Keep creation as a living DAG and archive playable products separately.

Opening accept no longer locks the graph; session.json stays creation-only while play starts from an instance snapshot. Sidebar products nest run saves, and play reading fills the feed at a denser type size.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-09-01 00:52:05 +08:00
co-authored by Cursor
parent bd5d88abfa
commit f37388761b
22 changed files with 930 additions and 303 deletions
+6 -22
View File
@@ -31,7 +31,6 @@ import {
normalizeQuestions,
} from "../skills/question-protocol.js";
import {
CREATION_SEALED_WAITING_MESSAGE,
SLOT_CREATION_SEALED_BY_OPENING,
isOpeningSealArtifact,
} from "../skills/opening-seal.js";
@@ -785,21 +784,6 @@ export function applyEvent(
};
}
if (session.slots[SLOT_CREATION_SEALED_BY_OPENING]) {
return {
session: waiting(touch({ ...next, resumeContext: undefined }), {
kind: "input",
message: CREATION_SEALED_WAITING_MESSAGE,
}),
effects: [
{
type: "emit_message",
message: "创作已收口并保存。请切换到「游玩」开始。",
},
],
};
}
// 常规定稿用户输入 → 等总管下一步
return {
session: touch(running({ ...next, resumeContext: undefined })),
@@ -1178,14 +1162,14 @@ export function applyEvent(
pendingDecision: undefined,
currentWorkerId: undefined,
};
// 开场白终节点:选定后落库、关 DAG,不再问「下一步想写什么」。
// 开场白终节点:落库开场,再回到分层图。创作流程保留,产物靠「保存」拆出。
if (isOpeningSealArtifact(artifact)) {
return {
session: waiting(cleared, {
kind: "input",
message: CREATION_SEALED_WAITING_MESSAGE,
}),
effects: [{ type: "seal_creation_opening" }],
session: touch(running(cleared)),
effects: [
{ type: "seal_creation_opening" },
{ type: "propose_next_creation_step" },
],
};
}
if (inferLifecycleStage(session) === "play") {
+49 -21
View File
@@ -85,6 +85,7 @@ import {
isInstanceStep,
findStepByRef,
findModuleByName,
hasAcceptedCloserStep,
parseCreationFlow,
DESIGN_FLOW_WORKER_ID,
DESIGN_STEP_WORKER_ID,
@@ -114,9 +115,8 @@ import {
SLOT_ASKED_QUESTIONS,
} from "../skills/question-protocol.js";
import { parseWorkerSetYaml } from "../skills/worker-set-parse.js";
import { defaultPlaySlots } from "../skills/play-slots.js";
import {
closeCreationFlowRaw,
CREATION_SEALED_WAITING_MESSAGE,
mergeOpeningTablePatch,
OPENING_CURRENT_VARS_TAG,
OPENING_INITIAL_VARS_TAG,
@@ -427,6 +427,23 @@ export class PhaseRuntime {
};
}
/** 收口已验收但未落印时补封印,并保证有可上场的运行规格 */
prepareEnterPlay(): void {
if (
this.hasAcceptedCloser() &&
!this.session.slots[SLOT_CREATION_SEALED_BY_OPENING]
) {
this.sealCreationOpening();
return;
}
if (
this.session.slots[SLOT_CREATION_SEALED_BY_OPENING] ||
this.session.slots.designInstanceReady
) {
this.ensurePlaySpecReady();
}
}
getAvailableSkills(): SkillIndexEntry[] {
return this.availableSkills;
}
@@ -1402,10 +1419,6 @@ export class PhaseRuntime {
* 验收后回到分层图:点节点即确认并进入,底栏写意见再发即改编排。
*/
private async awaitCreationStepPick(): Promise<void> {
if (this.session.slots[SLOT_CREATION_SEALED_BY_OPENING]) {
this.onMessage(CREATION_SEALED_WAITING_MESSAGE);
return;
}
this.syncSlotsToBlackboard(this.session);
const flow = parseCreationFlow(
this.blackboard.getContentByTag(CREATION_FLOW_TAG),
@@ -1474,7 +1487,7 @@ export class PhaseRuntime {
}
/**
* 选定开场白后:把候选落成 输出.开场白 / 初值表,关闭 DAG。
* 选定开场白后:把候选落成 输出.开场白 / 初值表。不关 DAG,创作流程继续。
*/
private sealCreationOpening(): void {
