: ['nope'] }], scenes: [{ id: 's', entityRefs: ['x'] }], rules: [] } };
const game = adaptGameDefinition(src)();
const { boot, g } = makeBoot();
game.init(boot);
assert.equal(typeof game._forensicsView().state().targets[0].x, 'number');
assert.doesNotThrow(() => game.render(g));
});
test('鲁棒:畸形 rule condition → 不触发不崩', () => {
const src = { gameDefinition: { entities: [], scenes: [], rules: [{ id: 'r', condition: '乱七八糟', outcome: 'win' }] }, config: {} };
const game = adaptGameDefinition(src)();
const { boot } = makeBoot();
game.init(boot);
game.update(0.016);
assert.equal(game._forensicsView().state().phase, 'playing'); // 畸形条件不误触发 win
});
test('鲁棒:不支持的 behavior op → 忽略不崩', () => {
const src = { gameDefinition: { entities: [], scenes: [], rules: [], behaviors: [{ id: 'b', trigger: 'input', op: 'unknown-op' }] }, config: {} };
const game = adaptGameDefinition(src)();
const { boot, inputBridge } = makeBoot();
game.init(boot);
assert.doesNotThrow(() => inputBridge._emit('pointerdown', { x: 100, y: 100 }));
assert.equal(game._forensicsView().state().score, 0);
});
test('鲁棒:render/update 在 init 前调 → 不崩(防御阶段错)', () => {
const game = adaptGameDefinition(SOURCE)();
const { g } = makeBoot();
assert.doesNotThrow(() => { game.update(0.016); game.render(g); });
});

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@ -0,0 +1,405 @@
'use strict';
/**
* create-game-from-definition.js E1 2D 适配器U1 最小贯穿实验切片
* owner前端+引擎线Mac计划docs/plans/2026-06-17-002-feat-mac-engine-frontend-tier0-plan.md U1
*
* 做什么把固定架构的声明式 `SourceProject.gameDefinition`contracts/agent-loop/source-project.schema.json
* 适配成命中 game-host.d.ts `GameHostFactory``GameInstance` 契约的可玩实例
* entities 渲染对象 · components(render) 画法 · behaviors 逻辑 · scenes 关卡构成 · rules 胜负 · config 平衡参数
*
* 边界KTD1跨线已锁方向本切片是**声明式解释器**解释 entities/components/scenes/rules/config
* + 一个**最小 behavior 词汇**够单 behavior 游戏端到端过九门复杂 behavior 的真逻辑由 code agent
* build.mjs 编进 __GameBundle非本适配器解释本切片只证声明式路端到端可行接缝形态验证
*
* 受控面铁律零引擎 import能力一律经 boot.ctxgetEngine 可能为 null须容错render 只画到入参 g(=boot.mainContext)
* 输入坐标 = 逻辑像素 x[0,390]/y[0,844]随机/时钟走 ctx.random/ctx.time Math.random/Date.now
*/
const VIEWPORT_W = 390;
const VIEWPORT_H = 844;
/** 最小 behavior 词汇表(声明式路支持的 op其余 op = 走 code-agent 逻辑码,本切片不解释)。 */
const SUPPORTED_INPUT_OPS = new Set(['hit-nearest-target', 'control-x', 'flap', 'move-lr', 'tap-safe']);
/** trigger=update op:drift-targets 漂移 · fall-and-catch 接住(控制类)· flappy-gap 穿缝(flappy)· reach-goal 抵达(seek-x 导航类)。 */
const SUPPORTED_UPDATE_OPS = new Set(['drift-targets', 'fall-and-catch', 'flappy-gap', 'reach-goal']);
/**
* 极小安全条件求值 eval解析 "<field> <op> <rhs>"
* field state 数值字段 scoreop >= > == <= <rhs = 数字字面量 "config.<key>"
* @returns {boolean} 解析失败/字段缺失 false不抛胜负条件保守不触发
*/
function evalCondition(cond, state, config) {
if (typeof cond !== 'string') return false;
const parts = cond.trim().split(/\s+/);
if (parts.length !== 3) return false;
const [lhs, op, rhsRaw] = parts;
const lhsVal = state[lhs];
if (typeof lhsVal !== 'number') return false;
const rhsVal = rhsRaw.startsWith('config.') ? config[rhsRaw.slice('config.'.length)] : Number(rhsRaw);
if (typeof rhsVal !== 'number' || Number.isNaN(rhsVal)) return false;
switch (op) {
case '>=': return lhsVal >= rhsVal;
case '>': return lhsVal > rhsVal;
case '==': return lhsVal === rhsVal;
case '<=': return lhsVal <= rhsVal;
case '<': return lhsVal < rhsVal;
default: return false;
}
}
/**
* 适配 SourceProject或裸 gameDefinition GameHostFactory
* @param {object} source SourceProject .gameDefinition/.config/.assets/.profile或裸 gameDefinition
* @returns {(opts?: object) => import('../core/game-host.d.ts').GameInstance} GameHostFactory
*/
export function adaptGameDefinition(source) {
const src = source || {};
// 兼容:传整 SourceProject 取 .gameDefinition传裸 gameDefinition 直接用。
const gd = src.gameDefinition || src || {};
const config = src.config || gd.config || {};
const profile = src.profile || {};
const entities = Array.isArray(gd.entities) ? gd.entities : [];
const components = Array.isArray(gd.components) ? gd.components : [];
const scenes = Array.isArray(gd.scenes) ? gd.scenes : [];
const rules = Array.isArray(gd.rules) ? gd.rules : [];
const behaviors = Array.isArray(gd.behaviors) ? gd.behaviors : [];
// 规避/辨别族tap-safe 行为经 .hazards 列出「点中即负」的 hazard 实体 id;其余可点目标为 safe。
const hazardIds = new Set(
behaviors.filter((b) => b && b.op === 'tap-safe' && Array.isArray(b.hazards)).flatMap((b) => b.hazards)
);
// E3SourceProject.assets[]§5.1 顶层,六类 assetSpec);render 组件经 .asset 引用其 id。
const assets = Array.isArray(src.assets) ? src.assets : (Array.isArray(gd.assets) ? gd.assets : []);
const assetById = new Map(assets.map((a) => [a.id, a]));
// E3scene 类资产 = 关卡背景(非实体引用,取首个 category==='scene')。有 url → 浏览器 new Image 画满幅;
// 否则默认底色兜底(§5.5 MVP spec-only)。这是 sprite/character/ui/effect(经 render 组件 .asset 消费)之外
// 唯一的「顶层资产消费」缺口——补齐后六类资产消费侧对齐冻结契约(music 经 url 不可消费,见 README 受控面说明)。
const sceneAssetSpec = assets.find((a) => a && a.category === 'scene') || null;
const compById = new Map(components.map((c) => [c.id, c]));
// 激活场景 = 首个 scene无则全实体激活实体按 entityRefs 过滤。
const activeScene = scenes[0];
const activeIds = activeScene && Array.isArray(activeScene.entityRefs)
? new Set(activeScene.entityRefs)
: null;
const activeEntities = activeIds ? entities.filter((e) => activeIds.has(e.id)) : entities;
// 预解析每个实体的 render 组件(声明式画法)。
function renderCompOf(entity) {
const ids = Array.isArray(entity.components) ? entity.components : [];
for (const cid of ids) {
const c = compById.get(cid);
if (c && c.kind === 'render') return c;
}
return null;
}
return function createGame(/* opts */) {
let ctx = null;
let sub = null;
let nowMs = 0;
let startMs = null; // 时间压力族init 记游戏起点;state.t 是绝对单调时(禁作时限判),elapsed 才是相对秒
let bgImg = null; // E3scene 类背景图(有 url 时浏览器侧 new Image;node/无 url → null 走默认底色)
// 运行态:目标(可点击实体)+ 计分 + phasebooting|playing|gameover对齐 P0 latch 终态)。
/** @type {{id:string,x:number,y:number,w:number,h:number,color:string,hit:boolean}[]} */
let targets = [];
const state = { phase: 'booting', score: 0, misses: 0, result: null, t: 0, elapsed: 0 };
const entById = (id) => targets.find((t) => t && t.id === id); // 控制类按实体 id 取(paddle/faller)
/** init建目标、订阅受控输入、置 playing。 */
function init(boot) {
ctx = boot.ctx;
startMs = ctx.time.nowMs(); // 时间压力族:记游戏起点 → elapsed=(now-start)/1000(相对秒),正确支撑 `elapsed >= config.timeLimit` 规则
// E3预载 scene 背景图(有 url 才在浏览器侧 new Image;node 无 Image / 无 url → bgImg 保持 null,render 走默认底色)。
if (sceneAssetSpec && sceneAssetSpec.url && typeof Image !== 'undefined') {
try { bgImg = new Image(); bgImg.src = sceneAssetSpec.url; } catch (_) { bgImg = null; }
}
targets = activeEntities.map((e, i) => {
const rc = renderCompOf(e) || {};
const pos = (e.transform && e.transform.position) || { x: 0, y: 0 };
// E3render 组件经 rc.asset 引用 sprite 资产;有真 url 则浏览器侧 new Image,否则几何兜底(§5.5 MVP)。
const asset = rc.asset ? assetById.get(rc.asset) : null;
let img = null;
if (asset && asset.url && typeof Image !== 'undefined') {
try { img = new Image(); img.src = asset.url; } catch (_) { img = null; } // 浏览器侧;node 无 Image → 走几何兜底
}
return {
id: e.id,
x: pos.x, y: pos.y,
baseX: pos.x, baseY: pos.y, phase: i * 1.7, // drift-targets 用:漂移基准 + 错相
vy: 0, // flappy/重力类用:竖直速度
w: typeof rc.w === 'number' ? rc.w : 48,
h: typeof rc.h === 'number' ? rc.h : 48,
color: typeof rc.color === 'string' ? rc.color : '#3cf',
assetRef: asset ? asset.id : null,
img,
hit: false,
};
});
sub = ctx.getInput().on('pointerdown', onTap); // 受控订阅(禁 addEventListener
state.phase = 'playing';
}
/** 输入:解释 trigger=input 的 behavior本切片支持 op=hit-nearest-target。 */
function onTap(e) {
if (state.phase !== 'playing') return; // latch终态后输入无效
nowMs = ctx.time.nowMs();
const px = e.x || 0, py = e.y || 0; // 已是逻辑像素,勿再乘视口
for (const b of behaviors) {
if (b.trigger !== 'input' || !SUPPORTED_INPUT_OPS.has(b.op)) continue;
if (b.op === 'hit-nearest-target') {
const radius = typeof config.hitRadius === 'number' ? config.hitRadius : 60;
let best = null, bestD2 = radius * radius;
for (const tg of targets) {
if (tg.hit) continue;
const cx = tg.x + tg.w / 2, cy = tg.y + tg.h / 2;
const d2 = (cx - px) * (cx - px) + (cy - py) * (cy - py);
if (d2 <= bestD2) { best = tg; bestD2 = d2; }
}
if (best) {
best.hit = true;
state.score += 1;
// 命中反馈(game-feel + 满足九门 F 真接线):引擎粒子+音效,经 ctx.getEngine 容错(null 不连坐)。
const eng = ctx.getEngine && ctx.getEngine();
if (eng) {
const cx = best.x + best.w / 2, cy = best.y + best.h / 2;
if (eng.particles) {
try { eng.particles.spawnEmitter({ pos: { x: cx, y: cy }, count: 20, speed: 120, particleTime: 0.5,
colorStart: { r: 1, g: 0.8, b: 0.2, a: 1 }, colorEnd: { r: 1, g: 0.3, b: 0, a: 0 } }); } catch (_) { /* 引擎缺省不连坐 */ }
}
if (eng.audio && eng.audio.synth) {
try { eng.audio.synth.synthSfx([1, 0.05, 260, , , 0.15, , 1.3]); } catch (_) { /* 同上 */ }
}
}
} else {
state.misses += 1; // 点空(半径内无目标)= 一次 miss供 lose 规则misses >= N
}
}
if (b.op === 'tap-safe') {
// 规避/辨别族:点中 safe 目标 → 计分(+占用+反馈);点中 hazard → 记 miss(交 lose 规则)。
// safeOnly driver 只点 safe===true → 确定性避负把核心循环跑透(对齐 play.cdp.cjs runTapTargets safeOnly)。
const radius = typeof config.hitRadius === 'number' ? config.hitRadius : 60;
let best = null, bestD2 = radius * radius;
for (const tg of targets) {
if (tg.hit) continue;
const cx = tg.x + tg.w / 2, cy = tg.y + tg.h / 2;
const d2 = (cx - px) * (cx - px) + (cy - py) * (cy - py);
if (d2 <= bestD2) { best = tg; bestD2 = d2; }
}
if (best) {
if (hazardIds.has(best.id)) {
state.misses += 1; // 点中 hazard = 一次失误(交 lose 规则 misses>=maxMisses
} else {
best.hit = true;
state.score += 1;
const eng = ctx.getEngine && ctx.getEngine(); // 安全命中反馈F 真接线;绿色调区别于普通命中)
if (eng) {
const cx = best.x + best.w / 2, cy = best.y + best.h / 2;
if (eng.particles) { try { eng.particles.spawnEmitter({ pos: { x: cx, y: cy }, count: 20, speed: 120, particleTime: 0.5, colorStart: { r: 0.4, g: 1, b: 0.4, a: 1 }, colorEnd: { r: 0.1, g: 0.5, b: 0.1, a: 0 } }); } catch (_) { /* 引擎缺省不连坐 */ } }
if (eng.audio && eng.audio.synth) { try { eng.audio.synth.synthSfx([1, 0.05, 300, , , 0.14, , 1.3]); } catch (_) { /* 同上 */ } }
}
}
}
}
if (b.op === 'control-x') {
// 控制类把指定实体paddlex 中心对齐触点连续控制paddle-intercept driver 经此移挡板)。
const ent = entById(b.entity);
if (ent) ent.x = Math.max(0, Math.min(VIEWPORT_W - ent.w, px - ent.w / 2));
}
if (b.op === 'flap') {
// flappy 类点击给控制体向上竖直冲量y 向下为正 → 上冲为负)。
const ent = entById(b.entity);
if (ent) ent.vy = -(typeof b.impulse === 'number' ? b.impulse : 360);
}
if (b.op === 'move-lr') {
// seek-x 类:点左半 → 控制体左移一步,点右半 → 右移一步(方向式;seek-x driver 经此左右 steer)。
const ent = entById(b.entity);
if (ent) {
const step = typeof b.step === 'number' ? b.step : 36;
ent.x = px < VIEWPORT_W / 2 ? Math.max(0, ent.x - step) : Math.min(VIEWPORT_W - ent.w, ent.x + step);
}
}
}
}
/** update刷钟 + 评估 rules胜负 → phase=gameover + 终态驻留)。 */
function update(dt) {
if (ctx) { nowMs = ctx.time.nowMs(); state.t = nowMs / 1000; state.elapsed = startMs != null ? (nowMs - startMs) / 1000 : 0; }
if (state.phase !== 'playing') return; // 已终态latch 驻留,不再评估
// trigger=update 行为本切片drift-targets 目标慢漂移,证 realtime/update 路)。
for (const b of behaviors) {
if (b.trigger !== 'update' || !SUPPORTED_UPDATE_OPS.has(b.op)) continue;
if (b.op === 'drift-targets') {
const amp = typeof b.amplitude === 'number' ? b.amplitude : 24;
const spd = typeof b.speed === 'number' ? b.speed : 0.8;
for (const tg of targets) {
tg.x = tg.baseX + amp * Math.sin(state.t * spd + tg.phase); // 慢漂移driver 逐步读 _forensicsView 仍可命中
}
}
if (b.op === 'fall-and-catch') {
// 控制类:下落物每步下移;触底层 → 接住(中心距 ≤ 半宽和)计分,漏接计 miss;重生回顶 + 受控随机 x。
const faller = entById(b.faller), catcher = entById(b.catcher);
if (faller && catcher) {
faller.y += (typeof b.speed === 'number' ? b.speed : 300) * dt;
if (faller.y + faller.h >= catcher.y) {
const fcx = faller.x + faller.w / 2, ccx = catcher.x + catcher.w / 2;
if (Math.abs(fcx - ccx) <= catcher.w / 2 + faller.w / 2) {
state.score += 1; // 接住
const eng = ctx && ctx.getEngine && ctx.getEngine(); // 接住反馈(game-feel + 满足九门 F 真接线)
if (eng) {
if (eng.particles) { try { eng.particles.spawnEmitter({ pos: { x: ccx, y: catcher.y }, count: 18, speed: 110, particleTime: 0.5, colorStart: { r: 0.4, g: 0.7, b: 1, a: 1 }, colorEnd: { r: 0.1, g: 0.3, b: 0.6, a: 0 } }); } catch (_) { /* 引擎缺省不连坐 */ } }
if (eng.audio && eng.audio.synth) { try { eng.audio.synth.synthSfx([1, 0.05, 300, , , 0.14, , 1.2]); } catch (_) { /* 同上 */ } }
}
} else {
state.misses += 1; // 漏接
}
faller.y = typeof b.topY === 'number' ? b.topY : 40;
const maxX = VIEWPORT_W - faller.w;
faller.x = (ctx && ctx.random) ? Math.max(0, Math.min(maxX, Math.floor(ctx.random.range(0, maxX)))) : Math.floor(maxX / 2);
}
}
}
if (b.op === 'flappy-gap') {
// flappybird 重力下落 + 缝隙左滚;缝隙越过 bird.x → 在缝内计分否则漏接,回收缝隙;出界=漏接+复位。
const bird = entById(b.bird), gap = entById(b.gap);
if (bird && gap) {
bird.vy = (bird.vy || 0) + (typeof b.gravity === 'number' ? b.gravity : 1100) * dt;
bird.y += bird.vy * dt;
const gapH = typeof b.gapHeight === 'number' ? b.gapHeight : 200;
const birdCx = bird.x + bird.w / 2, prevCx = gap.x + gap.w / 2;
gap.x -= (typeof b.scrollSpeed === 'number' ? b.scrollSpeed : 150) * dt;
if (prevCx >= birdCx && gap.x + gap.w / 2 < birdCx) { // 缝隙越过 bird
if (Math.abs((bird.y + bird.h / 2) - (gap.y + gap.h / 2)) <= gapH / 2) {
state.score += 1; // 穿缝
const eng = ctx && ctx.getEngine && ctx.getEngine(); // 穿缝反馈(F 门)
if (eng) {
if (eng.particles) { try { eng.particles.spawnEmitter({ pos: { x: birdCx, y: bird.y }, count: 16, speed: 100, particleTime: 0.45, colorStart: { r: 0.3, g: 1, b: 0.5, a: 1 }, colorEnd: { r: 0.1, g: 0.4, b: 0.2, a: 0 } }); } catch (_) { /* 不连坐 */ } }
if (eng.audio && eng.audio.synth) { try { eng.audio.synth.synthSfx([1, 0.05, 340, , , 0.13, , 1.1]); } catch (_) { /* 同 */ } }
}
} else {
state.misses += 1; // 撞
}
}
if (gap.x + gap.w < 0) { gap.x = VIEWPORT_W; gap.y = (ctx && ctx.random) ? Math.floor(ctx.random.range(180, VIEWPORT_H - 220)) : VIEWPORT_H / 2; } // 回收
if (bird.y < 0 || bird.y > VIEWPORT_H) { state.misses += 1; bird.y = VIEWPORT_H / 2; bird.vy = 0; } // 出界=漏+复位
}
}
if (b.op === 'reach-goal') {
// seek-x 类:控制体 x 抵达目标 x(容差内)→ 计分 + 反馈 + 目标重生(受控随机 x)。
const mover = entById(b.mover), goal = entById(b.goal);
if (mover && goal && Math.abs((mover.x + mover.w / 2) - (goal.x + goal.w / 2)) <= (typeof b.tol === 'number' ? b.tol : 30)) {
state.score += 1;
const eng = ctx && ctx.getEngine && ctx.getEngine(); // 达成反馈(F 门)
if (eng) {
if (eng.particles) { try { eng.particles.spawnEmitter({ pos: { x: goal.x + goal.w / 2, y: goal.y }, count: 16, speed: 100, particleTime: 0.45, colorStart: { r: 1, g: 0.9, b: 0.3, a: 1 }, colorEnd: { r: 0.6, g: 0.4, b: 0.1, a: 0 } }); } catch (_) { /* 不连坐 */ } }
if (eng.audio && eng.audio.synth) { try { eng.audio.synth.synthSfx([1, 0.05, 320, , , 0.12, , 1.2]); } catch (_) { /* 同 */ } }
}
const maxX = VIEWPORT_W - goal.w;
goal.x = (ctx && ctx.random) ? Math.max(0, Math.min(maxX, Math.floor(ctx.random.range(0, maxX)))) : Math.floor(maxX / 2);
}
}
}
for (const r of rules) {
if (evalCondition(r.condition, state, config)) {
if (r.outcome === 'win' || r.outcome === 'lose') {
state.phase = 'gameover';
state.result = r.outcome;
break;
}
}
}
}
/** render画到入参 g(=mainContext)。满幅底(D 门)+ 目标(命中变暗)+ 计分 HUD + 时间脉冲(E 门活性)+ 终态字。 */
function render(g) {
// E3scene 背景图已加载 → 画满幅;否则默认底色兜底(满幅底=D 门;spec-only 无 url 时走此路)。
if (bgImg && bgImg.complete && bgImg.naturalWidth > 0) {
try { g.drawImage(bgImg, 0, 0, VIEWPORT_W, VIEWPORT_H); } catch (_) { g.fillStyle = '#0d1117'; g.fillRect(0, 0, VIEWPORT_W, VIEWPORT_H); }
} else {
g.fillStyle = '#0d1117';
g.fillRect(0, 0, VIEWPORT_W, VIEWPORT_H);
}
// 时间脉冲条保证无输入时帧间也有变化E 门活性,走 ctx.time 非 Date.now
const pulse = 0.5 + 0.5 * Math.sin(state.t * 2);
g.fillStyle = 'rgba(80,160,255,' + (0.25 + 0.5 * pulse).toFixed(3) + ')';
g.fillRect(0, 0, VIEWPORT_W, 6);
for (const tg of targets) {
// E3有已加载真图 → drawImage;否则几何兜底(命中变暗)。
if (tg.img && tg.img.complete && tg.img.naturalWidth > 0) {
try { g.drawImage(tg.img, tg.x, tg.y, tg.w, tg.h); } catch (_) { g.fillStyle = tg.color; g.fillRect(tg.x, tg.y, tg.w, tg.h); }
if (tg.hit) { g.fillStyle = 'rgba(20,30,40,0.6)'; g.fillRect(tg.x, tg.y, tg.w, tg.h); }
} else {
g.fillStyle = tg.hit ? '#2a3340' : tg.color;
g.fillRect(tg.x, tg.y, tg.w, tg.h);
}
}
const winScore = typeof config.winScore === 'number' ? config.winScore : targets.length;
g.fillStyle = '#cdd9e5';
g.font = '20px monospace';
g.fillText('Score: ' + state.score + '/' + winScore, 20, 40);
g.fillText('剩余 ' + Math.max(0, winScore - state.score), 20, 66); // HUD 进展(对齐 prompt.py 硬规则:显示剩余目标数)
if (state.phase === 'gameover') {
g.fillStyle = state.result === 'win' ? '#4ade80' : '#f87171';
g.font = '32px monospace';
g.fillText(state.result === 'win' ? 'YOU WIN' : 'GAME OVER', 110, 430);
}
}
/** = { seed?, state:()=>snapshot }boot-game-host.js:283 `_forensicsView().state()` tictactoe
* harness 九门H 进展/latch+ tap-targets driver host.state() snapshot */
function _forensicsView() {
return {
seed: 1,
state: () => {
const ws = typeof config.winScore === 'number' ? config.winScore : targets.length;
// 控制类暴露 paddle/ball中心逻辑坐标供 paddle-intercept driver 的 controlCheck.paddlePath/ballPath 读。
let paddle = null, ball = null, bird = null, nextGap = null, mover = null, nextGoal = null;
for (const b of behaviors) {
if (b.trigger === 'input' && b.op === 'control-x') { const e = entById(b.entity); if (e) paddle = { x: e.x + e.w / 2, y: e.y, w: e.w }; }
if (b.trigger === 'update' && b.op === 'fall-and-catch') { const e = entById(b.faller); if (e) ball = { x: e.x + e.w / 2, y: e.y + e.h / 2 }; }
if (b.trigger === 'update' && b.op === 'flappy-gap') {
const bd = entById(b.bird), gp = entById(b.gap);
if (bd) bird = { x: bd.x + bd.w / 2, y: bd.y + bd.h / 2, vy: bd.vy || 0 };
if (gp) nextGap = { centerY: gp.y + gp.h / 2, x: gp.x };
}
if (b.trigger === 'update' && b.op === 'reach-goal') {
const mv = entById(b.mover), gl = entById(b.goal);
if (mv) mover = { x: mv.x + mv.w / 2 };
if (gl) nextGoal = { x: gl.x + gl.w / 2 };
}
}
return {
phase: state.phase,
score: state.score,
misses: state.misses,
result: state.result,
progress: ws ? state.score / ws : 0,
remaining: Math.max(0, ws - state.score), // 剩余到通关(对齐 prompt.py HUD 硬规则 + harness 读)
elapsed: state.elapsed || 0, // 时间压力族:相对秒(供 `elapsed >= config.timeLimit` 规则 + 倒计时 HUD;绝对 state.t 禁作时限)
tickModel: profile.tickModel || null,
assets: assets.map((a) => ({ id: a.id, category: a.category })), // E3 通道可观测(§10.2-3)
// tap-targets driver 读 targets[{idx,x,y,occupied,safe}] 自适应出招(逻辑坐标=中心点)。
// safe非 hazard 即 true(规避族 safeOnly driver 据此只点安全目标;无 hazard 声明时全 true,向后兼容)。
targets: targets.map((tg, idx) => ({
idx, x: tg.x + tg.w / 2, y: tg.y + tg.h / 2, occupied: tg.hit, safe: !hazardIds.has(tg.id),
})),
...(paddle ? { paddle } : {}),
...(ball ? { ball } : {}),
...(bird ? { bird } : {}),
...(nextGap ? { nextGap } : {}),
...(mover ? { mover } : {}),
...(nextGoal ? { nextGoal } : {}),
};
},
};
}
/** destroy幂等卸载取消订阅。 */
function destroy() {
try { sub && sub.cancel(); } catch (_) { /* 幂等 */ }
sub = null;
targets = [];
}
return { init, update, render, _forensicsView, destroy };
};
}

