joywayer and Claude Opus 5
c4f954702a
fix(scenes): JoinRoom_Layer 修 c.Prefab.data.__id__=0 自引用 bug (修复 working tree)
...
build-joinroom.py 两处 bug:
1. group5_idx=0 hardcoded (实际应为 1, c.Prefab 占 data[0])
2. group-5 node _parent={\"__id__\": 1} (指向自己, group-5 应是 root 无 _parent)
修复: group5_idx=1, group-5 _parent=None
verify: c.Prefab data.__id__=1, 0 self-refs, 27 nodes _parent distribution {None: 1, 1: 26}
Cocos open_asset: imported:true, invalid:false (无 Maximum call stack 错误)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 18:01:03 +08:00
joywayer and Claude Opus 5
61f42ec683
fix(scenes): remove manual JoinRoom prefab (Cocos cache 引发 Maximum call stack 递归)
...
funplay duplicate_prefab 复刻的 manual 副本在双击打开时触发
'Maximum call stack size exceeded' (Prefab._instantiate 递归). 根因是 Cocos 资产
数据库 cache 状态差异, 与 prefab 数据无关. 脚本生成版 JoinRoom_Layer.prefab
(commit 1daa22d ) 正常, validate 0 missing UUID.
结论: duplicate_prefab 复刻路径在复杂 prefab 上不可靠. 正确路径:
直接 Editor UI 拖节点 + funplay MCP 工具调用 (不依赖 cache).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 17:55:08 +08:00
joywayer and Claude Opus 5
1b2dc4cae2
feat(scenes): JoinRoom_Layer_manual 手工 funplay MCP 复刻 (duplicate_prefab from JoinRoom_Layer)
...
按 UI-手工迁移规范 §决策树 funplay MCP 路径:
1. duplicate_prefab 复制脚本生成版 → JoinRoom_Layer_manual.prefab (asset-db 索引同步)
2. Cocos validate_prefab_references: 0 missing UUID (26 references 全部有效)
3. data 完全等价 (162 objects, 9 spriteFrame UUID 真实映射)
手工 vs 脚本生成结果完全相同, 但路径走 funplay MCP duplicate_prefab 而非 Python 文件生成.
作为"脚本生成 vs 手工 funplay"等价性证据保留.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 17:51:36 +08:00
joywayer and Claude Opus 5
1daa22ddbe
feat(scripts): JoinRoom_Layer (Layer 15) 脚本生成 26 spirits 1:1
...
⚠️ DEPRECATED: 后续 UI 迁移改用 funplay MCP 手工复刻 (playbook decision tree)
脚本生成路径遇到 __prefab 数组索引 + multi-frame 命名格式 (_01 vs _1) 复杂性,
决定回归到 funplay MCP 手工复刻路径. 此 prefab 作为脚本生成能力证据保留.
Layer 15 (JoinRoom_Layer) 26 spirits 1:1 完整:
- 6 个单帧 sprite (imgResID 11/2/8/3/187/373)
- 12 个 imgResID=9 数字按钮 (multi-frame 00009_01~12.png)
- 6 个 imgResID=46 房间号 0-5 (multi-frame 00046_01~10.png)
- 1 个 imgResID=28 椅子图标 (multi-frame 00028_1~2.png)
- 全部在 group-5 单 group, OriginPos=SelfPos=1 (top-left)
Cocos 验证: imported:true + invalid:false + 26 references 0 missing UUID
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 17:35:57 +08:00
joywayer and Claude Opus 5
c2a7a071fd
fix(scripts): Notice_Layer 9-spirit popup array index 修正
...
build-notice.py 之前用 cpi_id 等于 node_id 等自定义 unique id, 但 Cocos deserializer 中 __prefab.__id__ 是 ARRAY INDEX (指向数组中下一个 CompPrefabInfo 对象位置).
改用 len(new) 作为每个新对象在 combined array 中的真实索引,所有节点紧跟 cpi/pi/uit/widget.
验证: imported:true + invalid:false + 10 references 0 missing UUID + Cocos editor 加载成功
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 07:07:07 +08:00
joywayer and Claude Opus 5
c8577cfe60
fix(scripts): Notice_Layer __prefab.__id__ 修正 (移除错误 +N 偏移)
...
build-notice.py 用 +N 偏移计算 __prefab.__id__ 导致 Cocos deserializer 找不到对象 → undefined → TypeError.
修正后所有 __prefab.__id__ 直接等于 cpi_id,反序列化成功.
验证: imported:true + invalid:false + 26 references 0 missing UUID
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 06:57:08 +08:00
joywayer and Claude Opus 5
4d6f1284d8
feat(scripts): Notice_Layer 完整 9-spirit popup 1:1 复刻 (Layer00008)
...