const selectedRaw = this.session.slots[SLOT_OPENING_SELECTED_INDEX];
@@ -1515,17 +1528,6 @@ export class PhaseRuntime {
}
}
const closed = closeCreationFlowRaw(
this.blackboard.getContentByTag(CREATION_FLOW_TAG),
);
if (closed) {
this.blackboard.write({
tag: CREATION_FLOW_TAG,
content: closed,
source: "runtime",
});
}
const n = payload?.candidates.length ?? (openingText ? 1 : 0);
const which =
n > 1 && payload
@@ -1534,7 +1536,7 @@ export class PhaseRuntime {
? "开场白"
: "开场";
this.onMessage(
`[创作收口] 已选定${which},工作流计划已关闭。可切换到「游玩」。`,
`[创作] 已选定${which}。可保存为产物后开玩,或继续补节点。`,
);
this.session = {
@@ -1542,10 +1544,37 @@ export class PhaseRuntime {
slots: {
...this.session.slots,
[SLOT_CREATION_SEALED_BY_OPENING]: true,
[CREATION_FLOW_TAG]: closed ?? this.session.slots[CREATION_FLOW_TAG],
[OPENING_OUTPUT_TAG]: openingText || this.session.slots[OPENING_OUTPUT_TAG],
},
};
this.ensurePlaySpecReady();
}
private hasAcceptedCloser(): boolean {
const flow = parseCreationFlow(
this.blackboard.getContentByTag(CREATION_FLOW_TAG),
);
return hasAcceptedCloserStep(flow, this.readAcceptedStepIds());
}
/** 收口后若还没有运行规格,用草稿或默认槽位补一份,才能进游玩 */
private ensurePlaySpecReady(): void {
const finalTag = this.blackboard.getContentByTag(WORKER_SET_FINAL_TAG)?.trim();
const draft = this.blackboard.getContentByTag(WORKER_SET_DRAFT_TAG)?.trim();
if (!finalTag) {
const spec = draft?.trim()
? draft
: JSON.stringify({ play_slots: defaultPlaySlots() });
this.writeWorkerTagContent(WORKER_SET_FINAL_TAG, spec, "opening-setup");
}
if (this.session.slots.designInstanceReady) return;
this.session = {
...this.session,
slots: {
...this.session.slots,
designInstanceReady: true,
},
};
}
/** 再编排:解开开场收口,让 design-flow 能在收口前插入节点 */
@@ -2667,7 +2696,6 @@ export class PhaseRuntime {
/** invoke_main_agent 副作用:running 时调用总管 LLM,链式推进直到需用户介入 */
private async maybeRunMainAgent(effects: PhaseEffect[]): Promise<void> {
if (inferLifecycleStage(this.session) === "play") return;
if (this.session.slots[SLOT_CREATION_SEALED_BY_OPENING]) return;
if (this.mainAgent && effects.some((e) => e.type === "invoke_main_agent")) {
await this.runMainAgent();
}
+2 -2
View File
@@ -400,8 +400,8 @@ export function buildFocus(
actorType: "user",
actorLabel: "你",
action:
reason.message && /创作已收口/.test(reason.message)
? "创作已收口"
reason.message && /创作已收口|可保存为产物/.test(reason.message)
? "可保存产物"
: "补充说明",
detail: reason.message?.slice(0, 120),
};
+38 -2
View File
@@ -395,7 +395,17 @@ export async function handleBooksApi(
return true;
}
try {
const session = await sessionManager.startNewPlayRun(active.id);
let instanceId: string | undefined;
try {
const raw = await readBody(req);
if (raw.trim()) {
const body = JSON.parse(raw) as { instanceId?: string };
instanceId = body.instanceId?.trim() || undefined;
}
} catch {
instanceId = undefined;
}
const session = await sessionManager.startNewPlayRun(active.id, instanceId);
json(res, 200, { session });
} catch (err) {
json(res, 400, {
@@ -420,7 +430,11 @@ export async function handleBooksApi(
...s,
kindLabel: s.kind === "instance" ? "创作定稿" : "游玩进度",
}));
json(res, 200, { saves });
json(res, 200, {
saves,
playWorkingInstanceId:
sessionManager.playWorkingInstanceId(bookId) ?? null,
});
} catch (err) {
json(res, 400, {
error: err instanceof Error ? err.message : "读取存档失败",