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{
"schemaVersion": "1.0",
"sourceHash": "5555555555555555555555555555555555555555555555555555555555555555",
"profile": { "tickModel": "event", "inputModel": "discrete-choice", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "s1", "transform": { "position": { "x": 50, "y": 150 } }, "components": ["r-safe"] },
{ "id": "s2", "transform": { "position": { "x": 200, "y": 150 } }, "components": ["r-safe"] },
{ "id": "s3", "transform": { "position": { "x": 330, "y": 150 } }, "components": ["r-safe"] },
{ "id": "h1", "transform": { "position": { "x": 50, "y": 430 } }, "components": ["r-hazard"] },
{ "id": "h2", "transform": { "position": { "x": 330, "y": 430 } }, "components": ["r-hazard"] }
],
"components": [
{ "id": "r-safe", "kind": "render", "shape": "rect", "w": 60, "h": 60, "color": "#4ade80" },
{ "id": "r-hazard", "kind": "render", "shape": "rect", "w": 60, "h": 60, "color": "#f87171" }
],
"behaviors": [
{ "id": "b-tap", "trigger": "input", "op": "tap-safe", "hazards": ["h1", "h2"] }
],
"scenes": [
{ "id": "scene1", "entityRefs": ["s1", "s2", "s3", "h1", "h2"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" },
{ "id": "lose", "condition": "misses >= config.maxMisses", "outcome": "lose" }
]
},
"config": { "winScore": 3, "hitRadius": 50, "maxMisses": 1 }
}

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{
"schemaVersion": "1.0",
"sourceHash": "2222222222222222222222222222222222222222222222222222222222222222",
"profile": { "tickModel": "realtime", "inputModel": "continuous", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "paddle", "transform": { "position": { "x": 155, "y": 790 } }, "components": ["r-paddle"] },
{ "id": "ball", "transform": { "position": { "x": 170, "y": 40 } }, "components": ["r-ball"] }
],
"components": [
{ "id": "r-paddle", "kind": "render", "shape": "rect", "w": 80, "h": 16, "color": "#4af" },
{ "id": "r-ball", "kind": "render", "shape": "rect", "w": 24, "h": 24, "color": "#fc4" }
],
"behaviors": [
{ "id": "b-control", "trigger": "input", "op": "control-x", "entity": "paddle" },
{ "id": "b-fall", "trigger": "update", "op": "fall-and-catch", "faller": "ball", "catcher": "paddle", "speed": 400, "topY": 40 }
],
"scenes": [
{ "id": "s1", "entityRefs": ["paddle", "ball"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" },
{ "id": "lose", "condition": "misses >= config.maxMisses", "outcome": "lose" }
]
},
"config": { "winScore": 3, "maxMisses": 8 }
}

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{
"schemaVersion": "1.0",
"sourceHash": "3333333333333333333333333333333333333333333333333333333333333333",
"profile": { "tickModel": "realtime", "inputModel": "continuous", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "bird", "transform": { "position": { "x": 90, "y": 400 } }, "components": ["r-bird"] },
{ "id": "gap", "transform": { "position": { "x": 390, "y": 420 } }, "components": ["r-gap"] }
],
"components": [
{ "id": "r-bird", "kind": "render", "shape": "rect", "w": 28, "h": 28, "color": "#fc4" },
{ "id": "r-gap", "kind": "render", "shape": "rect", "w": 40, "h": 40, "color": "#4f8" }
],
"behaviors": [
{ "id": "b-flap", "trigger": "input", "op": "flap", "entity": "bird", "impulse": 360 },
{ "id": "b-flappy", "trigger": "update", "op": "flappy-gap", "bird": "bird", "gap": "gap", "gravity": 1100, "scrollSpeed": 150, "gapHeight": 200 }
],
"scenes": [
{ "id": "s1", "entityRefs": ["bird", "gap"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" },
{ "id": "lose", "condition": "misses >= config.maxMisses", "outcome": "lose" }
]
},
"config": { "winScore": 3, "maxMisses": 8 }
}

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{
"schemaVersion": "1.0",
"sourceHash": "1111111111111111111111111111111111111111111111111111111111111111",
"profile": { "tickModel": "realtime", "inputModel": "discrete-choice", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "m1", "transform": { "position": { "x": 100, "y": 240 } }, "components": ["r-mov"] },
{ "id": "m2", "transform": { "position": { "x": 200, "y": 440 } }, "components": ["r-mov"] },
{ "id": "m3", "transform": { "position": { "x": 150, "y": 640 } }, "components": ["r-mov"] }
],
"components": [
{ "id": "r-mov", "kind": "render", "shape": "rect", "w": 60, "h": 60, "color": "#7cf" }
],
"behaviors": [
{ "id": "b-drift", "trigger": "update", "op": "drift-targets", "amplitude": 24, "speed": 0.8 },
{ "id": "b-tap", "trigger": "input", "op": "hit-nearest-target" }
],
"scenes": [
{ "id": "s1", "entityRefs": ["m1", "m2", "m3"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" }
]
},
"config": { "winScore": 3, "hitRadius": 60 }
}

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{
"schemaVersion": "1.0",
"sourceHash": "4444444444444444444444444444444444444444444444444444444444444444",
"profile": { "tickModel": "realtime", "inputModel": "continuous", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "mover", "transform": { "position": { "x": 170, "y": 760 } }, "components": ["r-mover"] },
{ "id": "goal", "transform": { "position": { "x": 60, "y": 760 } }, "components": ["r-goal"] }
],
"components": [
{ "id": "r-mover", "kind": "render", "shape": "rect", "w": 50, "h": 30, "color": "#4af" },
{ "id": "r-goal", "kind": "render", "shape": "rect", "w": 50, "h": 50, "color": "#fc4" }
],
"behaviors": [
{ "id": "b-move", "trigger": "input", "op": "move-lr", "entity": "mover", "step": 36 },
{ "id": "b-reach", "trigger": "update", "op": "reach-goal", "mover": "mover", "goal": "goal", "tol": 34 }
],
"scenes": [
{ "id": "s1", "entityRefs": ["mover", "goal"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" }
]
},
"config": { "winScore": 3 }
}

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{
"schemaVersion": "1.0",
"sourceHash": "0000000000000000000000000000000000000000000000000000000000000000",
"profile": { "tickModel": "event", "inputModel": "discrete-choice", "progressModel": "metric" },
"gameDefinition": {
"entities": [
{ "id": "t1", "transform": { "position": { "x": 80, "y": 200 } }, "components": ["r-target"] },
{ "id": "t2", "transform": { "position": { "x": 170, "y": 420 } }, "components": ["r-target"] },
{ "id": "t3", "transform": { "position": { "x": 260, "y": 620 } }, "components": ["r-target"] }
],
"components": [
{ "id": "r-target", "kind": "render", "shape": "sprite", "w": 64, "h": 64, "color": "#ffcc33", "asset": "spr-target" }
],
"behaviors": [
{ "id": "b-tap", "trigger": "input", "op": "hit-nearest-target" }
],
"scenes": [
{ "id": "s1", "entityRefs": ["t1", "t2", "t3"] }
],
"rules": [
{ "id": "win", "condition": "score >= config.winScore", "outcome": "win" },
{ "id": "lose", "condition": "misses >= config.maxMisses", "outcome": "lose" }
]
},
"assets": [
{ "id": "spr-target", "category": "sprite", "ref": "mmx://target", "provider": "mmx-cli" }
],
"config": { "winScore": 3, "hitRadius": 60, "maxMisses": 3 }
}

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'use strict';
/**
* scaffold-from-source.mjs E2 sourceProject 真构建的工件落地U2plan 002
* owner前端+引擎线Mac
*
* 做什么把存储的 SourceProject 落成可被 build.mjs 编译的 game 目录工件
* buildFactorySource(sourceProject) generated-factory.js 文本适配器 import + 内联 source + 默认导出工厂
* scaffoldFromSource(...) generated-factory.js + entry-bundle/index 模板, build.mjs 入口路径
*
* 为什么当前两路(worker/SAA)都直写 factorySrc(整工厂)不消费 sourceProject;后端确定性 modify guard-pending
* sourceProject 真构建(plan 001 U6 / plan 002 KTD2)本模块 = 引擎线交付的那个落地工件:
* sourceProject (本模块) generated-factory.js(entry-bundle 的固定 import 目标) build.mjs __GameBundle
* 端到端已由 _adapter-probe 真九门验证(commit 046454d9)
*
* 边界纯文本生成 buildFactorySource fs(可零依赖单测);scaffoldFromSource fs 编排(集成段用,需模板路径)
*/
import { writeFileSync, copyFileSync, mkdirSync } from 'node:fs';
import { join } from 'node:path';
/** 标准 game 目录(games/_wg1-gen/<game>/)到适配器的相对 import(与 entry-bundle 的 ../../../src 同深)。 */
export const STD_ADAPTER_IMPORT = '../../../src/adapter/create-game-from-definition.js';
/**
* 生成 generated-factory.js 文本适配器 import + 内联 SourceProject + 默认导出 GameHostFactory
* @param {object} sourceProject SourceProjectsource-project.schema.json
* @param {object} [opts] { adapterImport?:string } 适配器相对 import默认标准深度
* @returns {string} generated-factory.js 文件内容
*/
export function buildFactorySource(sourceProject, opts = {}) {
const adapterImport = opts.adapterImport || STD_ADAPTER_IMPORT;
// 内联 source 保证 esbuild 自包含打包(无运行期外部 JSON 请求)。2 空格缩进,可读 + diff 友好。
const json = JSON.stringify(sourceProject, null, 2);
return [
"'use strict';",
'// 自动生成E2 scaffold-from-source.mjsSourceProject → GameHostFactory。勿手改,改源重生成。',
`import { adaptGameDefinition } from '${adapterImport}';`,
`const SOURCE = ${json};`,
'export default adaptGameDefinition(SOURCE);',
'',
].join('\n');
}
/**
* SourceProject 落成可构建 game 目录 generated-factory.js + entry-bundle/index 模板
* @param {object} args
* @param {object} args.sourceProject SourceProject
* @param {string} args.gameDir 目标 game 目录绝对路径须为 games/_wg1-gen/<x>/ , opts.adapterImport
* @param {string} args.sharedDir _shared 目录绝对路径 entry-bundle.template.js / index.template.html
* @param {object} [args.opts] 透传 buildFactorySource opts
* @returns {string} build.mjs 入口路径gameDir/entry-bundle.js
*/
export function scaffoldFromSource({ sourceProject, gameDir, sharedDir, opts }) {
mkdirSync(gameDir, { recursive: true });
writeFileSync(join(gameDir, 'generated-factory.js'), buildFactorySource(sourceProject, opts || {}));
copyFileSync(join(sharedDir, 'entry-bundle.template.js'), join(gameDir, 'entry-bundle.js'));
copyFileSync(join(sharedDir, 'index.template.html'), join(gameDir, 'index.html'));
return join(gameDir, 'entry-bundle.js'); // → node scripts/build.mjs <此> <out> --global-name=__GameBundle
}