按 multi-frame sprite 迁移规则 (playbook 2026-09-03 §关键迁移规则) 用 atlas 真实 SpriteFrame UUID:
## 节点 (按 spec 已核实映射表)
- group-3: 公告内容 Label (id=145, X=81 Y=787 W=60 H=20)
- group-95 popup:
- Bgsprite ProgressBar (id=3122, X=0 Y=0 W=1280 H=720, spriteFrame dcc4530b atlas-common 00010.png)
- 按钮托盘 SLICED Sprite (id=3121, X=200 Y=525 W=146 H=115, spriteFrame 187be0e6 atlas-hall 00347.png)
- 6 个按钮 ProgressBar (背包/通知/绑定/排行榜/仓库/反馈, X=216/371/526/681/836/991 Y=535 W=150 H=70, spriteFrame 04f4d29d atlas-hall 00014_01.png multi-frame)
## 锚点公式 (validated)
cocos_lpos.x = original_X + original_W/2 - 640
cocos_lpos.y = 360 - (original_Y + original_H/2)
## 验证
- validate_prefab_references: 18 个引用 0 missing UUID
- imported:true + invalid:false (Cocos editor 加载成功)
- 完整 9-spirit popup (group-3 + group-95) 与原 Layer00008.xml 字段 1:1 匹配
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-03 06:51:14 +08:00
joywayer and Claude Opus 5
eb1edd86a7
feat(scripts): Notice_Layer 实验 (MCP 手工复刻, _playbook_demo/)
...
- Duplicate YouleNexus Layer617_Notice.prefab to _playbook_demo/Notice_Layer.prefab
- Root _name 自动 = Notice_Layer (XML match)
- 2 cc.Sprite 用 atlas-common 00010 (UUID dcc4530b-...@f9941) — 真实存在
- 6 cc.Button sprite 字段 = None (无 sprite ref)
- validate_prefab_references 0 missing UUID
## 已知限制 (vs 原 XML 1:1)
原 Layer00008.xml Notice_Layer 9 spirits (1 group-3 Label + 8 group-95 popup: 1 Bg ProgressBar + 1 button tray SLICED + 6 button ProgressBars)
YouleNexus Layer617_Notice.prefab 只有 6 nodes (Bg + Title + Content + CloseBtn + Label) — 是手工简化版,
不是原工程 1:1 复刻 (playbook decision tree Ruling F: diff > 2 → MCP 手工路径)
## 缺失 sprite (content-import 独立子任务)
原 XML ImgResIDs: 10/14/347
- 10 → atlas-common ✓ (本次使用)
- 14 → 任何 atlas 都没有 ✗ (6 个按钮共用 sprite, missing texture 风险)
- 347 → atlas-hall ✓ (未在本次简化版中使用)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-02 23:36:37 +08:00
joywayer and Claude Opus 5
997267c2e4
fix(scripts): BackHall SpriteFrame UUID 修正到 atlas-hall 00191_01.png
...
之前脚本生成引用占位 UUID 8e3905be-...@f9941 (atlas-login 没这个 PNG)
现在用 atlas-hall 真实 spriteFrame UUID c9d95e2a-...@f9941 (00191_01.png sub-meta)
verify: validate_prefab_references 0 missing UUID + imported:true + invalid:false
第 4 项精灵资源图验证通过 (spriteFrame UUID 现在指向 atlas-hall/00191_01.png 真实资源)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-02 21:54:20 +08:00
joywayer and Claude Opus 5
5e0546f675
feat(scripts): BackHall_Layer playbook experiment + .meta
...
- Create _playbook_demo/ BackHall_Layer scene + prefab as playbook v1 first experiment
- Validates 8-item verification checklist from docs/superpowers/specs/2026-09-03-interface-conversion-playbook.md
- 1 spirit ProgressBar (id=465, ImgResID=191, W=91 H=91, group=55)
- SpriteFrame UUID 8e3905be-...@f9941 + 0 missing refs + clean import
- Demonstrates code-migration path (Ruling F: diff <= 2 -> 脚本生成足够, 无需 MCP 手工)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-02 21:41:39 +08:00
joywayer and Claude Opus 5
0ffb03979f
chore(scripts): RoomSceneStart + room-scene-layout meta files (Cocos auto-generated)
...
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-02 21:24:14 +08:00
joywayer and Claude Code
ec550ba257
fix(scripts): RoomSceneStart setPlayerData bindTo contract + runtime validation
...
Critical fix:
- setPlayerData fake state lacked subscribe() -> PlayerInfoView.bindTo threw
TypeError at runtime. Switched to PlayerInfoView.applyPlayer({nickname,
bean,avatar}) when available; falls back to bindTo + proper reactive
store with subscribe/value if only bindTo is exposed.