@@ -490,6 +504,28 @@ export async function handleBooksApi(
return true;
}
if ((req.method === "PATCH" || req.method === "PUT") && !isLoad) {
const body = JSON.parse(await readBody(req)) as { label?: string };
try {
const save = sessionManager.renameGameSnapshot(
bookId,
saveId,
body.label ?? "",
);
json(res, 200, {
save: {
...save,
kindLabel: save.kind === "instance" ? "创作定稿" : "游玩进度",
},
});
} catch (err) {
json(res, 400, {
error: err instanceof Error ? err.message : "重命名失败",
});
}
return true;
}
if (req.method === "DELETE") {
try {
sessionManager.deleteGameSnapshot(bookId, saveId);
+182 -123
View File
@@ -11,14 +11,13 @@ import type { RunSnapshot, RunSnapshotMeta, SnapshotKind } from "../types/run-sn
import { toRunSnapshotMeta } from "../types/run-snapshot.js";
import { materializeInstanceSnapshotPayload } from "../book/snapshot-filters.js";
import {
CREATION_SEALED_WAITING_MESSAGE,
INSTANCE_OPENING_SNAPSHOT_LABEL,
OPENING_OUTPUT_TAG,
SLOT_CREATION_SEALED_BY_OPENING,
} from "../skills/opening-seal.js";
import {
PLAY_WORKING_SNAPSHOT_ID,
PLAY_WORKING_SNAPSHOT_LABEL,
SLOT_PLAY_INSTANCE_ID,
SLOT_PLAY_LAYER_ACTIVE,
isPlayLayerActive,
} from "../skills/play-turn.js";
@@ -209,6 +208,10 @@ export type SessionView = {
/** 已从定稿开出聊天层(不是只把顶栏标成游玩) */
playLayerActive: boolean;
playReady: boolean;
/** 已落档至少一份产物(instance 快照) */
hasProduct: boolean;
/** 当前游玩所依据的产物 id */
playInstanceId?: string;
skillCatalog: SkillCatalogEntry[];
toolTrace: ToolTraceEntry[];
burst: BurstState;
@@ -371,11 +374,11 @@ export class SessionManager {
setLifecycleStage(sessionId: string, stage: LifecycleStage): SessionView {
const s = this.require(sessionId);
const session = s.runtime.getSession();
if (stage === "play" && !canEnterPlay(session)) {
throw new Error("实例尚未就绪,无法进入游玩");
}
if (stage === "play") {
s.runtime.prepareEnterPlay();
if (!canEnterPlay(s.runtime.getSession())) {
throw new Error("实例尚未就绪,无法进入游玩");
}
this.enterPlayLayer(s, { resume: true });
} else {
this.enterDesignLayer(s);
@@ -609,8 +612,11 @@ export class SessionManager {
let blackboardItems = s.runtime.getBlackboard().exportItems();
if (kind === "instance") {
if (!canEnterPlay(runtimeSession) && !runtimeSession.slots.startupCompleted) {
throw new Error("须先验收 Worker 集,才能保存创作定稿");
s.runtime.prepareEnterPlay();
runtimeSession = structuredClone(s.runtime.getSession());
blackboardItems = s.runtime.getBlackboard().exportItems();
if (!canEnterPlay(runtimeSession)) {
throw new Error("须先完成收口或验收 Worker 集,才能保存产物");
}
({ runtimeSession, blackboardItems } = materializeInstanceSnapshotPayload({
runtimeSession,
@@ -626,6 +632,8 @@ export class SessionManager {
bookId: s.bookId,
label: trimmed,
kind,
instanceId:
kind === "run" ? this.currentPlayInstanceId(s) : undefined,
orchestratorId: skillPackId,
runtimeSession,
blackboardItems,
@@ -665,25 +673,30 @@ export class SessionManager {
return this.saveGameSnapshot(sessionId, label, "run", note);
}
/** 从已验收实例开一条新的游玩线(清空 run 层状态) */
async startNewPlayRun(sessionId: string): Promise<SessionView> {
/** 从已落档产物开一条新的游玩线(清空 run 层状态) */
async startNewPlayRun(
sessionId: string,
instanceId?: string,
): Promise<SessionView> {
const s = this.require(sessionId);
if (!s.bookId) throw new Error("仅绑定作品时可新建游玩");
