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:
+182
-123
@@ -11,14 +11,13 @@ import type { RunSnapshot, RunSnapshotMeta, SnapshotKind } from "../types/run-sn
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import { toRunSnapshotMeta } from "../types/run-snapshot.js";
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import { materializeInstanceSnapshotPayload } from "../book/snapshot-filters.js";
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import {
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CREATION_SEALED_WAITING_MESSAGE,
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INSTANCE_OPENING_SNAPSHOT_LABEL,
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OPENING_OUTPUT_TAG,
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SLOT_CREATION_SEALED_BY_OPENING,
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} from "../skills/opening-seal.js";
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import {
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PLAY_WORKING_SNAPSHOT_ID,
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PLAY_WORKING_SNAPSHOT_LABEL,
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SLOT_PLAY_INSTANCE_ID,
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SLOT_PLAY_LAYER_ACTIVE,
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isPlayLayerActive,
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} from "../skills/play-turn.js";
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@@ -209,6 +208,10 @@ export type SessionView = {
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/** 已从定稿开出聊天层(不是只把顶栏标成游玩) */
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playLayerActive: boolean;
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playReady: boolean;
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/** 已落档至少一份产物(instance 快照) */
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hasProduct: boolean;
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/** 当前游玩所依据的产物 id */
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playInstanceId?: string;
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skillCatalog: SkillCatalogEntry[];
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toolTrace: ToolTraceEntry[];
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burst: BurstState;
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@@ -371,11 +374,11 @@ export class SessionManager {
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setLifecycleStage(sessionId: string, stage: LifecycleStage): SessionView {
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const s = this.require(sessionId);
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const session = s.runtime.getSession();
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if (stage === "play" && !canEnterPlay(session)) {
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throw new Error("实例尚未就绪,无法进入游玩");
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}
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if (stage === "play") {
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s.runtime.prepareEnterPlay();
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if (!canEnterPlay(s.runtime.getSession())) {
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throw new Error("实例尚未就绪,无法进入游玩");
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}
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this.enterPlayLayer(s, { resume: true });
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} else {
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this.enterDesignLayer(s);
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@@ -609,8 +612,11 @@ export class SessionManager {
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let blackboardItems = s.runtime.getBlackboard().exportItems();
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if (kind === "instance") {
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if (!canEnterPlay(runtimeSession) && !runtimeSession.slots.startupCompleted) {
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throw new Error("须先验收 Worker 集,才能保存创作定稿");
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s.runtime.prepareEnterPlay();
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runtimeSession = structuredClone(s.runtime.getSession());
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blackboardItems = s.runtime.getBlackboard().exportItems();
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if (!canEnterPlay(runtimeSession)) {
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throw new Error("须先完成收口或验收 Worker 集,才能保存产物");
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}
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({ runtimeSession, blackboardItems } = materializeInstanceSnapshotPayload({
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runtimeSession,
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@@ -626,6 +632,8 @@ export class SessionManager {
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bookId: s.bookId,
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label: trimmed,
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kind,
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instanceId:
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kind === "run" ? this.currentPlayInstanceId(s) : undefined,
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orchestratorId: skillPackId,
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runtimeSession,
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blackboardItems,
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@@ -665,25 +673,30 @@ export class SessionManager {
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return this.saveGameSnapshot(sessionId, label, "run", note);
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}
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/** 从已验收实例开一条新的游玩线(清空 run 层状态) */
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async startNewPlayRun(sessionId: string): Promise<SessionView> {
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/** 从已落档产物开一条新的游玩线(清空 run 层状态) */
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async startNewPlayRun(
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sessionId: string,
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instanceId?: string,
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): Promise<SessionView> {
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const s = this.require(sessionId);
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if (!s.bookId) throw new Error("仅绑定作品时可新建游玩");
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const session = s.runtime.getSession();
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if (!canEnterPlay(session)) {
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throw new Error("须先验收 Worker 集,才能开始游玩");
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this.persistCreationIfDesign(s);
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s.runtime.prepareEnterPlay();
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if (!canEnterPlay(s.runtime.getSession())) {
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throw new Error("须先验收 Worker 集或完成收口,才能开始游玩");
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}
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this.archivePlayWorking(s.bookId);
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this.enterPlayLayer(s, { resume: false });
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this.persist(s);
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this.enterPlayLayer(s, { resume: false, instanceId });
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return this.toView(sessionId);
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}
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/** 进入游玩层:resume 时恢复「当前游玩」,否则从定稿新开一条聊天 */
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/** 进入游玩层:resume 时恢复「当前游玩」,否则从产物新开一条聊天 */
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private enterPlayLayer(
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s: ManagedSession,
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opts: { resume: boolean },
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opts: { resume: boolean; instanceId?: string },
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): void {
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this.persistCreationIfDesign(s);
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s.runtime.prepareEnterPlay();
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const session = s.runtime.getSession();
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if (!canEnterPlay(session)) {