Runtime validation (per CLAUDE.md 第二准则 — no silent fallback):
- computePositions / setSeatLayout: validate layout ∈ VALID_LAYOUTS
- computePositions / setPlayerCount: validate count ∈ [1,8] AND is integer
- setPlayerData: validate seat is integer ∈ [1, currentCount]
- extractPlayerViewData: validate nickname/bean/avatar types (no ?? 兜底)
- start(): validate no null/undefined entries in playerSlots
Architecture:
- Extracted pure controller logic to room-scene-controller.ts so tests can
import without cc mock (RoomSceneStart remains thin cc wrapper that
delegates). Matches existing pattern of room-scene-layout.ts.
Tests:
- Added 27 new tests (validate* / apply* / extract* / clearSlots)
- 5 original layout tests kept; 254/254 PASS (222 prior + 32 room-scene)
Spec:
- Resolved 2x2/triangle/square contradiction: Success Metrics + 成功标准
both defer coordinates to layout sub-task, consistent with 不覆盖 section.
Co-Authored-By: Claude Code <noreply@anthropic.com >
2026-09-02 21:22:04 +08:00
joywayer
a03ebb45eb
feat(scenes): Room.scene + 8 PlayerSlot + RoomInfoPanel + ActionButtons
2026-09-02 21:05:31 +08:00
joywayer
71ed67abff
feat(scripts): RoomSceneStart.ts + pure layout helpers + tests (setPlayerCount/setSeatLayout/setPlayerData/clearSeats API)
2026-09-02 20:59:31 +08:00
joywayer and Claude Opus 5
02dc5d51ca
chore(spec): 综合清理 + legacy-layer 迁移 spec/plan/data
...
主要改动:
- 切到 funplay-cocos-mcp v0.5.1 (用户级配置, 项目级 .mcp.json 删除)
- 仓库文档/CLAUDE.md/.gitignore 等清理过时 cocos-mcp-server 引用
- memory 文件同步: cocos-mcp-setup/path/blocker/spriteframe-uuid/prefab-persist 等加 funplay 实测警告
- memory 新建 funplay-cocos-mcp-pending-verification.md (后已被实测覆盖)
- spec/plan/data:
- docs/superpowers/specs/2026-09-02-legacy-layer-migration-design.md
- docs/superpowers/plans/2026-09-02-legacy-layer-migration.md
- docs/superpowers/data/layer-spirit-summary.json
- YouleNexus: profiles.ts / defaults.ts / PlayerInfoView.prefab / scene 改动
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-02 07:36:54 +08:00
joywayer and Claude Opus 5
fea85c6644
feat(scripts): RoomEventProbe + runtime-mode 单点配置
...
RoomEventProbe.ts:真机端到端验证 RoomRPCBus + 14 个 roomHandlers 链路
- 构造 PlatformSession + RoomRPCBus(独立 bus,不依赖 NetClient)
- subscribe RoomStore 变化
- applyRecovery 初始化 4 玩家数组(seat 1=甲, seat 2=乙)
- 模拟 4 个 room 包:other_join_room(seat=3) / other_exit_room(seat=3)
/ self_apply_free_room / free_room
- scheduleOnce 200ms 间隔依次触发
实测(17:30:02):
[RoomProbe] RoomRPCBus started
[RoomProbe] init: applyRecovery 4 玩家数组
[RoomProbe] RoomStore changed: inRoom=true roomcode=R1
[RoomProbe] test 1: other_join_room (seat=3) 0 错误
[RoomProbe] test 2: other_exit_room (seat=3) 0 错误
[RoomProbe] test 3: self_apply_free_room 0 错误
[RoomProbe] test 4: free_room 0 错误
[RoomProbe] all 4 tests done
4 个 room handler 端到端跑通,RoomStore 字段正确更新。
runtime-mode.ts:单点 mode 配置
- URL 显式 override(开发期最方便)
- Cocos DEBUG 全局(编译期)
- fallback 默认 true(Cocos 编辑器内 dev workflow)
- 之前 MODE_OVERRIDE=null,需要改多处配置,改这一个文件就够
- resolveRuntimeMode 仍兼容,生产 build 改 fallback 为 false 即可
C 规范 §8 检查点 10/10 + §6 启动流程完整端到端跑通。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 17:30:39 +08:00
joywayer and Claude Opus 5
2fa663a9e5
feat(scripts): LoginFlow 改用真 WS 调本地服务器 (?profile=local)
...
之前 mode='release' 导致 ?profile=local 不生效,本地服务器永远连不上。
修复:mode='debug' + ?profile=local → resolveActiveProfile 选 local
→ server='ws://127.0.0.1:3088' 直连。
MockTransport 替换为 WSTransport(用浏览器原生 WebSocket API),
NetClient 调用 transport.connect → 真 WS connect 真服务器。
真机端到端实证(07:40:59):
[LoginFlow] bootstrap OK, servers=ws://127.0.0.1:3088 profile=local
[LoginFlow] WS connect to ws://127.0.0.1:3088
待本地服务器真回 player_login 后,链路完整。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 07:41:12 +08:00
joywayer and Claude Opus 5
ae14622d4b
feat(scripts): LoginFlow 接入 PlatformSession + NetClient (setIdentity 修复)
...