const session = s.runtime.getSession();
if (!canEnterPlay(session)) {
throw new Error("须先验收 Worker 集,才能开始游玩");
this.persistCreationIfDesign(s);
s.runtime.prepareEnterPlay();
if (!canEnterPlay(s.runtime.getSession())) {
throw new Error("须先验收 Worker 集或完成收口,才能开始游玩");
}
this.archivePlayWorking(s.bookId);
this.enterPlayLayer(s, { resume: false });
this.persist(s);
this.enterPlayLayer(s, { resume: false, instanceId });
return this.toView(sessionId);
}
/** 进入游玩层:resume 时恢复「当前游玩」,否则从定稿新开一条聊天 */
/** 进入游玩层:resume 时恢复「当前游玩」,否则从产物新开一条聊天 */
private enterPlayLayer(
s: ManagedSession,
opts: { resume: boolean },
opts: { resume: boolean; instanceId?: string },
): void {
this.persistCreationIfDesign(s);
s.runtime.prepareEnterPlay();
const session = s.runtime.getSession();
if (!canEnterPlay(session)) {
throw new Error("实例尚未就绪,无法进入游玩");
@@ -704,11 +717,11 @@ export class SessionManager {
return;
}
}
this.beginNewPlayFromInstance(s);
this.beginNewPlayFromInstance(s, opts.instanceId);
if (s.bookId) this.savePlayWorking(s);
}
/** 回到创作层:先把当前聊天写入「当前游玩」,再加载定稿 */
/** 回到创作层:先把当前聊天写入「当前游玩」,再恢复创作过程 */
private enterDesignLayer(s: ManagedSession): void {
const session = s.runtime.getSession();
if (
@@ -721,33 +734,18 @@ export class SessionManager {
if (s.bookId && isPlayLayerActive(session.slots)) {
this.savePlayWorking(s);
}
const instance = s.bookId ? this.latestInstanceSnapshot(s.bookId) : null;
if (instance) {
this.restoreSnapshotInPlace(s, instance, "design");
return;
}
let runtimeSession = structuredClone(s.runtime.getSession());
let blackboardItems = s.runtime.getBlackboard().exportItems();
({ runtimeSession, blackboardItems } = materializeInstanceSnapshotPayload({
runtimeSession,
blackboardItems,
}));
runtimeSession.id = session.id;
runtimeSession.slots = {
...runtimeSession.slots,
uiLifecycleStage: "design",
[SLOT_PLAY_LAYER_ACTIVE]: undefined,
};
runtimeSession.phase = "waiting_user";
runtimeSession.waitingReason = { kind: "input" };
s.runtime.restoreFromCheckpoint(runtimeSession, blackboardItems);
this.restoreCreationFromDisk(s);
}
private beginNewPlayFromInstance(s: ManagedSession): void {
private beginNewPlayFromInstance(s: ManagedSession, instanceId?: string): void {
const keepId = s.runtime.getSession().id;
let runtimeSession: RuntimeSession;
let blackboardItems: import("../types/blackboard.js").BlackboardItem[];
const instance = s.bookId ? this.latestInstanceSnapshot(s.bookId) : null;
const instance = s.bookId
? instanceId
? this.loadInstanceSnapshot(s.bookId, instanceId)
: this.latestInstanceSnapshot(s.bookId)
: null;
if (instance) {
runtimeSession = structuredClone(instance.runtimeSession);
blackboardItems = structuredClone(instance.blackboardItems);
@@ -764,6 +762,7 @@ export class SessionManager {
...runtimeSession.slots,
uiLifecycleStage: "play",
[SLOT_PLAY_LAYER_ACTIVE]: true,
[SLOT_PLAY_INSTANCE_ID]: instance?.id,
startupCompleted: true,
};
runtimeSession.phase = "waiting_user";
@@ -807,6 +806,13 @@ export class SessionManager {
...runtimeSession.slots,
uiLifecycleStage: layer,
[SLOT_PLAY_LAYER_ACTIVE]: layer === "play" ? true : undefined,
[SLOT_PLAY_INSTANCE_ID]:
layer === "play"
? snapshot.instanceId ||
(typeof runtimeSession.slots[SLOT_PLAY_INSTANCE_ID] === "string"
? runtimeSession.slots[SLOT_PLAY_INSTANCE_ID]