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@ -0,0 +1,41 @@
/**
* scaffold.test.mjs E2 buildFactorySource 零依赖 node 单测node --test
* owner前端+引擎线Mac计划 002 U2SourceProject generated-factory.js 文本工件正确
*
* scaffoldFromSource fs 编排 + build.mjs 全链是集成段( esbuild),已由 _adapter-probe 真九门验证(commit 046454d9);
* 本单测只覆盖纯文本生成 buildFactorySource( fs/ esbuild, package.jsonlane 本机零依赖只跑 node --test)
*/
import { test } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync } from 'node:fs';
import { fileURLToPath } from 'node:url';
import { dirname, join } from 'node:path';
import { buildFactorySource, STD_ADAPTER_IMPORT } from './scaffold-from-source.mjs';
const HERE = dirname(fileURLToPath(import.meta.url));
const SOURCE = JSON.parse(readFileSync(join(HERE, 'fixtures', 'tap-target.source.json'), 'utf8'));
test('buildFactorySource 产合契约 generated-factory 文本', () => {
const src = buildFactorySource(SOURCE);
// 适配器 import(标准深度)+ 默认导出工厂 + 内联 SOURCE。
assert.ok(src.includes(`import { adaptGameDefinition } from '${STD_ADAPTER_IMPORT}'`), '应含适配器 import');
assert.ok(src.includes('export default adaptGameDefinition(SOURCE)'), '应默认导出工厂');
assert.ok(src.includes('const SOURCE ='), '应内联 SOURCE 常量');
});
test('内联 SOURCE 可往返 parse 且与原 SourceProject 深等', () => {
const src = buildFactorySource(SOURCE);
// 抽出 "const SOURCE = {...};" 的 JSON 体,JSON.parse 往返应与原 source 深等(无丢字段/无污染)。
const m = src.match(/const SOURCE = ([\s\S]*?);\nexport default/);
assert.ok(m, '应能定位内联 SOURCE 字面量');
const roundTrip = JSON.parse(m[1]);
assert.deepEqual(roundTrip, SOURCE, '内联 source 应与原 SourceProject 深等');
});
test('adapterImport 可覆盖(非标准深度 game 目录)', () => {
const src = buildFactorySource(SOURCE, { adapterImport: '../../src/adapter/create-game-from-definition.js' });
assert.ok(src.includes(`from '../../src/adapter/create-game-from-definition.js'`), '应用覆盖的 import 路径');
assert.ok(!src.includes(STD_ADAPTER_IMPORT), '不应再含标准路径');
});

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@ -37,9 +37,11 @@ game-studio/
- [x] **4 个 contractGaps 已由契约 owner 在 Wave3 补齐**publish 门禁明细(GAP-1 ProjectPublishRespVO) / GamePackage 取包端点(GAP-2 runtime manifestUrl) / ShareMeta versionId(GAP-3) / 遥测 snake→camel(GAP-4)。 - [x] **4 个 contractGaps 已由契约 owner 在 Wave3 补齐**publish 门禁明细(GAP-1 ProjectPublishRespVO) / GamePackage 取包端点(GAP-2 runtime manifestUrl) / ShareMeta versionId(GAP-3) / 遥测 snake→camel(GAP-4)。
- [x] **已 git 提交**(前端脊柱 `67ad750`)。 - [x] **已 git 提交**(前端脊柱 `67ad750`)。
- [ ] **真实联调staging切 `VITE_API_BASE_URL` 接 mini-desktop 后端5 条链路端到端走查)** ← 当前最高价值待办,见总账 §5「联调」。 - [ ] **真实联调staging切 `VITE_API_BASE_URL` 接 mini-desktop 后端5 条链路端到端走查)** ← 当前最高价值待办,见总账 §5「联调」。
- [ ] 安全测试补postMessage 双校验"拒非法 origin/schema"独立验证。 - [x] **本地渲染真玩件**(创作预览 + 玩家试玩均渲染【真生成物】,非 demoruntime mock 对 studio 生成版本(≥9001)回填 manifestUrl 指本地静态 manifest内嵌 E1 适配器 engineBundle/__GameBundle。**本地预览/试玩前先跑 `node scripts/gen-preview-manifest.mjs`**(生成 `public/mock-manifests/9001.json`gitignore 不入库)。绕开 T1b 替换中自研壳的 `load_timeout`CDP 走查实证create→preview/9001、改进→preview/9002、feed→play/1/9001 均渲染 tap-target 真玩件)。
- [x] 安全测试补postMessage 双校验"拒非法 origin/schema"独立验证(`src/host/bridge.security.test.mts`12 例覆盖全 RejectReason + 空白名单默认拒 + dispose 失活;跑:`node --import tsx --test src/host/bridge.security.test.mts`)。
- [ ] 可选卡片点击热区扩大到整卡mock 假数据品牌文案srcdoc 生产收紧 origin。 - [ ] 可选卡片点击热区扩大到整卡mock 假数据品牌文案srcdoc 生产收紧 origin。
## 验证门铁律(本仓特有,勿踩) ## 验证门铁律(本仓特有,勿踩)
- **`vue-tsc --noEmit` 在本仓恒退 0 = 假门禁**(根 tsconfig files:[])。类型检查权威 = `npm run build`(含 `vue-tsc -b`)。 - **`vue-tsc --noEmit` 在本仓恒退 0 = 假门禁**(根 tsconfig files:[])。类型检查权威 = `npm run build`(含 `vue-tsc -b`)。
- **单测 = `npm test`vitest`src/**/*.spec.ts`**U6 已立 store/Create 测;新增 store/组件逻辑须带 spec(vi.mock 隔离 api/router)。另 `src/host/bridge.security.test.mts` 走 `node --import tsx --test``.mts` 不入构建,见文件头)。
- mock 数据严格贴契约 YAML发现缺口上报 contractGaps、**不私造契约**。 - mock 数据严格贴契约 YAML发现缺口上报 contractGaps、**不私造契约**。

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@ -22,3 +22,6 @@ dist-ssr
*.njsproj *.njsproj
*.sln *.sln
*.sw? *.sw?
# 本地预览静态 manifest(含大 engineBundle)——由 scripts/gen-preview-manifest.mjs 生成,不入库
public/mock-manifests/

File diff suppressed because it is too large Load Diff

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@ -6,7 +6,8 @@
"scripts": { "scripts": {
"dev": "vite", "dev": "vite",
"build": "vue-tsc -b && vite build", "build": "vue-tsc -b && vite build",
"preview": "vite preview" "preview": "vite preview",
"test": "vitest run"
}, },
"dependencies": { "dependencies": {
"axios": "^1.17.0", "axios": "^1.17.0",
@ -19,9 +20,12 @@
"devDependencies": { "devDependencies": {
"@types/node": "^24.12.3", "@types/node": "^24.12.3",
"@vitejs/plugin-vue": "^6.0.6", "@vitejs/plugin-vue": "^6.0.6",
"@vue/test-utils": "^2.4.11",
"@vue/tsconfig": "^0.9.1", "@vue/tsconfig": "^0.9.1",
"happy-dom": "^20.10.5",
"typescript": "~6.0.2", "typescript": "~6.0.2",
"vite": "^8.0.12", "vite": "^8.0.12",
"vitest": "^3.2.6",
"vue-tsc": "^3.2.8" "vue-tsc": "^3.2.8"
} }
} }

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@ -0,0 +1,63 @@
/**
* gen-preview-manifest.mjs 生成本地预览的静态 GamePackage manifest E1 适配器 engineBundle
*
* 为什么本地 mock 预览/create/preview/9001旧走 manifestUrl demo 兜底 demo 兜底用的
* 自研壳正被 T1bLittleJS+Runner v2替换 本地 load_timeout 玩不了本脚本把已验九门的 E1 适配器产物
* bundle(__GameBundle) 包成一份 GamePackage 静态件宿主 GamePlayer fetchAndVerifyManifest sha256
* 引擎包路真玩本地闭合 create预览可玩闭环CDP 走查实证
*
* 用法 game-studio/ node scripts/gen-preview-manifest.mjs
* public/mock-manifests/9001.jsongitignore不入库体积大
* 打印 OUTER_CHECKSUM若与 src/mock/runtime.ts LOCAL_MANIFEST_CHECKSUM 不一致按打印值更新它
*
* 确定性 bundle = 仓内已提交的 game-runtime/games/_wg1-gen/_adapter-probe/bundle.iife.jsesbuild 确定性产物
* 故同一源 bundle 同一 manifest json 同一 sha256 硬编码 checksum 稳定换源 bundle 须重跑并同步 checksum
*/
import { readFileSync, writeFileSync, mkdirSync } from 'node:fs'
import { createHash } from 'node:crypto'
import { fileURLToPath } from 'node:url'
import { dirname, resolve } from 'node:path'
const HERE = dirname(fileURLToPath(import.meta.url))
const studioRoot = resolve(HERE, '..')
// 源 = 已提交的九门探针 bundleE1 适配器 tap-target 产物__GameBundle.bootGameHost 入口)
const BUNDLE_PATH = resolve(studioRoot, '../game-runtime/games/_wg1-gen/_adapter-probe/bundle.iife.js')
const OUT_PATH = resolve(studioRoot, 'public/mock-manifests/9001.json')
const bundle = readFileSync(BUNDLE_PATH, 'utf8')
// GamePackage对齐 contract.ts GamePackage / game-package.schema.json#4assets 空走几何兜底)
const pkg = {
schemaVersion: '1.0',
gameId: '1',
versionId: '9001',
templateId: 'generic',
gameConfig: { title: '本地预览 · 点目标', winScore: 3 },
assets: [],
manifest: {
runtimeVersion: '1.0.0',
entry: 'index.html',
preloadPolicy: 'eager',
bundleSize: Buffer.byteLength(bundle),
checksum: createHash('sha256').update(bundle).digest('hex'), // 内层=bundle 自身 sha256非校验门
},
meta: {
title: '本地预览 · 点目标',
summary: 'E1 适配器产物(__GameBundle)经本地 mock 预览试玩——闭合 create→预览可玩闭环。',
cover: 'data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==',
ageRating: 'all',
},
engineBundle: bundle, // 宿主 inject.ts 取此作独立内联 <script> → window.__GameBundle
provenance: { model: 'adapter-probe', traceId: 'local-preview-9001' },
}
const json = JSON.stringify(pkg) // 被服务的原文vite 原样静态服务)
mkdirSync(dirname(OUT_PATH), { recursive: true })
writeFileSync(OUT_PATH, json)
// 外层 checksum = sha256(被服务 json 原文),宿主 fetchAndVerifyManifest 据此校验(须 = runtime.ts LOCAL_MANIFEST_CHECKSUM
const checksum = createHash('sha256').update(json, 'utf8').digest('hex')
console.log('[gen-preview-manifest] 写出:', OUT_PATH.replace(studioRoot + '/', ''))
console.log('[gen-preview-manifest] bytes:', Buffer.byteLength(json))
console.log('[gen-preview-manifest] OUTER_CHECKSUM:', checksum)
console.log('[gen-preview-manifest] ↑ 若与 src/mock/runtime.ts LOCAL_MANIFEST_CHECKSUM 不一致,按此更新。')

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@ -0,0 +1,50 @@
/**
* studio.spec.ts studio api plan 002 U6; api , store/ U6
* api frozen studio.yaml url/method/data ();request mock `npm test`
*/
import { describe, it, expect, vi, beforeEach } from 'vitest'
// mock request 包络(studio.ts: `import { request } from './request'`)
vi.mock('./request', () => ({ request: vi.fn().mockResolvedValue({}) }))
import { request } from './request'
import { getTemplates, createGame, modifyGame, extendGame, getTaskChain, regenerate } from './studio'
const req = request as unknown as ReturnType<typeof vi.fn>
describe('studio api 客户端(对 frozen studio.yaml 的 url/method 钉)', () => {
beforeEach(() => vi.clearAllMocks())
it('getTemplates → GET /app-api/studio/template/list', async () => {
await getTemplates()
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/template/list', method: 'get' })
})
it('createGame → POST /app-api/studio/create + data', async () => {
const body = { title: 'T', prompt: 'p', templateId: 'generic' }
await createGame(body)
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/create', method: 'post', data: body })
})
it('modifyGame → POST /app-api/studio/modify + data', async () => {
const body = { baseVersionId: 9001, mode: 'deterministic' as const, target: { kind: 'config' as const, path: '/config/speed' }, payload: { value: { speed: 5 } } }
await modifyGame(body)
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/modify', method: 'post', data: body })
})
it('extendGame → POST /app-api/studio/extend + data', async () => {
const body = { baseVersionId: 9001, intent: '再加一关' }
await extendGame(body)
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/extend', method: 'post', data: body })
})
it('getTaskChain → GET /app-api/studio/task/{id}', async () => {
await getTaskChain(1001)
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/task/1001', method: 'get' })
})
it('regenerate → POST /app-api/studio/task/{id}/regenerate', async () => {
await regenerate(1001)
expect(req).toHaveBeenCalledWith({ url: '/app-api/studio/task/1001/regenerate', method: 'post' })
})
})

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@ -0,0 +1,92 @@
/**
* studio API contracts/api-schemas/studio.yaml
* /app-api/studio/* task/{id} versionId
*
* execution §5.6 / C3
* - createdraft+generate templateId generic
* - modifydeterministic / regenerate-module behavior
* - extendadditive //
* - StudioTaskChain task/{id} status=2 versionId
*/
import { request } from './request'
import type {
StudioTemplate,
StudioCreateReq,
StudioModifyReq,
StudioExtendReq,
StudioTaskChain,
} from './types'
/**
* aigc
* GET /app-api/studio/template/list
*/
export function getTemplates(): Promise<StudioTemplate[]> {
return request<StudioTemplate[]>({
url: '/app-api/studio/template/list',
method: 'get',
})
}
/**
* draft+generate
* POST /app-api/studio/create
* @param req title/prompt templateId genericassetContext
*/
export function createGame(req: StudioCreateReq): Promise<StudioTaskChain> {
return request<StudioTaskChain>({
url: '/app-api/studio/create',
method: 'post',
data: req,
})
}
/**
* currentVersion
* POST /app-api/studio/modify
* @param req baseVersionId + mode(deterministic/regenerate-module) + target + payload
*/
export function modifyGame(req: StudioModifyReq): Promise<StudioTaskChain> {
return request<StudioTaskChain>({
url: '/app-api/studio/modify',
method: 'post',
data: req,
})
}
/**
* additive //
* POST /app-api/studio/extend
* @param req baseVersionId + intent+ assetContext
*/
export function extendGame(req: StudioExtendReq): Promise<StudioTaskChain> {
return request<StudioTaskChain>({
url: '/app-api/studio/extend',
method: 'post',
data: req,
})
}
/**
* status=2/3
* GET /app-api/studio/task/{id}
* @param id IDtaskChainId
*/
export function getTaskChain(id: number): Promise<StudioTaskChain> {
return request<StudioTaskChain>({
url: `/app-api/studio/task/${id}`,
method: 'get',
})
}
/**
* /retryOf
* POST /app-api/studio/task/{id}/regenerate
* @param id ID
*/
export function regenerate(id: number): Promise<StudioTaskChain> {
return request<StudioTaskChain>({
url: `/app-api/studio/task/${id}/regenerate`,
method: 'post',
})
}