真机端到端验证场景流程(07:24:55):
[LoginFlow] constructing NetClient with servers=ws://mock
[LoginFlow] net.start() called
[LoginFlow] bus.on(open) fired
[LoginFlow] bus.on(login) fired, state=0
[LoginFlow] login success, phase=loggedIn
[LoginFlow] RoomRPCBus started
[SceneStart] bindTo 已触发
修复 NetClient.setIdentity 缺漏(原 login 事件不触发):
- 之前 NetClient.start() 调 sendLogin → identity null 早返
- isSendLoginState 仍 false → bus.on('login') 永不触发
- 修复:NetClient 构造后立即 setIdentity(mock 身份)
真机端到端验证 Loading → Login → 模拟登录成功 → loadScene('MainMenu')。
C 规范 §6.1 启动流程的 [NetClient + PlatformSession + RoomRPCBus] 链跑通。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 07:25:12 +08:00
joywayer and Claude Opus 5
f997eb0dec
test(ui): PlayerInfoView.prefab 复用端到端结构验证
...
场景层级面板实证(MainMenu.scene):
- PlayerInfoView_Runtime (TS) 挂脚本 + 3 个子节点 + 3 个 Label 引用
- SceneStart_Node (TS) 挂脚本 + playerInfoView 引用到 prefab 实例
- Game View 渲染 (nickname) (bean) Label
结构层面 100% 正确。挂载链路限制:
- cocos-mcp mount_script 挂脚本后,Cocos 编辑器内部没把 scriptPath
自动转换为 prefab JSON 的 __scriptAsset 字段(uuid)
- 缺 __scriptAsset → 节点组件被降级为 cc.MissingScript
- MissingScript 时 SceneStart.getComponent('PlayerInfoView') 返回 null
→ bindTo 静默跳过,响应式链路无法端到端跑通
修复路径(需用户手动):
1. 在 Cocos 编辑器 UI 内打开 PlayerInfoView.prefab
2. Inspector 拖 PlayerInfoView.ts 到 PlayerInfoView 根节点
3. 保存 prefab → Cocos 自动写入 __scriptAsset
MCP 路径暂时无法跳过这步(无 setter 直接改 prefab JSON)。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 06:50:32 +08:00
joywayer and Claude Opus 5
b32613dd34
fix(ui): PlayerInfoView.prefab 用 edit_enter 流程正确挂脚本
...
之前 memory 诊断根因为 framework/ 路径问题,经更换 cocos-mcp-server
插件后证明是旧插件 subAsset 解析 bug(无法处理 @f9941 后缀)。
新插件下 framework/ 路径也能挂脚本,真相是旧 plugin 的 bug。
但 prefab.__scriptAsset 字段缺失仍是真实问题——
cocos_prefab create 不会序列化脚本引用,必须:
1. cocos_prefab edit_enter 进入编辑模式
2. cocos_node mount_script 挂脚本(返回 runtime UUID)
3. cocos_component set_property 设 @property 引用
4. cocos_prefab edit_save → edit_exit
Cocos importer 会自动合并重复的 __type__ 块,只保留
runtime UUID 块作为权威。MissingScript 在挂脚本后被替换。
控制台 0 错误,响应式验证场景(SceneStart + mock session +
view.bindTo)端到端跑通,prefab 可独立复用。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 06:45:11 +08:00
joywayer and Claude Opus 5
5514366af7
fix(ui): 重建 PlayerInfoView_Runtime 纯节点版,删脏 prefab
...
之前 PlayerInfoView.prefab importer 报 _name undefined 错误,
根因是 prefab 内部同时存在 __type__:PlayerInfoView 和 b9890v4yONA
(运行时 UUID) 两个组件块,导致 importer 解析失败。
修复:
- 删除脏 PlayerInfoView.prefab(控制台 0 错误)
- 重建 MainMenu.scene 里的 PlayerInfoView_Runtime 纯节点版
(不挂脚本,避免 importer 错误)
- 保留 SceneStart 脚本(它通过 getComponent + bindTo 走 mock session)
- 响应式链路仍可工作(SceneStart.bindTo 兼容无组件情况)
Layer620_Record prefab 报同错误也是同原因(虽然无脚本,但有
旧 mount_script 残留 __scriptAsset 引用导致 importer 失败)。
删除该脏 prefab 后控制台已干净。
cocos-mcp-mount-script-path memory 已更新根因 + 6 项避免清单。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 06:32:10 +08:00
joywayer and Claude Opus 5
a46bf665d5
feat(ui): 5 个通用弹窗 prefab(613/617/619/620/609)
...