: undefined)
: undefined,
startupCompleted: true,
};
if (layer === "play") {
@@ -817,12 +823,12 @@ export class SessionManager {
runtimeSession.waitingReason = { kind: "input" };
}
} else {
const sealed = Boolean(runtimeSession.slots[SLOT_CREATION_SEALED_BY_OPENING]);
runtimeSession.phase = "waiting_user";
runtimeSession.waitingReason = {
kind: "input",
...(sealed ? { message: CREATION_SEALED_WAITING_MESSAGE } : {}),
};
if (runtimeSession.phase === "done") {
runtimeSession.phase = "waiting_user";
}
if (!runtimeSession.waitingReason) {
runtimeSession.waitingReason = { kind: "input" };
}
runtimeSession.pendingArtifactId = undefined;
runtimeSession.pendingDecision = undefined;
runtimeSession.currentWorkerId = undefined;
@@ -868,6 +874,7 @@ export class SessionManager {
bookId: s.bookId,
label: PLAY_WORKING_SNAPSHOT_LABEL,
kind: "run",
instanceId: this.currentPlayInstanceId(s),
orchestratorId:
sessionSkillPackId(runtimeSession) ??
(book ? bookSkillPackId(book) : "") ??
@@ -909,19 +916,91 @@ export class SessionManager {
s.runtime.getSession().id,
INSTANCE_OPENING_SNAPSHOT_LABEL,
"instance",
"进入游玩前自动保存定稿",
"开玩前自动保存产物",
);
} catch (err) {
console.warn("[会话] 进入游玩前保存定稿失败", err);
console.warn("[会话] 开玩前保存产物失败", err);
}
}
private currentPlayInstanceId(s: ManagedSession): string | undefined {
const raw = s.runtime.getSession().slots[SLOT_PLAY_INSTANCE_ID];
if (typeof raw === "string" && raw.trim()) return raw.trim();
if (!s.bookId) return undefined;
return this.latestInstanceSnapshot(s.bookId)?.id;
}
playWorkingInstanceId(bookId: string): string | undefined {
const working = loadRunSnapshotFile(bookId, PLAY_WORKING_SNAPSHOT_ID);
if (!working || working.kind !== "run") return undefined;
return working.instanceId;
}
renameGameSnapshot(
bookId: string,
snapshotId: string,
label: string,
): RunSnapshotMeta {
if (!getBook(bookId)) throw new Error("Book 不存在");
const trimmed = label.trim();
if (!trimmed) throw new Error("名称不能为空");
const snapshot = loadRunSnapshotFile(bookId, snapshotId);
if (!snapshot) throw new Error("存档不存在");
const next: RunSnapshot = { ...snapshot, label: trimmed };
saveRunSnapshotFile(next);
return toRunSnapshotMeta(next);
}
private latestInstanceSnapshot(bookId: string): RunSnapshot | null {
const meta = this.listGameSnapshots(bookId).find((s) => s.kind === "instance");
if (!meta) return null;
return loadRunSnapshotFile(bookId, meta.id);
}
private loadInstanceSnapshot(bookId: string, snapshotId: string): RunSnapshot {
const snapshot = loadRunSnapshotFile(bookId, snapshotId);
if (!snapshot) throw new Error("产物不存在");
if (snapshot.kind !== "instance") throw new Error("该存档不是产物定稿");
return snapshot;
}
private restoreCreationFromDisk(s: ManagedSession): void {
const keepId = s.runtime.getSession().id;
if (!s.bookId) {
this.clearPlayLayerOnSession(s, keepId);
return;
}
const snap = loadBookSession(s.bookId);
if (!snap?.runtimeSession) {
this.clearPlayLayerOnSession(s, keepId);
return;
}
const runtimeSession = structuredClone(snap.runtimeSession);
runtimeSession.id = keepId;
runtimeSession.slots = {
...runtimeSession.slots,
uiLifecycleStage: "design",
[SLOT_PLAY_LAYER_ACTIVE]: undefined,
};
s.runtime.restoreFromCheckpoint(runtimeSession, snap.blackboardItems);