View File

@ -687,3 +687,119 @@ export interface BizConfirmReq {
/** 确认的 demo 版本 ID */ /** 确认的 demo 版本 ID */
demoVersionId?: number demoVersionId?: number
} }
/* ============================== studio.yaml ============================== */
/** 玩法模板studio.yaml StudioTemplateRespVO透传 aigc 模板注册表) */
export interface StudioTemplate {
templateId: string
name: string
description?: string
coverUrl?: string
/** 示例 PromptP-CRT-11 */
examplePrompt?: string
}
/** 六类素材类别(对齐 source-project.schema.json assetSpec.category */
export type StudioAssetCategory = 'sprite' | 'character' | 'effect' | 'scene' | 'ui' | 'music'
/** 六类素材引用studio.yaml StudioAssetContextItem取代旧 attachments */
export interface StudioAssetContextItem {
category: StudioAssetCategory
/** 平台 assetId/ref */
ref: string
/** 只读镜像 URL可空 */
url?: string
/** 素材来源 provider可空默认 mmx-cli */
provider?: string
}
/** 一步式创作请求体studio.yaml StudioCreateReqVOdraft+generate 封装) */
export interface StudioCreateReq {
/** 作品标题≤128 */
title: string
/** 一句话 Prompt≤1000必填 */
prompt: string
/** 玩法模板/品类引导 ID缺省 generic */
templateId?: string
/** 六类素材引用(空=纯一句话生成) */
assetContext?: StudioAssetContextItem[]
/** 幂等键(防重复提交触发重复生成,可空) */
idempotencyKey?: string
}
/** modify 模式studio.yaml StudioModifyReqVO.mode */
export type StudioModifyMode = 'deterministic' | 'regenerate-module'
/** modify 目标部件类别studio.yaml StudioModifyTarget.kind */
export type StudioModifyKind = 'asset' | 'config' | 'level' | 'behavior'
/** 寻址源项目部件studio.yaml StudioModifyTargetpath 与 id 至少其一) */
export interface StudioModifyTarget {
/** 换美术=asset / 调参=config / 改关卡=level / 改玩法=behavior */
kind: StudioModifyKind
/** 源项目内 JSON 指针(如 /config/speed、/gameDefinition/scenes/2 */
path?: string
/** 或按部件 id 寻址behaviors[].id / assets[].id */
id?: string
}
/** modify 载荷studio.yaml StudioModifyPayloaddeterministic 用 valueregenerate-module 用 intent */
export interface StudioModifyPayload {
/** deterministic 新值(确定性覆写免 LLM */
value?: Record<string, unknown>
/** regenerate-module 改玩法逻辑的自然语言意图 */
intent?: string
}
/**
* studio.yaml StudioModifyReqVO
* mode×target.kind
* deterministic kind{asset,config,level} payload.value
* regenerate-module kind=behavior payload.intent
*/
export interface StudioModifyReq {
/** 被改的 base 产物版本 ID */
baseVersionId: number
mode: StudioModifyMode
target: StudioModifyTarget
payload: StudioModifyPayload
idempotencyKey?: string
}
/** 内容扩展请求体studio.yaml StudioExtendReqVOadditive 加关卡/机制/内容) */
export interface StudioExtendReq {
baseVersionId: number
/** 扩展意图(加关卡/机制/内容) */
intent: string
/** 扩展用的新增六类素材引用(可空) */
assetContext?: StudioAssetContextItem[]
idempotencyKey?: string
}
/**
* studio.yaml StudioTaskChainRespVO.status
* 0 / 1 / 2 / 3
*/
export type StudioTaskChainStatus = 0 | 1 | 2 | 3
/** 创作任务链studio.yaml StudioTaskChainRespVO轮询用 */
export interface StudioTaskChain {
/** 创作任务链 IDtaskChainId轮询用 */
id: number
/** 所属创作会话 ID */
sessionId?: number
/** 委托的 aigc 生成任务 ID */
aigcTaskId?: number
/** 关联游戏 ID */
gameId?: number
/** 产物版本 ID完成后非空 */
versionId?: number
status: StudioTaskChainStatus
/** 进度百分比 0-100 */
progress: number
/** 若为重生成,指向原任务链 IDP-CRT-09 血缘) */
retryOf?: number
/** modify/extend 血缘:本预览版派生自的 base 版本create/generate 为空) */
baseVersionId?: number
}

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@ -0,0 +1,143 @@
/**
* bridge.security.test.mts 宿 postMessage 线
* game-studio/.agent TODOpostMessage "拒非法 origin/schema"
* security-and-reliability §1.1 线 origin schema
*
* node --import tsx --test src/host/bridge.security.test.mts
* .mts tsconfig.app include[src/**\/*.ts] , vue-tsc -b , game-runtime node --test
*
* window message handler {origin,data} jsdom/
* / origin|schema RejectReason + + dispose
*/
import test from 'node:test';
import assert from 'node:assert/strict';
// —— 桩 window必须在 new HostBridge 前置好(构造期 addEventListenerbridge 模块级不碰 window——
let captured: ((ev: { origin: string; data: unknown }) => void) | null = null;
(globalThis as { window?: unknown }).window = {
addEventListener: (type: string, h: (ev: { origin: string; data: unknown }) => void) => {
if (type === 'message') captured = h;
},
removeEventListener: () => {},
};
const { HostBridge } = await import('./bridge.ts');
const { SDK_CHANNEL } = await import('./contract.ts');
const ALLOWED = 'https://play.example.com';
/** 造一座桥 + 间谍收集 onMessage/onReject + 合成事件触发器 */
function setup(allowedOrigins: string[] = [ALLOWED]) {
captured = null;
const delivered: unknown[] = [];
const rejected: { reason: string; origin: string }[] = [];
const bridge = new HostBridge({
targetWindow: null,
allowedOrigins,
onMessage: (e) => delivered.push(e),
onReject: (reason, _raw, origin) => rejected.push({ reason, origin }),
});
return {
bridge,
delivered,
rejected,
fire: (ev: { origin: string; data: unknown }) => captured!(ev),
};
}
/** 合法信封(可覆写字段造非法用例) */
function envelope(over: Record<string, unknown> = {}): Record<string, unknown> {
return {
channel: SDK_CHANNEL,
type: 'lifecycle',
direction: 'game_to_host',
traceId: 't-1',
payload: { event: 'game_loaded' },
...over,
};
}
test('合法 origin + 合法信封 → 分发且不拒', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: ALLOWED, data: envelope() });
assert.equal(delivered.length, 1, '合法消息应分发');
assert.equal(rejected.length, 0, '合法消息不应被拒');
});
test('非法 origin → 拒 origin_not_allowed 且不分发(第一道)', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: 'https://evil.example.com', data: envelope() });
assert.equal(delivered.length, 0, '非法 origin 绝不分发');
assert.equal(rejected[0]?.reason, 'origin_not_allowed');
});
test('空白名单 → 默认拒所有 origin安全默认拒绝', () => {
const { fire, delivered, rejected } = setup([]);
fire({ origin: ALLOWED, data: envelope() });
assert.equal(delivered.length, 0);
assert.equal(rejected[0]?.reason, 'origin_not_allowed');
});
test('合法 origin + 非对象 data → 拒 not_object', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: ALLOWED, data: 'definitely-not-an-object' });
assert.equal(delivered.length, 0);
assert.equal(rejected[0]?.reason, 'not_object');
});
test('channel 不匹配(伪造/噪声)→ 拒 channel_mismatch', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: ALLOWED, data: envelope({ channel: 'evil-channel' }) });
assert.equal(delivered.length, 0);
assert.equal(rejected[0]?.reason, 'channel_mismatch');
});
test('type 非白名单(如注入 exec→ 拒 bad_type', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: ALLOWED, data: envelope({ type: 'exec' }) });
assert.equal(delivered.length, 0);
assert.equal(rejected[0]?.reason, 'bad_type');
});
test('direction 非法 → 拒 bad_direction', () => {
const { fire, rejected } = setup();
fire({ origin: ALLOWED, data: envelope({ direction: 'sideways' }) });
assert.equal(rejected[0]?.reason, 'bad_direction');
});
test('缺 traceId → 拒 bad_payload', () => {
const { fire, rejected } = setup();
const e = envelope();
delete e.traceId;
fire({ origin: ALLOWED, data: e });
assert.equal(rejected[0]?.reason, 'bad_payload');
});
test('缺 payload 字段 → 拒 bad_payload', () => {
const { fire, rejected } = setup();
const e = envelope();
delete e.payload;
fire({ origin: ALLOWED, data: e });
assert.equal(rejected[0]?.reason, 'bad_payload');
});
test('requestId 存在但非字符串 → 拒 bad_payload', () => {
const { fire, rejected } = setup();
fire({ origin: ALLOWED, data: envelope({ requestId: 123 }) });
assert.equal(rejected[0]?.reason, 'bad_payload');
});
test('合法 requestId字符串随合法信封 → 分发', () => {
const { fire, delivered, rejected } = setup();
fire({ origin: ALLOWED, data: envelope({ type: 'ad', requestId: 'r-1' }) });
assert.equal(rejected.length, 0);
assert.equal(delivered.length, 1);
});
test('dispose 后任何消息均不再处理', () => {
const { bridge, fire, delivered, rejected } = setup();
bridge.dispose();
fire({ origin: ALLOWED, data: envelope() });
assert.equal(delivered.length, 0, 'dispose 后不分发');
assert.equal(rejected.length, 0, 'dispose 后直接 return不走校验/不回调 onReject');
});

View File

@ -3,7 +3,7 @@
*/ */
export default { export default {
common: { common: {
brand: 'Huijing AI', brand: '造梦AI',
nav: { feed: 'Feed', create: 'Create', message: 'Inbox', me: 'Me', discover: 'Discover' }, nav: { feed: 'Feed', create: 'Create', message: 'Inbox', me: 'Me', discover: 'Discover' },
action: { play: 'Play now', share: 'Share', save: 'Save', submit: 'Submit', cancel: 'Cancel', confirm: 'Confirm', back: 'Back', retry: 'Retry', more: 'More', prev: 'Previous', next: 'Next' }, action: { play: 'Play now', share: 'Share', save: 'Save', submit: 'Submit', cancel: 'Cancel', confirm: 'Confirm', back: 'Back', retry: 'Retry', more: 'More', prev: 'Previous', next: 'Next' },
state: { loading: 'Loading', empty: 'Nothing here yet', saved: 'Saved', failed: 'Failed', success: 'Success' }, state: { loading: 'Loading', empty: 'Nothing here yet', saved: 'Saved', failed: 'Failed', success: 'Success' },

View File

@ -45,8 +45,36 @@ export default {
stateReady: 'Playable', stateReady: 'Playable',
stateError: 'Load failed', stateError: 'Load failed',
loadFailed: 'Load failed', loadFailed: 'Load failed',
refine: 'Refine',
regenerate: 'Redo', regenerate: 'Redo',
goPublish: 'Publish', goPublish: 'Publish',
needProjectToast: 'Open this work from “My Projects” before publishing', needProjectToast: 'Open this work from “My Projects” before publishing',
}, },
// —— Refine page (/create/modify/:versionId; maps studio extend / modify) ——
modify: {
title: 'Refine',
baseLabel: 'Based on version',
tabExtend: 'Extend',
tabBehavior: 'Gameplay',
tabTweak: 'Tweak',
extendHint: 'Describe new content to append to the existing game',
extendPlaceholder: 'e.g. add a boss level',
behaviorHint: 'Describe how the gameplay should change; AI rewrites only that logic',
behaviorPlaceholder: 'e.g. make the meteors sway left and right',
targetLabel: 'Target behavior (optional, defaults to first)',
targetPlaceholder: 'behavior id or path, e.g. /gameDefinition/behaviors/0',
tweakKindLabel: 'Target',
kindConfig: 'Param',
kindAsset: 'Asset',
kindLevel: 'Level',
tweakPathLabel: 'Path',
tweakPathPlaceholder: 'e.g. /config/speed',
tweakValueLabel: 'New value (JSON)',
tweakValuePlaceholder: 'JSON, e.g. "speed": 5',
valueInvalid: 'New value is not valid JSON',
emptyIntent: 'Please enter a description first',
emptyPath: 'Please enter the path to modify',
submit: 'Submit',
submitting: 'Submitting…',
},
} }

View File

@ -55,9 +55,38 @@ export default {
stateError: '加载失败', stateError: '加载失败',
loadFailed: '加载失败', // onError 无 message 时的兜底文案 loadFailed: '加载失败', // onError 无 message 时的兜底文案
// 底部操作 // 底部操作
refine: '改进作品',
regenerate: '不满意,重做', regenerate: '不满意,重做',
goPublish: '满意,去发布', goPublish: '满意,去发布',
// 缺项目 ID 无法发布时的 Toast 提示 // 缺项目 ID 无法发布时的 Toast 提示
needProjectToast: '请从「我的项目」进入该作品后再发布', needProjectToast: '请从「我的项目」进入该作品后再发布',
}, },
// —— 改进作品页(/create/modify/:versionId映射 studio 契约 extend / modify ——
modify: {
title: '改进作品',
baseLabel: '基于版本',
// 三种改进方式:扩展(extend) / 改玩法(modify regenerate-module) / 调参(modify deterministic)
tabExtend: '扩展',
tabBehavior: '改玩法',
tabTweak: '调参',
extendHint: '描述要新增的内容AI 会在现有作品上追加',
extendPlaceholder: '如:再加一个 boss 关卡',
behaviorHint: '用一句话描述玩法怎么改AI 只重写对应玩法逻辑',
behaviorPlaceholder: '如:把陨石改成会左右摇摆',
targetLabel: '目标行为(可空,默认首个)',
targetPlaceholder: '行为 id 或路径,如 /gameDefinition/behaviors/0',
tweakKindLabel: '调整对象',
kindConfig: '参数',
kindAsset: '素材',
kindLevel: '关卡',
tweakPathLabel: '路径',
tweakPathPlaceholder: '如 /config/speed',
tweakValueLabel: '新值JSON',
tweakValuePlaceholder: 'JSON,如 "speed": 5',
valueInvalid: '新值不是合法 JSON请检查',
emptyIntent: '请先填写描述',
emptyPath: '请填写要修改的路径',
submit: '提交改进',
submitting: '提交中…',
},
} }

View File

@ -4,7 +4,7 @@
*/ */
export default { export default {
common: { common: {
brand: '绘境AI', brand: '造梦AI',
nav: { feed: '游戏流', create: '创作', message: '消息', me: '我的', discover: '发现' }, nav: { feed: '游戏流', create: '创作', message: '消息', me: '我的', discover: '发现' },
action: { play: '立即玩', share: '分享', save: '保存', submit: '提交', cancel: '取消', confirm: '确定', back: '返回', retry: '重试', more: '更多', prev: '上一个', next: '下一个' }, action: { play: '立即玩', share: '分享', save: '保存', submit: '提交', cancel: '取消', confirm: '确定', back: '返回', retry: '重试', more: '更多', prev: '上一个', next: '下一个' },
state: { loading: '加载中', empty: '这里还没有内容', saved: '已保存', failed: '失败', success: '成功' }, state: { loading: '加载中', empty: '这里还没有内容', saved: '已保存', failed: '失败', success: '成功' },

View File

@ -24,7 +24,7 @@ import type {
/** 四类消息标题/正文词库(拼出有辨识度的 demo 文案) */ /** 四类消息标题/正文词库(拼出有辨识度的 demo 文案) */
const TYPE_SAMPLES: Record<CommunityMsgType, { title: string; content: string }[]> = { const TYPE_SAMPLES: Record<CommunityMsgType, { title: string; content: string }[]> = {
1: [ 1: [
{ title: '欢迎来到绘境AI', content: '完善资料、发布你的第一个作品,开启创作之旅。' }, { title: '欢迎来到造梦AI', content: '完善资料、发布你的第一个作品,开启创作之旅。' },
{ title: '账号安全提醒', content: '检测到你在新设备登录,如非本人操作请及时修改密码。' }, { title: '账号安全提醒', content: '检测到你在新设备登录,如非本人操作请及时修改密码。' },
], ],
2: [ 2: [

View File

@ -41,7 +41,7 @@ function cover(seed: number, title: string): string {
<rect width="375" height="640" fill="url(#g)"/> <rect width="375" height="640" fill="url(#g)"/>
<circle cx="300" cy="120" r="90" fill="${accent}" opacity="0.12"/> <circle cx="300" cy="120" r="90" fill="${accent}" opacity="0.12"/>
<text x="28" y="540" fill="#eef6ff" font-size="30" font-family="sans-serif" font-weight="700">${title}</text> <text x="28" y="540" fill="#eef6ff" font-size="30" font-family="sans-serif" font-weight="700">${title}</text>
<text x="28" y="575" fill="${accent}" font-size="15" font-family="sans-serif"> demo </text></svg>` <text x="28" y="575" fill="${accent}" font-size="15" font-family="sans-serif"> demo </text></svg>`
return `data:image/svg+xml;utf8,${encodeURIComponent(svg)}` return `data:image/svg+xml;utf8,${encodeURIComponent(svg)}`
} }
@ -182,7 +182,7 @@ function shareHandler(req: MockRequest): ShareMeta {
shareUrl: `https://wanxiang.ai/share/${gameId}?utm_source=${encodeURIComponent(channel)}`, shareUrl: `https://wanxiang.ai/share/${gameId}?utm_source=${encodeURIComponent(channel)}`,
ogTitle: `来玩《${title}`, ogTitle: `来玩《${title}`,
ogImage: cover(gameId, title), ogImage: cover(gameId, title),
ogDescription: '绘境AI 一句话生成的小游戏,点开即玩', ogDescription: '造梦AI 一句话生成的小游戏,点开即玩',
channel, channel,
} }
} }

View File

@ -11,6 +11,7 @@ import type { MockRequest } from './shared'
import { MockError, matchPath } from './shared' import { MockError, matchPath } from './shared'
import { feedRoutes } from './feed' import { feedRoutes } from './feed'
import { aigcRoutes } from './aigc' import { aigcRoutes } from './aigc'
import { studioRoutes } from './studio'
import { runtimeRoutes } from './runtime' import { runtimeRoutes } from './runtime'
import { projectRoutes } from './project' import { projectRoutes } from './project'
import { telemetryRoutes } from './telemetry' import { telemetryRoutes } from './telemetry'
@ -21,6 +22,7 @@ import { bizRoutes } from './biz'
const ALL_ROUTES = [ const ALL_ROUTES = [
...feedRoutes, ...feedRoutes,
...aigcRoutes, ...aigcRoutes,
...studioRoutes,
...runtimeRoutes, ...runtimeRoutes,
...projectRoutes, ...projectRoutes,
...telemetryRoutes, ...telemetryRoutes,

View File

@ -49,7 +49,7 @@ function ensureSeed() {
projects.set(id, { projects.set(id, {
id, id,
title: s.title, title: s.title,
summary: '绘境AI 生成的小游戏 demo', summary: '造梦AI 生成的小游戏 demo',
coverUrl: '', coverUrl: '',
tags: ['休闲', 'demo'], tags: ['休闲', 'demo'],
templateId: s.templateId, templateId: s.templateId,