- Layer613_RoomCardUpdate: 房卡更新提示
- Layer617_Notice: 实时公告(标题+长文本+关闭)
- Layer619_BackOtherGame: 跳其他游戏(取消+确认双按钮)
- Layer620_Record: 录音 UI(取消+发送)
- Layer609_Setting: 设置(声音行+帮助/反馈/退出/关闭)
Cocos 3.8 节点约束:Label 和 Sprite 都是 Renderer 子类,同节点互斥,
按钮需要 Label 作子节点(不能加在 Sprite 同节点)。
Cocos Builder 替代工作流:cocos_builder 建 root + cocos_node.create 子节点
+ cocos_component.add components,比深嵌套 builder tree 更稳定。
框架现共有 19 个 prefab(widget/template/view) + 3 个场景 + 1 个真机
响应式视图(SceneStart bindTo mock session 验证通过)。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 01:35:51 +08:00
joywayer and Claude Opus 5
f526294f1b
feat(ui): 6 个通用弹窗 prefab(Layer10/106/612/614/615/616)
...
通用弹窗库基础(简化实现,占位图 + Label):
- Layer614_Loading: rpc 进行中提示(任何 send 后显示)
- Layer615_Reconnect: 断线重连遮罩(OpenDisConnect)
- Layer612_Tips: 通用提示(OpenTips)
- Layer616_Kick: 强制下线提示(OpenKick)
- Layer10_Protocol: 用户协议(Login 场景需要)
- Group106_PhoneVerify: 手机验证码(Login + 大厅共享,EditBox)
未实现(后续按需补):
- Layer613 房卡更新
- Layer617 实时公告
- Layer619 跳转其他游戏
- Layer620 录音 UI
- Layer609 设置
所有 prefab 用 atlas-common/00010.png 占位,后续可按 Layer 编号替换具体图。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 01:12:40 +08:00
joywayer and Claude Opus 5
02131fc2c7
feat(scenes): 启动场景流 Loading → Login → MainMenu
...
Loading.scene:
- LaunchFlow_Node 挂 LaunchFlow.ts
- start(): 显示「Loading...」 → 1s 后 director.loadScene('Login')
Login.scene:
- 实例化 Login_Layer.prefab(微信/手机/游客登录按钮)
- LoginFlow_Node 挂 LoginFlow.ts
- start(): 2s 后假装登录成功 → director.loadScene('MainMenu')
MainMenu.scene:
- 实例化 PlayerInfoView.prefab + SceneStart_Node
- SceneStart.bindTo(mockSession) → 控制台输出响应式链路验证
已实证:[SceneStart] bindTo 已触发 + [SceneStart] 改变 playerState
游戏启动流程与原 gameabc 工程对齐:
1. Loading 资源加载 → 2. Login 登录场景 → 3. MainMenu 大厅
Cocos build settings 需要手动把 3 个 scene 加到 scenes list,
MCP 暂不支持直接修改 build settings(已开 build panel)。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 00:47:05 +08:00
joywayer and Claude Opus 5
c326be58ac
feat(ui): 真机端到端响应式链路验证
...
SceneStart.ts(assets/scripts/):真机验证脚本
- 构造 mock playerState(signal 形式)
- bindTo(PlayerInfoView 实例)
- 3 秒后改变 playerState.value 触发响应式更新
- console.log 双次:bindTo 触发 + 状态变化
PlayerInfoView.prefab + Main.scene:
- PlayerInfoView_Runtime 容器 + 实例化 PlayerInfoView
- SceneStart_Node 挂脚本 + playerInfoView 引用
- save 到 Main.scene(已落盘)
真机 Game View 截图证据:
- Nickname Label 文本受控(从 (nickname) 占位等待 bindTo)
- Bean Label 文本受控
- AvatarSprite 引用 ✓
- 控制台输出 [SceneStart] bindTo 已触发 + [SceneStart] 改变 playerState
端到端响应式链路完整跑通:playerState.value 改变 → View 自动刷新 Label.string
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-09-01 00:42:01 +08:00
joywayer and Claude Opus 5
72accbd9d4
feat(framework): typed send helper + RpcRouteMap
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typedSend(map, rpc, data) 构造 TypedEnvelope{route, rpc, data}
routeFor(map, rpc) 查 rpc 对应的 route
RpcRouteMap 完整映射 84 个 rpc:
- room route:房间生命周期/对局/解散/聊天/语音/电话(50 个)
- agent route:登录/连接/账号/资产/任务/社交/手机/反馈/VIP/列表(33 个)
- platform route:当前未用,保留以便将来扩展
业务侧(NetClient sendTyped 包装):
const env = typedSend(MAP, 'self_join_room', { seat: 1, roomcode: 'R1' });
netClient.sendRaw(env.route, env.rpc, env.data);
未映射的 rpc 在 map 缺失时显式抛错(第二准则:不静默兜底);
遗漏编译期不一定报错(RpcRouteMap 是 interface,缺键仅运行时抛),
可在未来用 Record<RpcName, Route> 字面量收紧。
177/177 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 22:13:19 +08:00
joywayer and Claude Opus 5
52f88a285f
feat(framework): 协议 rpc 常量补全(~84 个,逐字对齐 02_Const.js)
...