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throw new Error("实例尚未就绪,无法进入游玩");
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@@ -704,11 +717,11 @@ export class SessionManager {
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return;
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}
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}
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this.beginNewPlayFromInstance(s);
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this.beginNewPlayFromInstance(s, opts.instanceId);
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if (s.bookId) this.savePlayWorking(s);
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}
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/** 回到创作层:先把当前聊天写入「当前游玩」,再加载定稿 */
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/** 回到创作层:先把当前聊天写入「当前游玩」,再恢复创作过程 */
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private enterDesignLayer(s: ManagedSession): void {
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const session = s.runtime.getSession();
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if (
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@@ -721,33 +734,18 @@ export class SessionManager {
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if (s.bookId && isPlayLayerActive(session.slots)) {
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this.savePlayWorking(s);
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}
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const instance = s.bookId ? this.latestInstanceSnapshot(s.bookId) : null;
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if (instance) {
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this.restoreSnapshotInPlace(s, instance, "design");
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return;
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}
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let runtimeSession = structuredClone(s.runtime.getSession());
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let blackboardItems = s.runtime.getBlackboard().exportItems();
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({ runtimeSession, blackboardItems } = materializeInstanceSnapshotPayload({
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runtimeSession,
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blackboardItems,
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}));
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runtimeSession.id = session.id;
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runtimeSession.slots = {
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...runtimeSession.slots,
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uiLifecycleStage: "design",
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[SLOT_PLAY_LAYER_ACTIVE]: undefined,
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};
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runtimeSession.phase = "waiting_user";
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runtimeSession.waitingReason = { kind: "input" };
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s.runtime.restoreFromCheckpoint(runtimeSession, blackboardItems);
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this.restoreCreationFromDisk(s);
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}
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private beginNewPlayFromInstance(s: ManagedSession): void {
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private beginNewPlayFromInstance(s: ManagedSession, instanceId?: string): void {
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const keepId = s.runtime.getSession().id;
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let runtimeSession: RuntimeSession;
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let blackboardItems: import("../types/blackboard.js").BlackboardItem[];
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const instance = s.bookId ? this.latestInstanceSnapshot(s.bookId) : null;
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const instance = s.bookId
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? instanceId
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? this.loadInstanceSnapshot(s.bookId, instanceId)
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: this.latestInstanceSnapshot(s.bookId)
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: null;
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if (instance) {
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runtimeSession = structuredClone(instance.runtimeSession);
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blackboardItems = structuredClone(instance.blackboardItems);
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@@ -764,6 +762,7 @@ export class SessionManager {
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...runtimeSession.slots,
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uiLifecycleStage: "play",
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[SLOT_PLAY_LAYER_ACTIVE]: true,
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[SLOT_PLAY_INSTANCE_ID]: instance?.id,
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startupCompleted: true,
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};
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runtimeSession.phase = "waiting_user";
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@@ -807,6 +806,13 @@ export class SessionManager {
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...runtimeSession.slots,
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uiLifecycleStage: layer,
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[SLOT_PLAY_LAYER_ACTIVE]: layer === "play" ? true : undefined,
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[SLOT_PLAY_INSTANCE_ID]:
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layer === "play"
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? snapshot.instanceId ||
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(typeof runtimeSession.slots[SLOT_PLAY_INSTANCE_ID] === "string"
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? runtimeSession.slots[SLOT_PLAY_INSTANCE_ID]
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: undefined)
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: undefined,
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startupCompleted: true,
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};
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if (layer === "play") {
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@@ -817,12 +823,12 @@ export class SessionManager {
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runtimeSession.waitingReason = { kind: "input" };
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}
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} else {
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const sealed = Boolean(runtimeSession.slots[SLOT_CREATION_SEALED_BY_OPENING]);
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runtimeSession.phase = "waiting_user";
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runtimeSession.waitingReason = {
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kind: "input",
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...(sealed ? { message: CREATION_SEALED_WAITING_MESSAGE } : {}),
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};
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if (runtimeSession.phase === "done") {
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runtimeSession.phase = "waiting_user";
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}
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if (!runtimeSession.waitingReason) {
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runtimeSession.waitingReason = { kind: "input" };
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}
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runtimeSession.pendingArtifactId = undefined;
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runtimeSession.pendingDecision = undefined;
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runtimeSession.currentWorkerId = undefined;
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@@ -868,6 +874,7 @@ export class SessionManager {
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bookId: s.bookId,
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label: PLAY_WORKING_SNAPSHOT_LABEL,
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kind: "run",
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instanceId: this.currentPlayInstanceId(s),
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orchestratorId:
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sessionSkillPackId(runtimeSession) ??