View File

@ -22,44 +22,67 @@ const tokenToSession = new Map<string, number>()
const endedSessions = new Set<number>() const endedSessions = new Set<number>()
let sessionSeq = 50000 let sessionSeq = 50000
/** iframe 沙箱策略(本地预览/开发同源srcdoc allow-same-origin → 文档 origin=宿主 originbridge 双校验放行) */
const LOCAL_SANDBOX = {
sandboxAttr: 'allow-scripts allow-same-origin',
allowOrigins: [
'http://localhost:5173',
'http://localhost:4173',
'http://127.0.0.1:5173',
'http://127.0.0.1:4173',
],
}
/**
* demo (9001) manifestpublic/mock-manifests/9001.jsonvite = /app-api mock
* E1 engineBundle(__GameBundle)宿 fetchAndVerifyManifest checksum(sha256)
* create
* checksum = sha256( json ) json `scripts/gen-preview-manifest.mjs` gitignore
* `node scripts/gen-preview-manifest.mjs` OUTER_CHECKSUM bundle
*/
const LOCAL_MANIFEST_URL = '/mock-manifests/9001.json'
const LOCAL_MANIFEST_CHECKSUM = '3f90757fb5e26a8d5117628546d27369411662696037e6b5a8a0ec0bfa2652d0'
const LOCAL_MANIFEST_BYTES = 215772
/** GET /app-api/runtime/package/:versionId?scene */ /** GET /app-api/runtime/package/:versionId?scene */
function packageHandler(req: MockRequest): RuntimePackage { function packageHandler(req: MockRequest): RuntimePackage {
const versionId = Number(req.params.versionId) const versionId = Number(req.params.versionId)
if (!versionId) throw new MockError(1102001001, '无对应就绪运行包') if (!versionId) throw new MockError(1102001001, '无对应就绪运行包')
// gameId 在真实后端由 version 关联得到mock 给一个稳定派生值 // studio mock 生成的版本create=9001 / modify·extend=9002,9003…均自 DEMO_VERSION_ID 起增):
const gameId = versionId === DEMO_VERSION_ID ? 1 : versionId // 回填 manifestUrl 指本地静态 manifest内嵌 engineBundle宿主走引擎包路真玩——create/改进 全路径预览皆可玩。
// 整包字节:贴 §8 AC7 Runtime <15KB 语境,这里给一个合理 demo 包体积 // 旧路「无 manifestUrl→demo 兜底」走的是【被 T1b 替换中的自研壳】→ 本地 load_timeout
const bundleSize = 14_336 // 改走 engineBundle(__GameBundle.bootGameHost) 后本地预览即试玩真生成物CDP 走查实证)。
// 同一静态 manifest 服所有版本demo 同一玩件;manifest 内 versionId 字段仅元信息,不影响渲染)。
if (versionId >= DEMO_VERSION_ID) {
return {
gameId: 1, // studio mock 链一律 gameId=1DEMO_GAME_ID
versionId,
templateId: 'generic',
packageUrl: LOCAL_MANIFEST_URL,
manifestUrl: LOCAL_MANIFEST_URL,
entry: 'index.html',
runtimeVersion: '1.0.0',
preloadPolicy: 'eager',
bundleSize: LOCAL_MANIFEST_BYTES,
checksum: LOCAL_MANIFEST_CHECKSUM, // = sha256(被服务 9001.json 原文)fetchAndVerifyManifest 据此校验
sandbox: LOCAL_SANDBOX,
traceId: `tr-pkg-${versionId}`,
}
}
// 非 studio 生成的旧版本号(<9001保持无 manifestUrl → demo 兜底(同原行为;真 manifestUrl 走 staging 联调)。
return { return {
gameId, gameId: versionId,
versionId, versionId,
// 模板clicker与 demo 点击计数玩法一致)
templateId: 'clicker', templateId: 'clicker',
packageUrl: `/games/${gameId}/versions/${versionId}/manifest.json`, packageUrl: `/games/${versionId}/versions/${versionId}/manifest.json`,
// GAP-2mock 刻意「不」回填 manifestUrl。 // manifestUrl: undefined无对应静态件 → GamePlayer.resolvePackage 走 demo 兜底)
// 宿主 GamePlayer.resolvePackage 对「无 manifestUrl」走 demo 兜底assets 为空的 clicker
// 保证本地 mock 链路无需真实 OSS 即可跑通;而 manifestUrl 的 fetch+sha256 校验路径在
// 隔离 staging 联调runtime 回填真实 manifestUrl + OSS CORS时验证。
// 若在此填一个 mock 中间件(仅拦 /app-api、/admin-api无法服务的 /games/... 路径,
// 只会触发取包失败兜底,污染 error 事件,故不填。详见返回 openIssues。
// manifestUrl: undefined,
// 入口约定为 'demo'A2 Runtime 据此加载内置 demo 游戏(非真实文件路径,链路约定值)
entry: 'demo', entry: 'demo',
runtimeVersion: '1.0.0', runtimeVersion: '1.0.0',
preloadPolicy: 'eager', preloadPolicy: 'eager',
bundleSize, bundleSize: 14_336, // §8 AC7 Runtime <15KB 语境的合理 demo 包体积
checksum: fakeSha256(`pkg-${gameId}-${versionId}`), checksum: fakeSha256(`pkg-${versionId}`),
sandbox: { sandbox: LOCAL_SANDBOX,
// iframe 沙箱属性:允许脚本 + 同源(本地宿主加载内置 demo 需要)
sandboxAttr: 'allow-scripts allow-same-origin',
// postMessage origin 白名单:本地开发/预览同源(宿主 bridge 双校验放行)
allowOrigins: [
'http://localhost:5173',
'http://localhost:4173',
'http://127.0.0.1:5173',
'http://127.0.0.1:4173',
],
},
traceId: `tr-pkg-${versionId}`, traceId: `tr-pkg-${versionId}`,
} }
} }

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@ -0,0 +1,178 @@
/**
* studio mock handler contracts/api-schemas/studio.yaml
*
* GET /app-api/studio/template/list StudioTemplateRespVO[]
* POST /app-api/studio/create StudioTaskChainRespVO
* POST /app-api/studio/modify StudioTaskChainRespVO baseVersionId
* POST /app-api/studio/extend StudioTaskChainRespVOadditive baseVersionId
* GET /app-api/studio/task/:id StudioTaskChainRespVO
* POST /app-api/studio/task/:id/regenerate StudioTaskChainRespVOretryOf
*
* create/modify/extend startMstask/:id progress
* status=2 versionId aigc mock
* = 112studio 1-112-xxx-xxx aigc 1-101-xxx-xxx
*/
import type { MockRoute, MockRequest } from './shared'
import { MockError, nowISO } from './shared'
import type {
StudioTemplate,
StudioTaskChain,
StudioCreateReq,
StudioModifyReq,
StudioExtendReq,
} from '../api/types'
/** demo 产物版本 ID与 aigc/runtime mock 对齐:生成成功后预览试玩同一 demo 包) */
const DEMO_VERSION_ID = 9001
/** 模拟生成总时长(毫秒):约 6s 走完 0→100与 aigc mock 一致) */
const GEN_DURATION = 6000
/** demo 游戏 ID与 runtime mock 对齐) */
const DEMO_GAME_ID = 1
/** 任务链内存表taskChainId → 链态) */
interface MockChain {
id: number
sessionId: number
aigcTaskId: number
gameId: number
/** 完成后回填的产物版本 ID */
versionId: number
startMs: number
/** modify/extend 血缘:派生自的 base 版本create 为空) */
baseVersionId?: number
/** 若为重生成,指向原任务链 ID */
retryOf?: number
createTime: string
}
const chains = new Map<number, MockChain>()
let chainSeq = 1000 // taskChainId 起始
let sessionSeq = 500
let aigcSeq = 8800
let versionSeq = 9001 // 预览版本号自增modify/extend 各产新版)
/** 玩法模板(贴 StudioTemplateRespVO透传口径与 aigc 模板集合一致) */
const TEMPLATES: StudioTemplate[] = [
{ templateId: 'generic', name: '通用', description: '一句话直生,免选模板', examplePrompt: '做一个躲避陨石的小游戏' },
{ templateId: 'clicker', name: '点击放置', description: '点击累积数值的放置类玩法', coverUrl: tplCover('clicker', '#31e6ff'), examplePrompt: '点击就能赚金币、越点越快的放置小游戏' },
{ templateId: 'dodge', name: '躲避闪避', description: '控制角色躲避来袭障碍', coverUrl: tplCover('dodge', '#ff669d'), examplePrompt: '躲避陨石的太空船小游戏' },
{ templateId: 'runner', name: '跑酷', description: '横版自动奔跑 + 跳跃躲障碍', coverUrl: tplCover('runner', '#7cf2a4'), examplePrompt: '霓虹城市跑酷,跳过障碍吃金币' },
]
/** 生成模板封面(内联 SVG data URI */
function tplCover(label: string, accent: string): string {
const svg = `<svg xmlns="http://www.w3.org/2000/svg" width="160" height="120" viewBox="0 0 160 120">
<rect width="160" height="120" fill="#101522"/>
<rect x="1" y="1" width="158" height="118" fill="none" stroke="${accent}" stroke-opacity="0.4"/>
<circle cx="130" cy="30" r="36" fill="${accent}" opacity="0.15"/>
<text x="16" y="68" fill="#eef6ff" font-size="18" font-family="sans-serif" font-weight="700">${label}</text></svg>`
return `data:image/svg+xml;utf8,${encodeURIComponent(svg)}`
}
/** 据耗时把任务链投影成对外 StudioTaskChainRespVO进度递增 + 终态产物版本) */
function projectChain(c: MockChain): StudioTaskChain {
const elapsed = Date.now() - c.startMs
const base = {
id: c.id,
sessionId: c.sessionId,
aigcTaskId: c.aigcTaskId,
gameId: c.gameId,
retryOf: c.retryOf,
baseVersionId: c.baseVersionId,
}
if (elapsed < GEN_DURATION) {
// 进行中0-99 进度。前 5% 视为初始(0),其后生成中(1)
const progress = Math.min(99, Math.floor((elapsed / GEN_DURATION) * 100))
return { ...base, status: progress < 5 ? 0 : 1, progress }
}
// 终态:完成(2),回填产物 versionId
return { ...base, status: 2, progress: 100, versionId: c.versionId }
}
/** 新建一条任务链create/modify/extend/regenerate 共用) */
function newChain(opts: { versionId?: number; baseVersionId?: number; retryOf?: number }): MockChain {
const id = ++chainSeq
const c: MockChain = {
id,
sessionId: ++sessionSeq,
aigcTaskId: ++aigcSeq,
gameId: DEMO_GAME_ID,
versionId: opts.versionId ?? DEMO_VERSION_ID,
startMs: Date.now(),
baseVersionId: opts.baseVersionId,
retryOf: opts.retryOf,
createTime: nowISO(),
}
chains.set(id, c)
return c
}
/** GET /app-api/studio/template/list */
function templateListHandler(): StudioTemplate[] {
return TEMPLATES
}
/** POST /app-api/studio/create —— 一步式创作 */
function createHandler(req: MockRequest): StudioTaskChain {
const body = (req.body ?? {}) as Partial<StudioCreateReq>
// 贴契约title + prompt 必填prompt 1-1000
if (!body.title || !body.title.trim()) throw new MockError(1112001001, '作品标题不能为空')
if (!body.prompt || !body.prompt.trim()) throw new MockError(1112001002, 'Prompt 不能为空')
if (body.prompt.length > 1000) throw new MockError(1112001003, 'Prompt 超长≤1000')
return projectChain(newChain({})) // create 无 baseVersionId 血缘
}
/** POST /app-api/studio/modify —— 改源产新预览版 */
function modifyHandler(req: MockRequest): StudioTaskChain {
const body = (req.body ?? {}) as Partial<StudioModifyReq>
if (typeof body.baseVersionId !== 'number') throw new MockError(1112002001, 'baseVersionId 必填')
if (!body.mode) throw new MockError(1112002002, 'mode 必填')
const kind = body.target?.kind
if (!kind) throw new MockError(1112002003, 'target.kind 必填')
// mode×kind 锁定映射(后端可信边界校验,违则拒):
if (body.mode === 'deterministic') {
if (!['asset', 'config', 'level'].includes(kind)) throw new MockError(1112002004, 'deterministic 仅适用 asset/config/level')
if (!body.payload || body.payload.value === undefined) throw new MockError(1112002005, 'deterministic 须带 payload.value')
} else if (body.mode === 'regenerate-module') {
if (kind !== 'behavior') throw new MockError(1112002006, 'regenerate-module 仅适用 behavior')
if (!body.payload || !body.payload.intent) throw new MockError(1112002007, 'regenerate-module 须带 payload.intent')
} else {
throw new MockError(1112002008, 'mode 非法')
}
// 产新预览版versionId 自增),带 baseVersionId 血缘
return projectChain(newChain({ versionId: ++versionSeq, baseVersionId: body.baseVersionId }))
}
/** POST /app-api/studio/extend —— additive 内容扩展 */
function extendHandler(req: MockRequest): StudioTaskChain {
const body = (req.body ?? {}) as Partial<StudioExtendReq>
if (typeof body.baseVersionId !== 'number') throw new MockError(1112003001, 'baseVersionId 必填')
if (!body.intent || !body.intent.trim()) throw new MockError(1112003002, '扩展意图不能为空')
return projectChain(newChain({ versionId: ++versionSeq, baseVersionId: body.baseVersionId }))
}
/** GET /app-api/studio/task/:id */
function taskHandler(req: MockRequest): StudioTaskChain {
const id = Number(req.params.id)
const c = chains.get(id)
if (!c) throw new MockError(1112004001, '任务链不存在')
return projectChain(c)
}
/** POST /app-api/studio/task/:id/regenerate */
function regenerateHandler(req: MockRequest): StudioTaskChain {
const id = Number(req.params.id)
const orig = chains.get(id)
if (!orig) throw new MockError(1112004001, '任务链不存在')
// 新建任务链retryOf 指向原链,沿用原 baseVersionId 血缘
return projectChain(newChain({ versionId: ++versionSeq, baseVersionId: orig.baseVersionId, retryOf: id }))
}
/** 导出本模块路由表(更具体的 /regenerate 须排在 /:id 之前) */
export const studioRoutes: MockRoute[] = [
{ method: 'GET', pattern: '/app-api/studio/template/list', handler: templateListHandler },
{ method: 'POST', pattern: '/app-api/studio/create', handler: createHandler },
{ method: 'POST', pattern: '/app-api/studio/modify', handler: modifyHandler },
{ method: 'POST', pattern: '/app-api/studio/extend', handler: extendHandler },
{ method: 'POST', pattern: '/app-api/studio/task/:id/regenerate', handler: regenerateHandler },
{ method: 'GET', pattern: '/app-api/studio/task/:id', handler: taskHandler },
]

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@ -86,6 +86,13 @@ const routes: RouteRecordRaw[] = [
meta: { title: '预览', tab: 'create', hideTabBar: true, requiresAuth: true }, meta: { title: '预览', tab: 'create', hideTabBar: true, requiresAuth: true },
props: true, props: true,
}, },
{
path: '/create/modify/:versionId',
name: 'create-modify',
component: () => import('../views/create/Modify.vue'), // U6 改进入口studio modify/extend
meta: { title: '改进作品', tab: 'create', hideTabBar: true, requiresAuth: true },
props: true,
},
// —— 消息区(玩家侧站内信,闭合评审 L-1「消息无一级入口」—— // —— 消息区(玩家侧站内信,闭合评审 L-1「消息无一级入口」——
{ {

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@ -0,0 +1,122 @@
/**
* create.spec.ts useCreateStorestudio plan 002 U6
* store studio.yaml 的编排逻辑:loadTemplates / create / pollTask / modify / extend / regenerate / reset
* studioApi vi.mock store `import * as studioApi` fake timers `npm test`
*/
import { describe, it, expect, vi, beforeEach, afterEach } from 'vitest'
import { setActivePinia, createPinia } from 'pinia'
// mock 整个 studio api 模块store 经 `import * as studioApi` 消费)
vi.mock('../api/studio', () => ({
getTemplates: vi.fn(),
createGame: vi.fn(),
modifyGame: vi.fn(),
extendGame: vi.fn(),
getTaskChain: vi.fn(),
regenerate: vi.fn(),
}))
import * as studioApi from '../api/studio'
import { useCreateStore } from './create'
/** 取 mock 句柄(类型收窄便于断言) */
const api = studioApi as unknown as Record<string, ReturnType<typeof vi.fn>>
const POLL_INTERVAL = 1200 // 与 store 内常量一致
describe('useCreateStorestudio 一步式任务链编排)', () => {
beforeEach(() => {
setActivePinia(createPinia())
vi.clearAllMocks()
vi.useFakeTimers()
})
afterEach(() => {
vi.useRealTimers()
})
it('loadTemplates → 调 studio.getTemplates 并落 templates', async () => {
api.getTemplates.mockResolvedValue([{ templateId: 'generic', name: '通用' }])
const s = useCreateStore()
await s.loadTemplates()
expect(api.getTemplates).toHaveBeenCalledOnce()
expect(s.templates).toHaveLength(1)
expect(s.templates[0].templateId).toBe('generic')
})
it('create → 调 createGame(req) 返任务链 + 落 currentChain/progress', async () => {
api.createGame.mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 0 })
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 0 })
const s = useCreateStore()
const chain = await s.create({ title: 'T', prompt: '躲陨石', templateId: 'generic' })
expect(api.createGame).toHaveBeenCalledWith({ title: 'T', prompt: '躲陨石', templateId: 'generic' })
expect(chain.id).toBe(1001)
expect(s.currentChain?.id).toBe(1001)
})
it('pollTask 首拉即终态(status=2) → 停轮询、回填 versionId、不起 interval', async () => {
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 2, progress: 100, versionId: 9001 })
const s = useCreateStore()
await s.pollTask(1001)
expect(s.currentChain?.status).toBe(2)
expect(s.currentChain?.versionId).toBe(9001)
expect(s.polling).toBe(false)
// 终态后不应再有定时轮询:推进时间不再触发 getTaskChain
api.getTaskChain.mockClear()
await vi.advanceTimersByTimeAsync(POLL_INTERVAL * 2)
expect(api.getTaskChain).not.toHaveBeenCalled()
})
it('pollTask 进行中→定时轮询至终态停fake timers 驱动)', async () => {
api.getTaskChain
.mockResolvedValueOnce({ id: 1001, gameId: 1, status: 1, progress: 40 })
.mockResolvedValue({ id: 1001, gameId: 1, status: 2, progress: 100, versionId: 9001 })
const s = useCreateStore()
await s.pollTask(1001) // 首拉:进行中(40) → 起 interval
expect(s.polling).toBe(true)
expect(s.progress).toBe(40)
await vi.advanceTimersByTimeAsync(POLL_INTERVAL) // 第二拉:终态 → 停
expect(s.currentChain?.status).toBe(2)
expect(s.polling).toBe(false)
})
it('modify → 调 modifyGame(req) 落 currentChain', async () => {
const req = { baseVersionId: 9001, mode: 'deterministic' as const, target: { kind: 'config' as const, path: '/config/speed' }, payload: { value: { speed: 5 } } }
api.modifyGame.mockResolvedValue({ id: 1002, gameId: 1, status: 1, progress: 0, baseVersionId: 9001 })
api.getTaskChain.mockResolvedValue({ id: 1002, gameId: 1, status: 1, progress: 0, baseVersionId: 9001 })
const s = useCreateStore()
const chain = await s.modify(req)
expect(api.modifyGame).toHaveBeenCalledWith(req)
expect(chain.baseVersionId).toBe(9001)
expect(s.currentChain?.id).toBe(1002)
})
it('extend → 调 extendGame(req) 落 currentChain', async () => {
const req = { baseVersionId: 9001, intent: '再加一关' }
api.extendGame.mockResolvedValue({ id: 1003, gameId: 1, status: 1, progress: 0, baseVersionId: 9001 })
api.getTaskChain.mockResolvedValue({ id: 1003, gameId: 1, status: 1, progress: 0, baseVersionId: 9001 })
const s = useCreateStore()
const chain = await s.extend(req)
expect(api.extendGame).toHaveBeenCalledWith(req)
expect(chain.id).toBe(1003)
})
it('regenerate → 调 regenerate(id) 落新链', async () => {
api.regenerate.mockResolvedValue({ id: 1004, gameId: 1, status: 1, progress: 0, retryOf: 1001 })
api.getTaskChain.mockResolvedValue({ id: 1004, gameId: 1, status: 1, progress: 0, retryOf: 1001 })
const s = useCreateStore()
const chain = await s.regenerate(1001)
expect(api.regenerate).toHaveBeenCalledWith(1001)
expect(chain.retryOf).toBe(1001)
expect(s.currentChain?.id).toBe(1004)
})
it('reset → 清 currentChain/progress + 停轮询', async () => {
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 30 })
const s = useCreateStore()
await s.pollTask(1001)
expect(s.polling).toBe(true)
s.reset()
expect(s.currentChain).toBeNull()
expect(s.progress).toBe(0)
expect(s.polling).toBe(false)
})
})