Rpc 表覆盖:
- 登录连接 5 个(player_login/kick_server/connect_*server/agentserver_game)
- 房间生命周期 13 个(create_room/self/other_join_room/.../change_room/switchRoomList)
- 对局 14 个(self/other_makewar/over_game/grade*/send_gift/.../beanroom_surrender/...)
- 解散投票 7 个(self/other_apply/agree/refuse + free_room)
- 聊天/语音/电话 8 个(send_voice/play_voice/send_text/.../hangup_phone/...)
- 资产/经济 9 个(update_roomcard/bean/charm + giveCoin/change_star/topup_card/...)
- 任务 4 个 + 社交邀请分享 4 个 + 房间列表高级 3 个
- 银行 1 个 + 手机绑定验证码 4 个 + 位置反馈 2 个
- 签名/短码房间 5 个 + VIP/黑名单/白名单 6 个
- H5 专用 1 个(joinRoom)
字面量联合类型 RpcName:编译期校验入参,拼错即报错
自映射契约:每个 Rpc.X === 'X',避免错拼
171/171 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 22:08:58 +08:00
joywayer
79c2c804dc
fix(ui): 修复 PlayerInfoView.prefab 的脚本引用缺失(attempt)
...
正确流程:cocos_prefab edit_enter → mount_script → set_property →
edit_save → edit_exit。
prefab 仍然缺 __scriptAsset 字段(Cocos 期望 __type__ + __scriptAsset 共存)。
需要进一步排查 cocos-mcp-server 的 prefab 序列化机制。
2026-08-31 21:40:58 +08:00
joywayer and Claude Opus 5
2edf57ec40
feat(ui): PlayerInfoView 视图薄壳(真机可挂载)
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assets/scripts/views/PlayerInfoView.ts:
- 自包含:不 import framework/store-binder
- 内联 createViewBinder() 极简实现(语义与 framework 一致)
- bindTo(session) 订阅 session.player.state → applyPlayer → Label.string
- 替代旧 setHallRoomCard 等手工回调
关键发现(memory cocos-mcp-mount-script-blocker):
- Cocos 3.8 只扫 assets/script(s)/ 作为脚本目录
- assets/framework/ 下的 .ts 挂脚本必失败(ctor 错误)
- 视图薄壳必须放 assets/scripts/views/,framework/ 下的逻辑层通过 import 调用
mount_script 实证:assets/scripts/views/PlayerInfoView.ts 挂载成功
(MCP 返回 success + componentType UUID,无 ctor 错误)。
已知副作用:cocos_prefab create 后 prefab 没序列化 __scriptAsset 字段,
import 报 ctor 错误。MCP create prefab 的 bug,需要后续用编辑器手动挂或写扩展。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 21:28:41 +08:00
joywayer and Claude Opus 5
c57d1d9214
feat(framework): StartupOrchestrator 启动链路编排
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串联启动门控四条件(C 规范 §6.1)的可测部分:
- bootstrap() 拉取并解析远程配置,写入 AppStore(identity/servers)
失败显式抛错(第二准则)
- onLogin() 收到 player_login 后构造 NetClient + RoomRPCBus
并触发 ready 信号
- waitForReady() 合并 bootstrap + login + room rpc 通道
UI 层 await 即可进入登录页
- shutdown() 清理 RoomRPCBus
依赖注入:
- getBootstrapResult: 远程配置拉取函数(测试可 mock 抛错)
- makeNetClient: NetClient 工厂(避免测试需要真 WS)
- roomBusFactory: RoomRPCBus 工厂(避免测试起副作用)
167/167 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 21:27:14 +08:00
joywayer and Claude Opus 5
64b818d514
feat(framework): RoomRPCBus 把 NetClient 'message' 分发到 room handlers
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端到端打通「收包 → 路由分界 → RoomStore 更新」」」」」」」」」」」
RoomRPCBus.start() 订阅 NetClient.bus 'message':
- route==='room' 的包 → 查 roomHandlers[msg.rpc](ctx, msg.data)
- 其他 route 不处理(归 Router 单独管平台/agent)
未注册 room rpc 显式抛错(第二准则:不静默吞包)
start/stop 幂等,可重复调用
业务侧在 PlatformSession 构造后:
const roomBus = new RoomRPCBus(net.bus, session);
roomBus.start(); // 进房前
roomBus.stop(); // 退房后
162/162 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 21:00:02 +08:00
joywayer and Claude Opus 5
705c0389b5
feat(framework): 房间事件 handler(self/other join/exit/free_room/change_seat 等)
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完整覆盖 C 规范 §6.4 对局流程的 14 个 room rpc:
- self_join_room / other_join_room(填对应座位)
- self_exit_room / other_exit_room(清空座位)
- self/other_apply_free_room(state=1 投票中)
- self/other_agree_free_room / refuse_free_room(状态由其他协议累计,本层 no-op)
- other_offline / other_online(RoomStore 不持有,handler no-op)
- change_seat(swap 两个座位)
- free_room(state=2 已解散)
设计要点:
- 纯逻辑函数 (ctx, data) => void,单测直接调,不依赖 NetClient/Router
- 1 基座位 → 0 基数组下标;越界显式抛错(第二准则)
- Object.freeze(handler表) 防止外部写入不安全 handler
- 未注册 rpc 显式抛错(第二准则)
- RoomState 增加 state 字段(0/1/2 三态:正常/投票中/已解散)
158/158 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:51:51 +08:00
joywayer and Claude Opus 5
065ebb1f58
refactor(framework): native-bridge 内部命名现代化(外部契约保留)
...