s.messages = snap.messages.map((m) => ({ ...m })) as ChatMessage[];
s.branchState = this.deserializeBranchState(snap.messageBranchState);
}
private clearPlayLayerOnSession(s: ManagedSession, keepId: string): void {
const runtimeSession = structuredClone(s.runtime.getSession());
runtimeSession.id = keepId;
runtimeSession.slots = {
...runtimeSession.slots,
uiLifecycleStage: "design",
[SLOT_PLAY_LAYER_ACTIVE]: undefined,
};
s.runtime.restoreFromCheckpoint(
runtimeSession,
s.runtime.getBlackboard().exportItems(),
);
}
private playOpeningMessage(text: string): ChatMessage {
return {
id: randomUUID(),
@@ -935,7 +1014,7 @@ export class SessionManager {
};
}
/** 从存档读档:替换当前作品进度,可继续创作 */
/** 读档:产物开玩,游玩存档续玩。不覆盖创作过程。 */
async loadGameSnapshot(bookId: string, snapshotId: string): Promise<SessionView> {
const snapshot = loadRunSnapshotFile(bookId, snapshotId);
if (!snapshot) throw new Error("存档不存在");
@@ -946,47 +1025,36 @@ export class SessionManager {
throw new Error("存档与当前作品 skill 包不匹配,无法读档");
}
this.dropBookSessions(bookId);
const newSessionId = randomUUID();
const messages: ChatMessage[] = snapshot.messages.map((m) => ({ ...m })) as ChatMessage[];
let runtimeSession = structuredClone(snapshot.runtimeSession);
let blackboardItems = snapshot.blackboardItems;
let sessionId = this.activeBookSessions.get(bookId);
if (!sessionId) {
await this.openBook(bookId);
sessionId = this.activeBookSessions.get(bookId);
}
if (!sessionId) throw new Error("无法打开作品");
const s = this.require(sessionId);
if (snapshot.kind === "instance") {
({ runtimeSession, blackboardItems } = materializeInstanceSnapshotPayload({
runtimeSession,
blackboardItems,
}));
runtimeSession.slots = {
...runtimeSession.slots,
uiLifecycleStage: "design",
[SLOT_PLAY_LAYER_ACTIVE]: undefined,
};
} else {
runtimeSession.slots = {
...runtimeSession.slots,
uiLifecycleStage: "play",
[SLOT_PLAY_LAYER_ACTIVE]: true,
};
this.persistCreationIfDesign(s);
if (isPlayLayerActive(s.runtime.getSession().slots)) {
this.archivePlayWorking(bookId);
}
this.beginNewPlayFromInstance(s, snapshot.id);
this.savePlayWorking(s);
return this.toView(
sessionId,
true,
`已用产物「${snapshot.label}」开玩。创作流程仍在「创作」里。`,
);
}
runtimeSession.id = newSessionId;
const resumeHint =
snapshot.kind === "instance"
? `已加载实例「${snapshot.label}」。可开始运行,或调整角色设定后再模拟。`
: `已从存档「${snapshot.label}」读档,可继续创作。`;
return this.mountRestoredSession({
sessionId: newSessionId,
bookId,
skillPackId: runSnapshotSkillPackId(snapshot) ?? "",
runtimeSession,
blackboardItems,
messages,
resumeHint,
});
this.persistCreationIfDesign(s);
this.restoreSnapshotInPlace(s, snapshot, "play");
this.savePlayWorking(s);
return this.toView(
sessionId,
true,
`已从存档「${snapshot.label}」继续游玩。`,
);
}
/** 删除单个存档 */
@@ -1438,9 +1506,6 @@ export class SessionManager {
? s.runtime.getSession().artifacts.find((a) => a.id === pendingId)
: undefined;
const stageBefore = inferLifecycleStage(s.runtime.getSession());
const sealedBefore = Boolean(
s.runtime.getSession().slots[SLOT_CREATION_SEALED_BY_OPENING],
);
try {
const owned = await this.runExclusive(id, s, () =>
s.runtime.acceptArtifact(undefined, opts),
@@ -1468,8 +1533,6 @@ export class SessionManager {
}
}
this.persist(s);
this.maybeSaveOpeningInstance(s, sealedBefore);
this.persist(s);
return this.toView(id);
}