View File

@ -1,25 +1,39 @@
/** /**
* useCreateStore + + * useCreateStore studio.yaml /studio/* + +
* spec §3.2state templates/currentTask/progressactions loadTemplates/generate/pollTask/cancel/retry * plan 002 U6 / execution §5.6state templates/currentChain/progress
* getTask// * actions loadTemplates/create/modify/extend/pollTask/regenerate/reset
*
*
* create draft+generate
* modify deterministic / regenerate-module behavior
* extend additive
* StudioTaskChain task/{id} status=2 versionId / 3
* /studio regenerate
*/ */
import { defineStore } from 'pinia' import { defineStore } from 'pinia'
import { ref } from 'vue' import { ref } from 'vue'
import * as aigcApi from '../api/aigc' import * as studioApi from '../api/studio'
import type { AigcTemplate, AigcTask, AigcTaskStatus } from '../api/types' import type {
StudioTemplate,
StudioTaskChain,
StudioTaskChainStatus,
StudioCreateReq,
StudioModifyReq,
StudioExtendReq,
} from '../api/types'
/** 终态集合succeeded(2)/failed(3)/timed_out(4)/canceled(5) → 停止轮询 */ /** 终态集合:完成(2)/失败(3) → 停止轮询studio 任务链无 4/5 */
const TERMINAL: ReadonlySet<AigcTaskStatus> = new Set<AigcTaskStatus>([2, 3, 4, 5]) const TERMINAL: ReadonlySet<StudioTaskChainStatus> = new Set<StudioTaskChainStatus>([2, 3])
/** 轮询间隔毫秒。mock 进度递增节奏与之匹配(见 mock/aigc。 */ /** 轮询间隔毫秒。mock 进度递增节奏与之匹配(见 mock/studio)。 */
const POLL_INTERVAL = 1200 const POLL_INTERVAL = 1200
export const useCreateStore = defineStore('create', () => { export const useCreateStore = defineStore('create', () => {
/** 玩法模板列表 */ /** 玩法模板列表(透传 aigc 模板;一句话直生可不选) */
const templates = ref<AigcTemplate[]>([]) const templates = ref<StudioTemplate[]>([])
/** 当前生成任务(轮询对象) */ /** 当前创作任务链(轮询对象) */
const currentTask = ref<AigcTask | null>(null) const currentChain = ref<StudioTaskChain | null>(null)
/** 进度百分比0-100进度条用冗余自 currentTask.progress 便于直接绑定) */ /** 进度百分比0-100进度条用冗余自 currentChain.progress 便于直接绑定) */
const progress = ref<number>(0) const progress = ref<number>(0)
/** 是否轮询中 */ /** 是否轮询中 */
const polling = ref<boolean>(false) const polling = ref<boolean>(false)
@ -38,18 +52,18 @@ export const useCreateStore = defineStore('create', () => {
/** 加载玩法模板列表 */ /** 加载玩法模板列表 */
async function loadTemplates() { async function loadTemplates() {
templates.value = await aigcApi.getTemplates() templates.value = await studioApi.getTemplates()
} }
/** /**
* state * state
* @param taskId ID * @param id ID
*/ */
async function fetchOnce(taskId: number) { async function fetchOnce(id: number) {
const task = await aigcApi.getTask(taskId) const chain = await studioApi.getTaskChain(id)
currentTask.value = task currentChain.value = chain
progress.value = task.progress progress.value = chain.progress
if (TERMINAL.has(task.status)) { if (TERMINAL.has(chain.status)) {
stopPolling() stopPolling()
} }
} }
@ -57,81 +71,87 @@ export const useCreateStore = defineStore('create', () => {
/** /**
* *
* *
* @param taskId ID * @param id ID
*/ */
async function pollTask(taskId: number) { async function pollTask(id: number) {
// 切换任务前先清理旧轮询 // 切换任务前先清理旧轮询
stopPolling() stopPolling()
polling.value = true polling.value = true
await fetchOnce(taskId) await fetchOnce(id)
// 已是终态则无需起定时器 // 已是终态则无需起定时器
if (!polling.value) return if (!polling.value) return
timer = setInterval(() => { timer = setInterval(() => {
// 轮询内异常已被 axios 拦截器 Toast这里吞掉 reject 防止未捕获 // 轮询内异常已被 axios 拦截器 Toast这里吞掉 reject 防止未捕获
void fetchOnce(taskId).catch(() => {}) void fetchOnce(id).catch(() => {})
}, POLL_INTERVAL) }, POLL_INTERVAL)
} }
/** /**
* taskId /create/task/:taskId * draft+generate id/gameId
* @param prompt Prompt * @param req StudioCreateReqtitle/prompt templateId genericassetContext
* @param templateId ID genericW-CLEAN
* @param extra 稿gameId/versionId
*/ */
async function generate( async function create(req: StudioCreateReq): Promise<StudioTaskChain> {
prompt: string, const chain = await studioApi.createGame(req)
templateId?: string, currentChain.value = chain
extra?: { gameId?: number; versionId?: number }, progress.value = chain.progress
): Promise<number> { void pollTask(chain.id)
const resp = await aigcApi.generate(prompt, templateId, extra) return chain
progress.value = 0
// 不阻塞返回 taskId轮询在后台进行
void pollTask(resp.taskId)
return resp.taskId
} }
/** /**
* / queued/running * currentVersion
* @param taskId ID * @param req StudioModifyReqbaseVersionId + mode + target + payload
*/ */
async function cancel(taskId: number): Promise<boolean> { async function modify(req: StudioModifyReq): Promise<StudioTaskChain> {
const ok = await aigcApi.cancelTask(taskId) const chain = await studioApi.modifyGame(req)
if (ok) { currentChain.value = chain
stopPolling() progress.value = chain.progress
// 立即刷新一次拿到 canceled 终态 void pollTask(chain.id)
await fetchOnce(taskId).catch(() => {}) return chain
}
return ok
} }
/** /**
* failed/timed_out taskId * additive
* @param taskId ID * @param req StudioExtendReqbaseVersionId + intent
*/ */
async function retry(taskId: number): Promise<number> { async function extend(req: StudioExtendReq): Promise<StudioTaskChain> {
const resp = await aigcApi.retryTask(taskId) const chain = await studioApi.extendGame(req)
progress.value = 0 currentChain.value = chain
void pollTask(resp.taskId) progress.value = chain.progress
return resp.taskId void pollTask(chain.id)
return chain
}
/**
* /retryOf
* @param id ID
*/
async function regenerate(id: number): Promise<StudioTaskChain> {
const chain = await studioApi.regenerate(id)
currentChain.value = chain
progress.value = chain.progress
void pollTask(chain.id)
return chain
} }
/** 重置(离开创作流时调用,清理状态与计时器) */ /** 重置(离开创作流时调用,清理状态与计时器) */
function reset() { function reset() {
stopPolling() stopPolling()
currentTask.value = null currentChain.value = null
progress.value = 0 progress.value = 0
} }
return { return {
templates, templates,
currentTask, currentChain,
progress, progress,
polling, polling,
loadTemplates, loadTemplates,
generate, create,
modify,
extend,
pollTask, pollTask,
cancel, regenerate,
retry,
reset, reset,
stopPolling, stopPolling,
} }

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@ -86,7 +86,7 @@ export const useUserStore = defineStore('user', () => {
/** 用户 ID真实登录持久化优先否则 mock 固定 '1001' */ /** 用户 ID真实登录持久化优先否则 mock 固定 '1001' */
const userId = ref<string>(resolveInitUserId()) const userId = ref<string>(resolveInitUserId())
/** 昵称(真实登录持久化优先,否则 mock 默认) */ /** 昵称(真实登录持久化优先,否则 mock 默认) */
const nickname = ref<string>(lsGet(LS_NICKNAME) ?? '绘境创作者') const nickname = ref<string>(lsGet(LS_NICKNAME) ?? '造梦创作者')
/** 头像mock 固定占位passport 暂不回头像,保留内存态) */ /** 头像mock 固定占位passport 暂不回头像,保留内存态) */
const avatar = ref<string>('') const avatar = ref<string>('')
/** 创作者白名单位0玩家 1创作者拍板4前端据此渲染创作入口。真实登录持久化优先否则 0。 */ /** 创作者白名单位0玩家 1创作者拍板4前端据此渲染创作入口。真实登录持久化优先否则 0。 */

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@ -0,0 +1,99 @@
/**
* Create.spec.ts plan 002 U6
* :渲染 Prompt createStore.create() router.push
* mock vue-router/studioApi ;child stub `npm test`
*/
import { describe, it, expect, vi, beforeEach } from 'vitest'
import { mount, flushPromises } from '@vue/test-utils'
import { setActivePinia, createPinia } from 'pinia'
import { createI18n } from 'vue-i18n'
// router push 间谍
const push = vi.fn()
vi.mock('vue-router', () => ({ useRouter: () => ({ push }) }))
// mock studio api让真 store 无需 HTTP 即可跑)
vi.mock('../../api/studio', () => ({
getTemplates: vi.fn().mockResolvedValue([{ templateId: 'generic', name: '通用', description: '一句话直生', examplePrompt: '做个躲陨石' }]),
createGame: vi.fn().mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 0 }),
getTaskChain: vi.fn().mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 0 }),
modifyGame: vi.fn(),
extendGame: vi.fn(),
regenerate: vi.fn(),
}))
import * as studioApi from '../../api/studio'
import Create from './Create.vue'
const api = studioApi as unknown as Record<string, ReturnType<typeof vi.fn>>
const i18n = createI18n({ legacy: false, locale: 'zh-CN', messages: { 'zh-CN': {} }, missingWarn: false, fallbackWarn: false })
/** 可点击的 AppButton stub透传 disabled + 转发 click供提交测试 */
const AppButtonStub = {
props: ['disabled', 'loading', 'block', 'size', 'type'],
emits: ['click'],
template: '<button class="app-btn" :disabled="disabled" @click="$emit(\'click\')"><slot/></button>',
}
function mountCreate() {
setActivePinia(createPinia())
return mount(Create, {
global: {
plugins: [i18n],
stubs: { LoadingBar: true, EmptyState: true, Icon: true, AppButton: AppButtonStub },
},
})
}
describe('Create.vue一步式创作入口', () => {
beforeEach(() => {
vi.clearAllMocks()
push.mockClear()
})
it('挂载即拉模板studio.getTemplates', async () => {
mountCreate()
await flushPromises()
expect(api.getTemplates).toHaveBeenCalledOnce()
})
it('Prompt 空时提交禁用;填入后启用', async () => {
const w = mountCreate()
await flushPromises()
const btn = w.find('.create-foot .app-btn')
expect(btn.attributes('disabled')).toBeDefined() // 空 Prompt → 禁用
await w.find('textarea.prompt-input').setValue('做一个躲避陨石的小游戏')
expect(btn.attributes('disabled')).toBeUndefined() // 有 Prompt → 启用
})
it('提交 → 调 studio.createGame(一步式) 并 router.push 进度页(带 gameId)', async () => {
const w = mountCreate()
await flushPromises()
await w.find('textarea.prompt-input').setValue('做一个躲避陨石的小游戏')
await w.find('.create-foot .app-btn').trigger('click')
await flushPromises()
// 一步式:createGame 被调(title 取 Prompt 前 30 字、templateId 缺省 generic)
expect(api.createGame).toHaveBeenCalledOnce()
const arg = api.createGame.mock.calls[0][0]
expect(arg.prompt).toBe('做一个躲避陨石的小游戏')
expect(arg.templateId).toBe('generic')
// 跳进度页,带任务链 id + gameId
expect(push).toHaveBeenCalledOnce()
const nav = push.mock.calls[0][0]
expect(nav.name).toBe('create-task')
expect(nav.params.taskId).toBe('1001')
expect(nav.query.gameId).toBe('1')
})
it('不走旧两步:不调 project.create仅一步式 studio.create', async () => {
const w = mountCreate()
await flushPromises()
await w.find('textarea.prompt-input').setValue('点目标小游戏')
await w.find('.create-foot .app-btn').trigger('click')
await flushPromises()
expect(api.createGame).toHaveBeenCalled()
// 旧两步的 aigc.generate 已不在创作流store 仅用 studio.*——createGame 是唯一生成入口
expect(api.modifyGame).not.toHaveBeenCalled()
expect(api.extendGame).not.toHaveBeenCalled()
})
})

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@ -3,23 +3,20 @@
* 创作入口页路由 /createspec §3.1 / §4.2 创作者闭环第 1 * 创作入口页路由 /createspec §3.1 / §4.2 创作者闭环第 1
* ---------------------------------------------------------------------------- * ----------------------------------------------------------------------------
* 职责 * 职责
* 1. 拉取玩法模板列表aigc.getTemplates契约 GET /app-api/aigc/template/listMVP 3-5 * 1. 拉取玩法模板列表studio.getTemplates契约 GET /app-api/studio/template/listMVP 3-5
* 2. 选模板 + 一句话自然语言描述输入 + 示例 Prompt 提示点击示例可一键填入 * 2. 选模板 + 一句话自然语言描述输入 + 示例 Prompt 提示点击示例可一键填入
* 3. 提交生成先建草稿项目project.create契约 POST /app-api/project projectId * 3. 一步式创作create.create 契约 POST /app-api/studio/createdraft+generate 封装一次调用拿任务链
* 再投递生成任务create.generate 契约 POST /app-api/aigc/generate taskId * 最后跳进度页 /create/task/:taskChainId携带任务链返回的 gameId 便于终态后续链路
* 最后跳进度页 /create/task/:taskId携带 gameId 便于终态后续链路
* *
* 契约纪律 * 契约纪律
* - 仅消费 useCreateStore / useProjectStore地基 store不直连后端不发明端点 * - 仅消费 useCreateStore地基 store不直连后端不发明端点
* - 生成请求体严格贴 AigcGenerateReqVOprompt + templateId+ gameId 关联草稿 * - 创作请求体严格贴 StudioCreateReqVOtitle + prompt 必填templateId 缺省 genericassetContext 六类素材
* - 创建草稿请求体严格贴 ProjectCreateReqVOtitle + templateId均必填
*/ */
import { ref, computed, onMounted } from 'vue' import { ref, computed, onMounted } from 'vue'
import { useRouter } from 'vue-router' import { useRouter } from 'vue-router'
import { useI18n } from 'vue-i18n' import { useI18n } from 'vue-i18n'
import { useCreateStore } from '../../store/create' import { useCreateStore } from '../../store/create'
import { useProjectStore } from '../../store/project' import type { StudioTemplate } from '../../api/types'
import type { AigcTemplate } from '../../api/types'
import { LoadingBar, EmptyState, AppButton } from '../../components' import { LoadingBar, EmptyState, AppButton } from '../../components'
import Icon from '../../components/Icon.vue' import Icon from '../../components/Icon.vue'
@ -28,7 +25,6 @@ const { t } = useI18n()
const router = useRouter() const router = useRouter()
const createStore = useCreateStore() const createStore = useCreateStore()
const projectStore = useProjectStore()
/** 当前选中的模板 ID默认空需用户主动选 */ /** 当前选中的模板 ID默认空需用户主动选 */
const selectedTemplateId = ref<string>('') const selectedTemplateId = ref<string>('')
@ -38,14 +34,14 @@ const prompt = ref<string>('')
const loadingTpl = ref<boolean>(false) const loadingTpl = ref<boolean>(false)
/** 模板加载失败标记(用于空态重试) */ /** 模板加载失败标记(用于空态重试) */
const tplError = ref<boolean>(false) const tplError = ref<boolean>(false)
/** 提交中(建草稿 + 投递生成期间禁用按钮,防重复提交) */ /** 提交中(一步式创作期间禁用按钮,防重复提交) */
const submitting = ref<boolean>(false) const submitting = ref<boolean>(false)
/** Prompt 最大长度(贴契约 AigcGenerateReqVO.prompt maxLength=1000 */ /** Prompt 最大长度(贴契约 StudioCreateReqVO.prompt maxLength=1000 */
const PROMPT_MAX = 1000 const PROMPT_MAX = 1000
/** 当前选中的模板对象(用于取示例 Prompt / 作为草稿标题兜底) */ /** 当前选中的模板对象(用于取示例 Prompt / 作为草稿标题兜底) */
const selectedTemplate = computed<AigcTemplate | undefined>(() => const selectedTemplate = computed<StudioTemplate | undefined>(() =>
createStore.templates.find((t) => t.templateId === selectedTemplateId.value), createStore.templates.find((t) => t.templateId === selectedTemplateId.value),
) )
@ -97,34 +93,29 @@ function goFeed() {
} }
/** /**
* 提交生成创作者闭环核心动作 * 一步式创作创作者闭环核心动作
* 步骤建草稿项目 projectId 作为 gameId 投递生成任务 跳进度页 * 步骤studio.createdraft+generate 封装 拿任务链(id/gameId) 跳进度页
* 失败路径任一步异常 错误码 Toast拦截器+ 解除提交锁停留本页可重试 * 失败路径异常 错误码 Toast拦截器+ 解除提交锁停留本页可重试
*/ */
async function onSubmit() { async function onSubmit() {
if (!canSubmit.value) return if (!canSubmit.value) return
submitting.value = true submitting.value = true
try { try {
// generic W-CLEAN templateId 'generic' // generic templateId 'generic'
// template/list // template/list
const templateId = selectedTemplateId.value || 'generic' const templateId = selectedTemplateId.value || 'generic'
// title Prompt 30 StudioCreateReqVO.title 128
// 1) 稿title Prompt 30
// ProjectCreateReqVO required:[title]templateId generic
const title = prompt.value.trim().slice(0, 30) || selectedTemplate.value?.name || '未命名作品' const title = prompt.value.trim().slice(0, 30) || selectedTemplate.value?.name || '未命名作品'
const projectId = await projectStore.create({
title,
templateId,
})
// 2) 稿gameId=projectIdstore // POST /app-api/studio/create ( id/gameId)store
// AigcGenerateReqVOprompt+ gameId 稿templateId generic const chain = await createStore.create({ title, prompt: prompt.value.trim(), templateId })
const taskId = await createStore.generate(prompt.value.trim(), templateId, {
gameId: projectId,
})
// 3) gameId/使 // gameId/使
router.push({ name: 'create-task', params: { taskId: String(taskId) }, query: { gameId: String(projectId) } }) router.push({
name: 'create-task',
params: { taskId: String(chain.id) },
query: chain.gameId != null ? { gameId: String(chain.gameId) } : {},
})
} catch { } catch {
// Toast // Toast
submitting.value = false submitting.value = false