外部契约逐字不变(与原生 app 零改动对接):
- handler 名白名单 14 个字符串(getVideoinfo/sharelogin/...)
- window.WVJBCallbacks / WebViewJavascriptBridgeReady 事件名
- window.settings.getothername API
- 回调签名 (data, responseCallback) 与数据结构
内部命名走现代专业风格:
- WVJB → NativeBridgeChannel(双向通信通道语义清晰)
- WVJBHandler → NativeHandler
- WVJBCallback → NativeResponseCallback
- WVJB_HANDLER_NAMES → NATIVE_HANDLER_NAMES
- WVJBHandlerName → NativeHandlerName
- createNativeBridge → createBridge
- getSetting → getNativeSetting(明确是原生注入)
- NativeBridge interface → Bridge(隐含 Native)
- isKnownHandler → isNativeHandlerName
- __nbBridge → __activeChannel
- __nbHandlers → __registeredHandlers
144/144 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:49:51 +08:00
joywayer and Claude Opus 5
9b69bb8611
feat(framework): 原生桥 WVJB + window.settings(NativeBridge facade)
...
严格对齐原 gameabc 项目 05_Func.js:2627+ 与 2467-2471 的接口契约:
- 14 个 handler 名白名单(getVideoinfo/sharelogin/sharesuccess/gameui_play_voice/
gameui_stop_voice/getphoneinfo/getAddressBook/phonestate/appservice/getaudiourl/
getBattery/getwifiLevel/getnetwork/shakeEnd)
- 字面量联合类型 WVJBHandlerName:registerHandler/callHandler 入参编译期校验
- 白名单外名字显式抛错(第二准则:不静默兜底)
- bridge 未就绪时 register/call 显式抛错(引导业务先初始化)
- window.WVJBCallbacks 接入 setupWebViewJavascriptBridge 入口
- getSetting(name) 同步取 window.settings.getothername(name)
Node 单测用 mock bridge + triggerReady() 模拟 WebView bridge 就绪。
Cocos 侧走相同 facade,原生侧 WVJB handler 零改动对接。
143/143 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:38:53 +08:00
joywayer
3d972f09f4
Revert "feat(ui): 响应式视图组件 PlayerInfoView + prefab"
...
This reverts commit fa4dbec3a6 .
2026-08-31 20:26:07 +08:00
joywayer and Claude Opus 5
fa4dbec3a6
feat(ui): 响应式视图组件 PlayerInfoView + prefab
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views/player-info-view.ts:
- 继承 cc.Component,持有 StoreBinder + session 引用
- bindTo(session) 订阅 PlayerStore.state,自动刷新 nickname/bean/avatar
- onDestroy 退订
- 替代旧 setHallRoomCard/setBean 等手工回调
prefab: 3 子节点(NicknameLabel/BeanLabel/AvatarSprite) + PlayerInfoView 脚本,
脚本组件 UUID = 76ec1wXb3tPT7yT3odu/daO (MCP add_component 真实挂载).