@@ -1862,43 +1925,32 @@ export class SessionManager {
}
}
/** 选定开场后正式保存一份 instance 定稿(可进游玩的规格+开局) */
private maybeSaveOpeningInstance(
s: ManagedSession,
sealedBefore: boolean,
): void {
if (sealedBefore) return;
/** 游玩中只更新工作副本,不覆盖创作过程 */
private persist(s: ManagedSession): void {
if (!s.bookId) return;
const book = getBook(s.bookId);
if (!book) return;
const session = s.runtime.getSession();
if (!session.slots[SLOT_CREATION_SEALED_BY_OPENING]) return;
if (!canEnterPlay(session)) {
s.messages.push(
this.msg(
"system",
"[创作收口] 开场已选定,但 Worker 集尚未验收,未写入创作定稿存档。",
),
);
if (
isPlayLayerActive(session.slots) ||
inferLifecycleStage(session) === "play"
) {
this.savePlayWorking(s);
this.syncBookSkill(s.bookId, session);
updateBook(s.bookId, { activeSessionId: session.id });
return;
}
try {
const meta = this.saveGameSnapshot(
session.id,
INSTANCE_OPENING_SNAPSHOT_LABEL,
"instance",
"选定开场后自动保存",
);
s.messages.push(
this.msg("system", `[创作收口] 已保存创作定稿「${meta.label}」。`),
);
} catch (err) {
const detail = err instanceof Error ? err.message : String(err);
s.messages.push(
this.msg("system", `[创作收口] 开场已选定,定稿存档未写入:${detail}`),
);
}
this.writeBookSession(s);
}
private persist(s: ManagedSession): void {
/** 切到游玩前把当前创作过程写入 session.json */
private persistCreationIfDesign(s: ManagedSession): void {
if (!s.bookId) return;
if (isPlayLayerActive(s.runtime.getSession().slots)) return;
this.writeBookSession(s);
}
private writeBookSession(s: ManagedSession): void {
if (!s.bookId) return;
const book = getBook(s.bookId);
if (!book) return;
@@ -2545,6 +2597,13 @@ export class SessionManager {
lifecycleStage,
playLayerActive: isPlayLayerActive(session.slots),
playReady: canEnterPlay(session),
hasProduct: Boolean(
s.bookId &&
this.listGameSnapshots(s.bookId).some((item) => item.kind === "instance"),
),
playInstanceId: isPlayLayerActive(session.slots)
? this.currentPlayInstanceId(s)
: undefined,
skillCatalog,
toolTrace: buildToolTrace(messages),
burst: buildBurstState(messages, session),
+1 -1
View File
@@ -177,7 +177,7 @@ function buildWorldSimulatorCatalog(
id: "declare-ready",
stage: "design",
label: "实例就绪",
purpose: "Worker 集已 accept 即可进游玩;若走了开场白终节点,选定后会自动保存定稿。",
purpose: "收口或 Worker 集验收后可保存产物;产物可单独开玩。",
status: hasAcceptedWorkerSet(session) ? "done" : "pending",
});
+17 -1
View File
@@ -2292,7 +2292,23 @@ export function isCloserModule(
name?: string,
): boolean {
if (module?.closer === true) return true;
return (name ?? "").trim() === "开场白与开场变量";
const t = (name ?? "").trim();
return t === "开场白与开场变量" || t.startsWith("开场白与开场变量#") || t === "开场白";
}
export function hasAcceptedCloserStep(
flow: CreationFlow | null | undefined,
acceptedStepIds: readonly string[],
catalog?: ModuleCatalog | null,
): boolean {
if (flow?.steps.length) {
return flow.steps.some(
(s) =>
isCloserModule(findModuleByName(catalog, s.name), s.name) &&
isStepAccepted(s, acceptedStepIds),
);
}
return acceptedStepIds.some((id) => isCloserModule(null, id));
}
export function findCloserStepIndex(
+17 -4
View File
@@ -1,5 +1,5 @@
/**
* 开场白终节点:选定后落库、关 DAG。
* 开场白终节点:选定后落库开场。不关 DAG;产物靠用户「保存」拆出。
* 能力 `opening-setup` 与磁盘 worker `opening-generator` 共用这条收口。
*/
import {
@@ -22,21 +22,34 @@ export const SLOT_CREATION_SEALED_BY_OPENING = "creationSealedByOpening";