View File

@ -0,0 +1,100 @@
/**
* Modify.spec.ts plan 002 U6
* 请求:扩展extend / modify(regenerate-module) / modify(deterministic);
* JSON Toast mock store/router/vant `npm test`
*/
import { describe, it, expect, vi, beforeEach } from 'vitest'
import { mount, flushPromises } from '@vue/test-utils'
import { createI18n } from 'vue-i18n'
// router push 间谍
const push = vi.fn()
const back = vi.fn()
vi.mock('vue-router', () => ({ useRouter: () => ({ push, back }) }))
// vant showToast 间谍JSON 非法路径校验)。
// 注:vant mock 工厂【直接返回】showToast(非嵌套在函数内),会被 vi.mock 提升到顶→须用 vi.hoisted 先建间谍,
// 否则「Cannot access 'showToast' before initialization」(router/store 的 spy 嵌在函数内惰性引用故无此问题)。
const { showToast } = vi.hoisted(() => ({ showToast: vi.fn() }))
vi.mock('vant', () => ({ showToast }))
// store 间谍(直接断言 Modify 构造的请求对象)
const modify = vi.fn().mockResolvedValue({ id: 1002, gameId: 1 })
const extend = vi.fn().mockResolvedValue({ id: 1003, gameId: 1 })
vi.mock('../../store/create', () => ({ useCreateStore: () => ({ modify, extend }) }))
import Modify from './Modify.vue'
const i18n = createI18n({ legacy: false, locale: 'zh-CN', messages: { 'zh-CN': {} }, missingWarn: false, fallbackWarn: false })
const AppButtonStub = {
props: ['disabled', 'loading', 'block', 'size', 'type'],
emits: ['click'],
template: '<button class="app-btn" :disabled="disabled" @click="$emit(\'click\')"><slot/></button>',
}
function mountModify() {
return mount(Modify, {
props: { versionId: '9001' },
global: { plugins: [i18n], stubs: { Icon: true, AppButton: AppButtonStub } },
})
}
describe('Modify.vue改进入口·三方式→契约请求', () => {
beforeEach(() => {
vi.clearAllMocks()
modify.mockResolvedValue({ id: 1002, gameId: 1 })
extend.mockResolvedValue({ id: 1003, gameId: 1 })
})
it('扩展(默认 tab) → extend({baseVersionId, intent}) + 跳进度页', async () => {
const w = mountModify()
await w.find('.modify-body textarea').setValue('再加一个 boss 关卡')
await w.find('.modify-foot .app-btn').trigger('click')
await flushPromises()
expect(extend).toHaveBeenCalledWith({ baseVersionId: 9001, intent: '再加一个 boss 关卡' })
expect(modify).not.toHaveBeenCalled()
expect(push).toHaveBeenCalledOnce()
expect(push.mock.calls[0][0].params.taskId).toBe('1003')
})
it('改玩法 tab → modify(regenerate-module, kind=behavior, payload.intent);目标空走默认首个 behavior 路径', async () => {
const w = mountModify()
await w.findAll('.modify-body .seg-item')[1].trigger('click') // 改玩法
await w.find('.modify-body textarea').setValue('把陨石改成会左右摇摆')
await w.find('.modify-foot .app-btn').trigger('click')
await flushPromises()
expect(modify).toHaveBeenCalledOnce()
const arg = modify.mock.calls[0][0]
expect(arg.mode).toBe('regenerate-module')
expect(arg.target.kind).toBe('behavior')
expect(arg.target.path).toBe('/gameDefinition/behaviors/0') // 空目标 → 默认首个
expect(arg.payload.intent).toBe('把陨石改成会左右摇摆')
})
it('调参 tab → modify(deterministic, kind/path, payload.value 解析 JSON)', async () => {
const w = mountModify()
await w.findAll('.modify-body .seg-item')[2].trigger('click') // 调参(默认 kind=config
const inputs = w.findAll('.modify-body input')
await inputs[0].setValue('/config/speed') // path
await w.find('.modify-body textarea').setValue('{"speed": 5}')
await w.find('.modify-foot .app-btn').trigger('click')
await flushPromises()
expect(modify).toHaveBeenCalledOnce()
const arg = modify.mock.calls[0][0]
expect(arg.mode).toBe('deterministic')
expect(arg.target).toEqual({ kind: 'config', path: '/config/speed' })
expect(arg.payload.value).toEqual({ speed: 5 })
})
it('调参 JSON 非法 → showToast 且不提交', async () => {
const w = mountModify()
await w.findAll('.modify-body .seg-item')[2].trigger('click')
await w.findAll('.modify-body input')[0].setValue('/config/speed')
await w.find('.modify-body textarea').setValue('{速度: 5}') // 非法 JSON
await w.find('.modify-foot .app-btn').trigger('click')
await flushPromises()
expect(showToast).toHaveBeenCalledOnce()
expect(modify).not.toHaveBeenCalled()
expect(push).not.toHaveBeenCalled()
})
})

View File

@ -0,0 +1,335 @@
<script setup lang="ts">
/**
* 改进作品页路由 /create/modify/:versionIdplan 002 U6 modify 入口
* ----------------------------------------------------------------------------
* 职责在某个产物版本baseVersionId=versionId上发起改进产新预览版后跳进度页
* 三种改进方式映射 studio 契约
* - 扩展(extend) POST /app-api/studio/extendintent-onlyadditive 加内容零门槛 NL
* - 改玩法(behavior) POST /app-api/studio/modify mode=regenerate-moduletarget.kind=behavior + payload.intent
* - 调参(tweak) POST /app-api/studio/modify mode=deterministictarget.kindconfig/asset/level + payload.value
*
* 契约纪律
* - 仅消费 useCreateStoremodify/extend + 轮询封装其中不直连后端不发明端点/字段
* - mode×target.kind 锁定映射由后端可信边界校验前端按方式构造合法请求deterministic 必带 valueregenerate-module 必带 intent
* - deterministic 须知源结构path/value属进阶零门槛主路径=扩展/改玩法NL
*/
import { ref, computed } from 'vue'
import { useRouter } from 'vue-router'
import { useI18n } from 'vue-i18n'
import { showToast } from 'vant'
import { useCreateStore } from '../../store/create'
import type { StudioModifyKind } from '../../api/types'
import { AppButton } from '../../components'
import Icon from '../../components/Icon.vue'
import taskflowZh from '../../locales/taskflow.zh'
import taskflowEn from '../../locales/taskflow.en'
/** 路由 propspath 定义 props:trueversionId 即被改的 baseVersionId */
const props = defineProps<{ versionId: string }>()
const { t } = useI18n({
useScope: 'local',
messages: { 'zh-CN': taskflowZh, 'en-US': taskflowEn },
})
const router = useRouter()
const createStore = useCreateStore()
/** 被改的 base 产物版本 ID契约 modify/extend baseVersionId */
const baseVersionId = computed(() => Number(props.versionId))
/** 当前改进方式 tab */
type RefineTab = 'extend' | 'behavior' | 'tweak'
const tab = ref<RefineTab>('extend')
/** 扩展 / 改玩法 的自然语言意图 */
const intent = ref<string>('')
/** 改玩法的目标行为(可空,默认首个 behavior 路径) */
const targetInput = ref<string>('')
/** 调参目标类别config/asset/level */
const tweakKind = ref<Exclude<StudioModifyKind, 'behavior'>>('config')
/** 调参:源项目 JSON 指针路径 */
const tweakPath = ref<string>('')
/** 调参新值JSON 文本,提交时解析) */
const tweakValue = ref<string>('')
/** 提交中(防重复提交) */
const submitting = ref<boolean>(false)
const PROMPT_MAX = 1000
/** 调参的类别选项(排除 behaviorbehavior 走「改玩法」走 regenerate-module */
const TWEAK_KINDS: { kind: Exclude<StudioModifyKind, 'behavior'>; labelKey: string }[] = [
{ kind: 'config', labelKey: 'modify.kindConfig' },
{ kind: 'asset', labelKey: 'modify.kindAsset' },
{ kind: 'level', labelKey: 'modify.kindLevel' },
]
/** 是否可提交:按 tab 校验必填项 + 不在提交中 */
const canSubmit = computed(() => {
if (submitting.value) return false
if (tab.value === 'tweak') return tweakPath.value.trim().length > 0 && tweakValue.value.trim().length > 0
return intent.value.trim().length > 0 // extend / behavior 需意图
})
/** 切 tab清空与该 tab 无关的输入避免误带) */
function switchTab(next: RefineTab) {
tab.value = next
}
/** 返回(回上一页,通常是预览页) */
function goBack() {
router.back()
}
/**
* 提交改进 tab 构造合法请求 拿任务链 跳进度页 Create 同一进度/预览链路
* 失败路径校验失败 Toast 不提交请求异常由拦截器 Toast解除提交锁
*/
async function onSubmit() {
if (!canSubmit.value) return
submitting.value = true
try {
let chain
if (tab.value === 'extend') {
// intent-only additive
chain = await createStore.extend({ baseVersionId: baseVersionId.value, intent: intent.value.trim() })
} else if (tab.value === 'behavior') {
// regenerate-module + target.kind=behaviorpath / id behavior
const raw = targetInput.value.trim()
const target = raw
? raw.startsWith('/')
? { kind: 'behavior' as const, path: raw }
: { kind: 'behavior' as const, id: raw }
: { kind: 'behavior' as const, path: '/gameDefinition/behaviors/0' }
chain = await createStore.modify({
baseVersionId: baseVersionId.value,
mode: 'regenerate-module',
target,
payload: { intent: intent.value.trim() },
})
} else {
// deterministic + valueJSON Toast
let value: Record<string, unknown>
try {
value = JSON.parse(tweakValue.value)
} catch {
showToast(t('modify.valueInvalid'))
submitting.value = false
return
}
chain = await createStore.modify({
baseVersionId: baseVersionId.value,
mode: 'deterministic',
target: { kind: tweakKind.value, path: tweakPath.value.trim() },
payload: { value },
})
}
// gameId
router.push({
name: 'create-task',
params: { taskId: String(chain.id) },
query: chain.gameId != null ? { gameId: String(chain.gameId) } : {},
})
} catch {
// Toast
submitting.value = false
}
}
</script>
<template>
<div class="modify-page">
<!-- 顶部状态条沉浸页无 TabBar -->
<header class="modify-head">
<button class="modify-back" type="button" @click="goBack" :aria-label="t('common.action.back')">
<Icon name="back" :size="22" />
</button>
<span class="modify-title">{{ t('modify.title') }}</span>
<span class="modify-base">{{ t('modify.baseLabel') }} #{{ baseVersionId }}</span>
</header>
<div class="modify-body">
<!-- 改进方式分段扩展 / 改玩法 / 调参 -->
<div class="seg">
<button class="seg-item" :class="{ 'is-on': tab === 'extend' }" type="button" @click="switchTab('extend')">{{ t('modify.tabExtend') }}</button>
<button class="seg-item" :class="{ 'is-on': tab === 'behavior' }" type="button" @click="switchTab('behavior')">{{ t('modify.tabBehavior') }}</button>
<button class="seg-item" :class="{ 'is-on': tab === 'tweak' }" type="button" @click="switchTab('tweak')">{{ t('modify.tabTweak') }}</button>
</div>
<!-- 扩展intent-only -->
<section v-if="tab === 'extend'" class="field">
<p class="field-hint">{{ t('modify.extendHint') }}</p>
<textarea v-model="intent" class="ta" :maxlength="PROMPT_MAX" rows="4" :placeholder="t('modify.extendPlaceholder')" />
</section>
<!-- 改玩法intent + 目标行为可空默认首个 -->
<section v-else-if="tab === 'behavior'" class="field">
<p class="field-hint">{{ t('modify.behaviorHint') }}</p>
<textarea v-model="intent" class="ta" :maxlength="PROMPT_MAX" rows="4" :placeholder="t('modify.behaviorPlaceholder')" />
<label class="field-label">{{ t('modify.targetLabel') }}</label>
<input v-model="targetInput" class="inp" type="text" :placeholder="t('modify.targetPlaceholder')" />
</section>
<!-- 调参kind + path + value(JSON) -->
<section v-else class="field">
<label class="field-label">{{ t('modify.tweakKindLabel') }}</label>
<div class="seg seg-sm">
<button
v-for="k in TWEAK_KINDS"
:key="k.kind"
class="seg-item"
:class="{ 'is-on': tweakKind === k.kind }"
type="button"
@click="tweakKind = k.kind"
>{{ t(k.labelKey) }}</button>
</div>
<label class="field-label">{{ t('modify.tweakPathLabel') }}</label>
<input v-model="tweakPath" class="inp" type="text" :placeholder="t('modify.tweakPathPlaceholder')" />
<label class="field-label">{{ t('modify.tweakValueLabel') }}</label>
<textarea v-model="tweakValue" class="ta ta-mono" rows="3" :placeholder="t('modify.tweakValuePlaceholder')" />
</section>
</div>
<!-- 底部提交 -->
<footer class="modify-foot">
<AppButton block size="large" :loading="submitting" :disabled="!canSubmit" @click="onSubmit">
{{ submitting ? t('modify.submitting') : t('modify.submit') }}
</AppButton>
</footer>
</div>
</template>
<style scoped>
/* D4 深色科技风token 来自全局 src/styles/tokens.css结构参照 Create.vue / Preview.vue */
.modify-page {
display: flex;
flex-direction: column;
height: 100%;
background: var(--bg);
color: var(--ink);
}
/* —— 顶部状态条 —— */
.modify-head {
flex: 0 0 auto;
display: flex;
align-items: center;
gap: 12px;
height: 48px;
padding: 0 12px;
background: var(--panel);
border-bottom: 1px solid var(--border);
}
.modify-back {
width: 32px;
height: 32px;
display: flex;
align-items: center;
justify-content: center;
border: 0;
background: transparent;
color: var(--ink);
}
.modify-title {
flex: 1;
font-size: 15px;
font-weight: 600;
color: var(--ink);
}
.modify-base {
font-size: 12px;
padding: 3px 10px;
border-radius: var(--radius-sm);
border: 1px solid var(--border);
color: var(--muted);
}
/* —— 主体 —— */
.modify-body {
flex: 1;
min-height: 0;
overflow-y: auto;
padding: 16px;
}
/* —— 分段控件 —— */
.seg {
display: flex;
gap: 4px;
padding: 4px;
background: var(--panel);
border: 1px solid var(--border);
border-radius: var(--radius-md);
}
.seg-sm {
margin-top: 8px;
}
.seg-item {
flex: 1;
padding: 8px 0;
border: 0;
background: transparent;
color: var(--muted);
font-size: 13px;
font-weight: 600;
border-radius: var(--radius-sm);
transition: background 0.15s ease, color 0.15s ease;
}
.seg-item.is-on {
color: var(--on-accent);
background: var(--accent);
}
/* —— 字段区 —— */
.field {
margin-top: 16px;
display: flex;
flex-direction: column;
}
.field-hint {
margin: 0 0 8px;
font-size: 13px;
color: var(--muted);
line-height: 1.5;
}
.field-label {
margin: 14px 0 6px;
font-size: 13px;
font-weight: 600;
color: var(--ink);
}
.ta,
.inp {
width: 100%;
border: 1px solid var(--border);
outline: 0;
background: var(--panel);
color: var(--ink);
font-size: 15px;
line-height: 1.6;
font-family: inherit;
border-radius: var(--radius-md);
padding: 12px;
}
.ta {
resize: none;
}
.ta-mono {
font-family: 'SF Mono', Menlo, Consolas, monospace;
font-size: 13px;
}
.ta::placeholder,
.inp::placeholder {
color: var(--muted);
opacity: 0.7;
}
/* —— 底部提交 —— */
.modify-foot {
flex: 0 0 auto;
padding: 12px 16px calc(12px + var(--safe-bottom));
background: var(--panel);
border-top: 1px solid var(--border);
}
</style>