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(book ? bookSkillPackId(book) : "") ??
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@@ -909,19 +916,91 @@ export class SessionManager {
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s.runtime.getSession().id,
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INSTANCE_OPENING_SNAPSHOT_LABEL,
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"instance",
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"进入游玩前自动保存定稿",
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"开玩前自动保存产物",
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);
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} catch (err) {
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console.warn("[会话] 进入游玩前保存定稿失败", err);
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console.warn("[会话] 开玩前保存产物失败", err);
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}
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}
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private currentPlayInstanceId(s: ManagedSession): string | undefined {
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const raw = s.runtime.getSession().slots[SLOT_PLAY_INSTANCE_ID];
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if (typeof raw === "string" && raw.trim()) return raw.trim();
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if (!s.bookId) return undefined;
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return this.latestInstanceSnapshot(s.bookId)?.id;
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}
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playWorkingInstanceId(bookId: string): string | undefined {
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const working = loadRunSnapshotFile(bookId, PLAY_WORKING_SNAPSHOT_ID);
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if (!working || working.kind !== "run") return undefined;
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return working.instanceId;
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}
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renameGameSnapshot(
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bookId: string,
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snapshotId: string,
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label: string,
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): RunSnapshotMeta {
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if (!getBook(bookId)) throw new Error("Book 不存在");
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const trimmed = label.trim();
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if (!trimmed) throw new Error("名称不能为空");
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const snapshot = loadRunSnapshotFile(bookId, snapshotId);
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if (!snapshot) throw new Error("存档不存在");
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const next: RunSnapshot = { ...snapshot, label: trimmed };
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saveRunSnapshotFile(next);
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return toRunSnapshotMeta(next);
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}
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private latestInstanceSnapshot(bookId: string): RunSnapshot | null {
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const meta = this.listGameSnapshots(bookId).find((s) => s.kind === "instance");
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if (!meta) return null;
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return loadRunSnapshotFile(bookId, meta.id);
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}
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private loadInstanceSnapshot(bookId: string, snapshotId: string): RunSnapshot {
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const snapshot = loadRunSnapshotFile(bookId, snapshotId);
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if (!snapshot) throw new Error("产物不存在");
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if (snapshot.kind !== "instance") throw new Error("该存档不是产物定稿");
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return snapshot;
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}
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private restoreCreationFromDisk(s: ManagedSession): void {
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const keepId = s.runtime.getSession().id;
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if (!s.bookId) {
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this.clearPlayLayerOnSession(s, keepId);
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return;
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}
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const snap = loadBookSession(s.bookId);
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if (!snap?.runtimeSession) {
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this.clearPlayLayerOnSession(s, keepId);
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return;
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}
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const runtimeSession = structuredClone(snap.runtimeSession);
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runtimeSession.id = keepId;
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runtimeSession.slots = {
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...runtimeSession.slots,
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uiLifecycleStage: "design",
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[SLOT_PLAY_LAYER_ACTIVE]: undefined,
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};
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s.runtime.restoreFromCheckpoint(runtimeSession, snap.blackboardItems);
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s.messages = snap.messages.map((m) => ({ ...m })) as ChatMessage[];
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s.branchState = this.deserializeBranchState(snap.messageBranchState);
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}
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private clearPlayLayerOnSession(s: ManagedSession, keepId: string): void {
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const runtimeSession = structuredClone(s.runtime.getSession());
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runtimeSession.id = keepId;
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runtimeSession.slots = {
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...runtimeSession.slots,
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uiLifecycleStage: "design",
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[SLOT_PLAY_LAYER_ACTIVE]: undefined,
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};
|
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s.runtime.restoreFromCheckpoint(
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runtimeSession,
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s.runtime.getBlackboard().exportItems(),
|
||||
);
|
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}
|
||||
|
||||
private playOpeningMessage(text: string): ChatMessage {
|
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return {
|
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id: randomUUID(),
|
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@@ -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 */
|
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/** 读档:产物开玩,游玩存档续玩。不覆盖创作过程。 */
|
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async loadGameSnapshot(bookId: string, snapshotId: string): Promise<SessionView> {
|
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const snapshot = loadRunSnapshotFile(bookId, snapshotId);
|
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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();
|
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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),
|
||||
|
||||
Reference in New Issue
Block a user