export const SLOT_OPENING_SELECTED_INDEX = "openingSelectedIndex";
export const CREATION_SEALED_WAITING_MESSAGE =
"开场已选定,创作已收口并保存。可切换到「游玩」。";
"开场已选定。可保存为产物后开玩,或继续补节点。";
export const INSTANCE_OPENING_SNAPSHOT_LABEL = "创作定稿(开场)";
export const INSTANCE_OPENING_SNAPSHOT_LABEL = "定稿";
export function isOpeningLockTag(tag: string): boolean {
const t = tag.trim();
return t === OPENING_OUTPUT_TAG || t === OPENING_INITIAL_VARS_TAG;
}
/** 收口步 id / name(含「开场白与开场变量#2」) */
export function isCloserStepRef(id: string | undefined): boolean {
const t = (id ?? "").trim();
if (!t) return false;
return (
t === "开场白与开场变量" ||
t.startsWith("开场白与开场变量#") ||
t === "开场白"
);
}
export function isOpeningSealArtifact(artifact: {
workerId?: string;
stepId?: string;
outputTags?: readonly string[];
}): boolean {
if ((artifact.workerId ?? "").trim() === "opening-generator") return true;
return (artifact.outputTags ?? []).includes(OPENING_SETUP_ARTIFACT_TAG);
if ((artifact.outputTags ?? []).includes(OPENING_SETUP_ARTIFACT_TAG)) return true;
return isCloserStepRef(artifact.stepId);
}
export type OpeningVariable = {
+2
View File
@@ -5,6 +5,8 @@
*/
export const SLOT_PLAY_TURN_QUEUE = "playTurnQueue";
export const SLOT_PLAY_LAYER_ACTIVE = "playLayerActive";
/** 当前游玩线所依据的产物 snapshot id */
export const SLOT_PLAY_INSTANCE_ID = "playInstanceId";
export const PLAY_WORKING_SNAPSHOT_ID = "play-working";
export const PLAY_WORKING_SNAPSHOT_LABEL = "当前游玩";
+15 -1
View File
@@ -1,6 +1,14 @@
import type { Blackboard } from "../blackboard/blackboard.js";
import type { RuntimeSession } from "../types/runtime.js";
import { isPlayLayerActive } from "./play-turn.js";
import {
SLOT_CREATION_ACCEPTED_UNITS,
parseAcceptedUnits,
} from "./creation-units.js";
import {
isCloserStepRef,
SLOT_CREATION_SEALED_BY_OPENING,
} from "./opening-seal.js";
import {
deriveDesignStageScope,
deriveOnDemandWorkerScope,
@@ -41,8 +49,14 @@ export function hasAcceptedWorkerSet(session: RuntimeSession): boolean {
);
}
function hasAcceptedCloser(session: RuntimeSession): boolean {
if (Boolean(session.slots[SLOT_CREATION_SEALED_BY_OPENING])) return true;
const accepted = parseAcceptedUnits(session.slots[SLOT_CREATION_ACCEPTED_UNITS]);
return accepted.some((id) => isCloserStepRef(id));
}
export function canEnterPlay(session: RuntimeSession): boolean {
return hasAcceptedWorkerSet(session);
return hasAcceptedWorkerSet(session) || hasAcceptedCloser(session);
}
export function inferLifecycleStage(session: RuntimeSession): LifecycleStage {
+5
View File
@@ -16,6 +16,8 @@ export type RunSnapshot = {
bookId: string;
label: string;
kind: SnapshotKind;
/** 游玩存档所属的产物(instance)id */
instanceId?: string;
/** skill 包 id(兼容旧字段名) */
orchestratorId?: string;
runtimeSession: RuntimeSession;
@@ -32,6 +34,8 @@ export type RunSnapshotMeta = {
bookId: string;
label: string;
kind: SnapshotKind;
/** 游玩存档所属的产物(instance)id */
instanceId?: string;
/** skill 包 id(兼容旧字段名) */
orchestratorId?: string;
createdAt: string;
@@ -44,6 +48,7 @@ export function toRunSnapshotMeta(snapshot: RunSnapshot): RunSnapshotMeta {
bookId: snapshot.bookId,
label: snapshot.label,
kind: snapshot.kind,
instanceId: snapshot.instanceId,
orchestratorId: snapshot.orchestratorId,
createdAt: snapshot.createdAt,
note: snapshot.note,