View File

@ -85,6 +85,15 @@ function goPublish() {
function regenerate() { function regenerate() {
router.replace({ name: 'create' }) router.replace({ name: 'create' })
} }
/** 改进本版本 → 改进页U6 modify/extend 入口versionId 作为 baseVersionId */
function goModify() {
router.push({
name: 'create-modify',
params: { versionId: versionId.value },
query: gameId.value ? { gameId: gameId.value } : {},
})
}
</script> </script>
<template> <template>
@ -113,8 +122,11 @@ function regenerate() {
/> />
</div> </div>
<!-- 底部操作重新生成 / 去发布 --> <!-- 底部操作改进modify/extend 入口/ 重新生成 / 去发布 -->
<footer class="preview-foot"> <footer class="preview-foot">
<div class="preview-refine">
<AppButton type="ghost" block @click="goModify">{{ t('preview.refine') }}</AppButton>
</div>
<div class="preview-actions"> <div class="preview-actions">
<AppButton type="ghost" @click="regenerate">{{ t('preview.regenerate') }}</AppButton> <AppButton type="ghost" @click="regenerate">{{ t('preview.regenerate') }}</AppButton>
<AppButton type="primary" :disabled="!canPublish" @click="goPublish">{{ t('preview.goPublish') }}</AppButton> <AppButton type="primary" :disabled="!canPublish" @click="goPublish">{{ t('preview.goPublish') }}</AppButton>
@ -199,6 +211,9 @@ function regenerate() {
background: var(--panel); background: var(--panel);
border-top: 1px solid var(--border); border-top: 1px solid var(--border);
} }
.preview-refine {
margin-bottom: 10px;
}
.preview-actions { .preview-actions {
display: flex; display: flex;
gap: 12px; gap: 12px;

View File

@ -0,0 +1,87 @@
/**
* Task.spec.ts plan 002 U6
* :进入即轮询;(2)(versionId+gameId);(3)
* store + mock studioApi( currentChain ,watch )+ mock router `npm test`
*/
import { describe, it, expect, vi, beforeEach } from 'vitest'
import { mount, flushPromises } from '@vue/test-utils'
import { setActivePinia, createPinia } from 'pinia'
import { createI18n } from 'vue-i18n'
const replace = vi.fn()
const push = vi.fn()
vi.mock('vue-router', () => ({ useRouter: () => ({ replace, push }) }))
vi.mock('../../api/studio', () => ({
getTemplates: vi.fn(),
createGame: vi.fn(),
modifyGame: vi.fn(),
extendGame: vi.fn(),
getTaskChain: vi.fn(),
regenerate: vi.fn(),
}))
import * as studioApi from '../../api/studio'
import Task from './Task.vue'
const api = studioApi as unknown as Record<string, ReturnType<typeof vi.fn>>
const i18n = createI18n({ legacy: false, locale: 'zh-CN', messages: { 'zh-CN': {} }, missingWarn: false, fallbackWarn: false })
const AppButtonStub = {
props: ['disabled', 'loading', 'block', 'size', 'type'],
emits: ['click'],
template: '<button class="app-btn" :disabled="disabled" @click="$emit(\'click\')"><slot/></button>',
}
function mountTask(taskId = '1001') {
setActivePinia(createPinia())
return mount(Task, {
props: { taskId },
global: {
plugins: [i18n],
stubs: { LoadingBar: true, Icon: true, AppButton: AppButtonStub, EmptyState: { template: '<div class="empty"><slot name="action"/></div>' } },
},
})
}
describe('Task.vue生成进度页·studio 任务链)', () => {
beforeEach(() => {
vi.clearAllMocks()
replace.mockClear()
push.mockClear()
})
it('进入即对 taskChainId 启动轮询(getTaskChain)', async () => {
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 1, progress: 20 })
mountTask('1001')
await flushPromises()
expect(api.getTaskChain).toHaveBeenCalledWith(1001)
})
it('终态完成(2)+versionId → 自动 router.replace 跳预览(带 gameId)', async () => {
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 2, progress: 100, versionId: 9001 })
mountTask('1001')
await flushPromises()
expect(replace).toHaveBeenCalledOnce()
const nav = replace.mock.calls[0][0]
expect(nav.name).toBe('create-preview')
expect(nav.params.versionId).toBe('9001')
expect(nav.query.gameId).toBe('1')
})
it('终态失败(3) → 不跳预览;点重生成 → regenerate 并跳新任务链', async () => {
api.getTaskChain.mockResolvedValue({ id: 1001, gameId: 1, status: 3, progress: 0 })
api.regenerate.mockResolvedValue({ id: 1009, gameId: 1, status: 1, progress: 0, retryOf: 1001 })
const w = mountTask('1001')
await flushPromises()
expect(replace).not.toHaveBeenCalled() // 失败不跳预览
// 失败态有重生成按钮(EmptyState #action 内 primary 按钮)
const btns = w.findAll('.app-btn')
expect(btns.length).toBeGreaterThan(0)
await btns[btns.length - 1].trigger('click') // 重生成(末按钮=primary)
await flushPromises()
expect(api.regenerate).toHaveBeenCalledWith(1001)
const nav = replace.mock.calls[0][0]
expect(nav.name).toBe('create-task')
expect(nav.params.taskId).toBe('1009')
})
})

View File

@ -1,25 +1,23 @@
<script setup lang="ts"> <script setup lang="ts">
/** /**
* 生成进度页路由 /create/task/:taskIdspec §3.1 / §4.2 创作者闭环第 2 * 生成进度页路由 /create/task/:taskIdtaskId 语义=taskChainIdspec §3.1 / §4.2 创作者闭环第 2
* ---------------------------------------------------------------------------- * ----------------------------------------------------------------------------
* 职责 * 职责
* 1. 进入即对该 taskId 启动轮询create.pollTask 契约 GET /app-api/aigc/task/{id} * 1. 进入即对该 taskChainId 启动轮询create.pollTask 契约 GET /app-api/studio/task/{id}
* LoadingBar 展示步骤文案 + 百分比状态机驱动 UI * LoadingBar 展示步骤文案 + 百分比状态机驱动 UI
* 2. 终态 succeeded(2)自动跳生成后预览页 /create/preview/:versionId携带 gameId * 2. 终态 完成(2)自动跳生成后预览页 /create/preview/:versionId携带 gameId
* 3. 终态 failed(3)/timed_out(4)展示失败态 + 失败原因FailureReason 映射可读提示 * 3. 终态 失败(3)展示失败态 + 重生成按钮create.regenerate 契约 POST /app-api/studio/task/{id}/regenerate新建任务链
* + 重试按钮create.retry 契约 POST /app-api/aigc/task/{id}/retry新建任务 * 4. 进行中 初始(0)/生成中(1)展示进度studio 契约无取消端点故不提供取消
* 4. 进行中 queued(0)/running(1)提供取消按钮create.cancel 契约 POST .../cancel
* *
* 契约纪律 * 契约纪律
* - 仅消费 useCreateStore轮询/取消/重试逻辑封装其中不直连后端不发明端点/字段 * - 仅消费 useCreateStore轮询/重生成逻辑封装其中不直连后端不发明端点/字段
* - 状态机取值与 AigcTaskRespVO.status 一致0 queued/1 running/2 succeeded/3 failed/4 timed_out/5 canceled * - 状态机取值与 StudioTaskChainRespVO.status 一致0 初始 / 1 生成中 / 2 完成 / 3 失败
* - FailureReason 映射严格取契约 aigc.yaml FailureReason 七种枚举不私造
*/ */
import { ref, computed, onMounted, onBeforeUnmount, watch } from 'vue' import { ref, computed, onMounted, onBeforeUnmount, watch } from 'vue'
import { useRouter } from 'vue-router' import { useRouter } from 'vue-router'
import { useI18n } from 'vue-i18n' import { useI18n } from 'vue-i18n'
import { useCreateStore } from '../../store/create' import { useCreateStore } from '../../store/create'
import type { AigcTaskStatus, AigcFailureReason } from '../../api/types' import type { StudioTaskChainStatus } from '../../api/types'
import { LoadingBar, AppButton, EmptyState } from '../../components' import { LoadingBar, AppButton, EmptyState } from '../../components'
import Icon from '../../components/Icon.vue' import Icon from '../../components/Icon.vue'
import taskflowZh from '../../locales/taskflow.zh' import taskflowZh from '../../locales/taskflow.zh'
@ -38,26 +36,22 @@ const { t } = useI18n({
const router = useRouter() const router = useRouter()
const createStore = useCreateStore() const createStore = useCreateStore()
/** 是否正在执行取消(防重复点击) */ /** 是否正在执行重生成(防重复点击) */
const cancelling = ref<boolean>(false) const regenerating = ref<boolean>(false)
/** 是否正在执行重试(防重复点击) */
const retrying = ref<boolean>(false)
/** 当前 taskId(数字化 */ /** 当前任务链 ID数字化=taskChainId */
const taskId = computed(() => Number(props.taskId)) const chainId = computed(() => Number(props.taskId))
/** 当前任务(来自 store轮询持续刷新 */ /** 当前任务(来自 store轮询持续刷新 */
const task = computed(() => createStore.currentTask) const chain = computed(() => createStore.currentChain)
/** 当前状态机值(无任务时视为 queued 占位) */ /** 当前状态机值(无任务链时视为初始(0)占位) */
const status = computed<AigcTaskStatus>(() => task.value?.status ?? 0) const status = computed<StudioTaskChainStatus>(() => chain.value?.status ?? 0)
/** 是否终态 */ /** 是否终态成 */
const isSucceeded = computed(() => status.value === 2) const isSucceeded = computed(() => status.value === 2)
/** 是否终态失败failed/timed_out */ /** 是否终态失败 */
const isFailed = computed(() => status.value === 3 || status.value === 4) const isFailed = computed(() => status.value === 3)
/** 是否已取消 */ /** 是否进行中(初始/生成中) */
const isCanceled = computed(() => status.value === 5)
/** 是否进行中queued/running */
const isRunning = computed(() => status.value === 0 || status.value === 1) const isRunning = computed(() => status.value === 0 || status.value === 1)
/** /**
@ -79,33 +73,13 @@ const stepText = computed(() => {
return t('task.step.succeeded') return t('task.step.succeeded')
case 3: case 3:
return t('task.step.failed') return t('task.step.failed')
case 4:
return t('task.step.timedOut')
case 5:
return t('task.step.canceled')
default: default:
return t('task.step.fallback') return t('task.step.fallback')
} }
}) })
/** /** 失败提示文案studio 任务链无 failureReason 结构化字段,用通用兜底提示)。 */
* 失败原因可读映射严格对齐契约 aigc.yaml FailureReason 七种枚举 const failureText = computed(() => t('task.failure.fallback'))
* 仅用于把结构化错误码翻译成用户提示不新增枚举值
* 放在 computed 内构建使文案随语言切换实时重算key 即契约枚举值不可改
*/
const failureText = computed(() => {
const FAILURE_TEXT: Record<AigcFailureReason, string> = {
unsafe_prompt: t('task.failure.unsafePrompt'),
intent_unclear: t('task.failure.intentUnclear'),
no_template_match: t('task.failure.noTemplateMatch'),
config_invalid: t('task.failure.configInvalid'),
llm_error: t('task.failure.llmError'),
timeout: t('task.failure.timeout'),
asset_gen_failed: t('task.failure.assetGenFailed'),
}
const reason = task.value?.failureReason
return (reason && FAILURE_TEXT[reason]) || t('task.failure.fallback')
})
/** 进度条颜色:成功绿 / 失败红 / 进行中琥珀(裸旧令牌改语义名,主题切换只动语义层) */ /** 进度条颜色:成功绿 / 失败红 / 进行中琥珀(裸旧令牌改语义名,主题切换只动语义层) */
const barColor = computed(() => { const barColor = computed(() => {
@ -120,10 +94,10 @@ const barColor = computed(() => {
* 发布跳转 /project/:id/publish 也需 projectId=gameId * 发布跳转 /project/:id/publish 也需 projectId=gameId
*/ */
watch( watch(
() => [isSucceeded.value, task.value?.versionId] as const, () => [isSucceeded.value, chain.value?.versionId] as const,
([ok, versionId]) => { ([ok, versionId]) => {
if (ok && versionId != null) { if (ok && versionId != null) {
const gameId = task.value?.gameId const gameId = chain.value?.gameId
router.replace({ router.replace({
name: 'create-preview', name: 'create-preview',
params: { versionId: String(versionId) }, params: { versionId: String(versionId) },
@ -133,41 +107,26 @@ watch(
}, },
) )
/** 取消生成任务(仅进行中可取消;成功后任务转 canceled 终态) */
async function onCancel() {
if (cancelling.value) return
cancelling.value = true
try {
await createStore.cancel(taskId.value)
} catch {
// Toast 1-101-002-001
} finally {
cancelling.value = false
}
}
/** /**
* 重试生成 failed/timed_out 可重试新建任务并跳到新任务进度页 * 重生成失败/不满意时新建任务链并跳到新链进度页
* 携带原 gameId 关联草稿从当前任务取
*/ */
async function onRetry() { async function onRegenerate() {
if (retrying.value) return if (regenerating.value) return
retrying.value = true regenerating.value = true
try { try {
const newTaskId = await createStore.retry(taskId.value) const chainNew = await createStore.regenerate(chainId.value)
const gameId = task.value?.gameId // replace 退
// replace 退
router.replace({ router.replace({
name: 'create-task', name: 'create-task',
params: { taskId: String(newTaskId) }, params: { taskId: String(chainNew.id) },
query: gameId != null ? { gameId: String(gameId) } : {}, query: chainNew.gameId != null ? { gameId: String(chainNew.gameId) } : {},
}) })
} catch { } catch {
retrying.value = false regenerating.value = false
} }
} }
/** 返回创作入口(取消/失败后可重新创作) */ /** 返回创作入口(失败后可重新创作) */
function backToCreate() { function backToCreate() {
router.replace({ name: 'create' }) router.replace({ name: 'create' })
} }
@ -175,11 +134,11 @@ function backToCreate() {
/** /**
* 进入页面即启动轮询pollTask 幂等会先清理旧轮询再起新的 * 进入页面即启动轮询pollTask 幂等会先清理旧轮询再起新的
* 覆盖两种入口 Create 提交跳入store 已在轮询这里重入也安全 * 覆盖两种入口 Create 提交跳入store 已在轮询这里重入也安全
* 直接 URL/刷新进入currentTask 为空需主动起轮询 * 直接 URL/刷新进入currentChain 为空需主动起轮询
*/ */
onMounted(() => { onMounted(() => {
if (Number.isFinite(taskId.value)) { if (Number.isFinite(chainId.value)) {
void createStore.pollTask(taskId.value) void createStore.pollTask(chainId.value)
} }
}) })
@ -191,7 +150,7 @@ onBeforeUnmount(() => {
<template> <template>
<div class="task-page"> <div class="task-page">
<!-- 中部状态区进行中 / 成功瞬时随即跳转/ 失败 / 取消 --> <!-- 中部状态区进行中 / 成功瞬时随即跳转/ 失败 -->
<div class="task-body"> <div class="task-body">
<!-- 进行中 + 成功瞬间展示进度环境 --> <!-- 进行中 + 成功瞬间展示进度环境 -->
<template v-if="isRunning || isSucceeded"> <template v-if="isRunning || isSucceeded">
@ -211,14 +170,10 @@ onBeforeUnmount(() => {
<p class="task-hint"> <p class="task-hint">
{{ isSucceeded ? t('task.hintSucceeded') : t('task.hintRunning') }} {{ isSucceeded ? t('task.hintSucceeded') : t('task.hintRunning') }}
</p> </p>
<!-- studio 契约无取消端点进行中不提供取消等生成完成/失败 -->
<!-- 进行中可取消 -->
<div v-if="isRunning" class="task-actions">
<AppButton type="ghost" :loading="cancelling" @click="onCancel">{{ t('task.cancelAction') }}</AppButton>
</div>
</template> </template>
<!-- 失败态原因 + 重试 / 返回失败图标用 SVG close 替原 emoji满足 no-emoji-icons 红线 --> <!-- 失败态提示 + 重新生成 / 返回失败图标用 SVG close 替原 emoji满足 no-emoji-icons 红线 -->
<EmptyState <EmptyState
v-else-if="isFailed" v-else-if="isFailed"
icon-name="close" icon-name="close"
@ -228,21 +183,7 @@ onBeforeUnmount(() => {
<template #action> <template #action>
<div class="task-actions"> <div class="task-actions">
<AppButton type="ghost" @click="backToCreate">{{ t('common.action.back') }}</AppButton> <AppButton type="ghost" @click="backToCreate">{{ t('common.action.back') }}</AppButton>
<AppButton type="primary" :loading="retrying" @click="onRetry">{{ t('task.retryAction') }}</AppButton> <AppButton type="primary" :loading="regenerating" @click="onRegenerate">{{ t('task.retryAction') }}</AppButton>
</div>
</template>
</EmptyState>
<!-- 已取消态返回创作取消图标用 SVG ban 替原 emoji -->
<EmptyState
v-else-if="isCanceled"
icon-name="ban"
:title="t('task.canceledTitle')"
:description="t('task.canceledDesc')"
>
<template #action>
<div class="task-actions">
<AppButton type="primary" @click="backToCreate">{{ t('task.backToCreate') }}</AppButton>
</div> </div>
</template> </template>
</EmptyState> </EmptyState>

View File

@ -0,0 +1,16 @@
/**
* vitest ( vite.config.ts mock dev/preview mock server)
* happy-dom @vue/test-utils + store ( DOM)
* U6 (plan 002 U6 Create.spec.ts + store ) `npm test`
*/
import { defineConfig } from 'vitest/config'
import vue from '@vitejs/plugin-vue'
export default defineConfig({
plugins: [vue()],
test: {
environment: 'happy-dom',
globals: true,
include: ['src/**/*.spec.ts'],
},
})