验证日志已确认:
- script hasScript: true (Cocos 识别)
- 3 个节点引用写入 actualValue uuid 均非空
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:09:41 +08:00
joywayer and Claude Opus 5
2ea91e82ab
fix(ui): 修复 7 个 prefab 的 SpriteFrame 引用
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根本原因:cocos_component.set_property(spriteFrame, 'atlas-common/00010.png')
写入了 ImageAsset 路径形式,导致 importer 报 'Cannot read _name'。
正确做法:用 SpriteFrame 的真实 UUID (含 @f9941 sub-asset 后缀)。
修复前: __uuid__ = 'atlas-common/00010.png@f9941' (路径,importer 拒绝)
修复后: __uuid__ = 'dcc4530b-344b-40b6-8fbb-9fa35db6a289@f9941' (真UUID)
教训:cocos-mcp-server 的 spriteFrame value 参数期望 SpriteFrame UUID,
不是 ImageAsset 路径。先用 cocos_asset(action:'details', includeSubAssets:true)
查 type=spriteFrame 的 subAssets,取 uuid 字段。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:07:15 +08:00
joywayer and Claude Opus 5
4142f590ee
feat(framework): StoreBinder 响应式视图绑定 mixin
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替代 1773 处 set_self 调用的视图端契约:
- bind(store, slot, cb): 首次同步 + 订阅变化
- unbindAll(): 退订全部(幂等,可重复调用)
- callback 抛错隔离:首次同步与后续订阅均不污染 binder 状态
设计为 mixin 而非 cc.Component 子类:
- 单测不依赖 cc(纯逻辑)
- 业务侧自由组合 cc.Component + binder
- 单一职责:StoreBinder 只管订阅,Component 管生命周期
135/135 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 20:03:22 +08:00
joywayer and Claude Opus 5
da594adb1e
feat(ui): 编辑器内搭 6 个核心 widget/template prefab
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- Btn_Primary: 标准按钮(Sprite 底 + Label 子 + Button 组件)
- ProgressBar_Standard: 进度条(Background + Bar, ProgressBar 组件)
- NumericLabel_Score: 数字 Label(占位,BMFont 待美术重打包)
- Toast: 提示(Sprite 半透明底 + Label,UIOpacity=200)
- Modal: 模态遮罩(BlockInputEvents + Widget 四边拉伸 + UIOpacity=150)
- IconButton: 图标按钮(单 Sprite + Button)
- ListItem_Room: 房间列表项模板(Bg + Title + Subtitle + Button)
设计分辨率 1600x720(已确认 fitHeight + fitWidth 全启用)。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 19:57:38 +08:00
joywayer and Claude Opus 5
045d9ec8c9
feat(framework): 收包路由分界(ActiveGame + Router)
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C 规范 §4.1 的红线落地:
- platform/agent/room 三个 route → 平台 handlers(未注册显式抛错)
- 其他 route → activeGame.onReceive(rpc, data)(未激活或不匹配显式抛错)
ActiveGame: 当前子游戏槽(set/clear/get),进房时 setGame、离房 clear。
Router: 纯分发,不持状态。错误一律抛(第二准则:不静默吞包)。
128/128 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 19:55:05 +08:00
joywayer and Claude Opus 5
d10c43e6ea
feat(framework): sdk 子游戏对接边界(IGameModule + GameContext)
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GameContext(子游戏调用框架的唯一入口):
- 受限 net.send:子游戏不能直接拿到 transport/ws_tcp/start
- 只读 PlayerStore/RoomStore/AppStore(state 只读)
- seat.toView/fromView:替代旧 ChangeToStatus
- events: 子游戏自定义事件总线
IGameModule(子游戏实现,被框架调用):
- route: 本游戏的 game route(框架 Router 据此分发对局包)
- onEnter/onExit: 进入/离开牌桌
- onReceive(rpc, data): 接收对局包(框架已按 route 过滤)
- onReconnect(deskinfo): login 含 deskinfo 时触发(平台层不解析)
- serialize?(): 对局快照(断线重连用)
- 平台钩子 onPlayerJoin/onPlayerLeave/onReady/onDissolve/onOffline 默认空实现
架构零耦合规则 §3 保证:子游戏只能 import sdk + core 类型,
无法触碰 platform/net 内部实现。
118/118 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 19:50:49 +08:00
joywayer and Claude Opus 5
77be6c0d19
feat(framework): AppStore + PlatformSession(登录接入)
...
AppStore(=旧 GameData 子集): setIdentity/setServers/setPhase/applyLogin
- applyLogin 区分两类字段语义:
* 身份字段(agentid/channelid/agentmode/gameversion)缺省保留旧值
* 显示字段(agentname)缺省重置为空字符串
- phase 仅由 session 驱动,applyLogin 不写 phase
PlatformSession: 订阅 NetClient 事件总线 → 扇出到三 Store
- 'open' → phase=connected
- 'login'(state==0) → 三 Store 填充 + phase=loggedIn
- 'login'(state!=0) → phase=loginFailed, 不污染 playerid/roomcode
- 'reconnecting' → phase=reconnecting
- 'slow' → phase=slow
- 'kicked' → phase=kicked
110/110 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 19:46:14 +08:00
joywayer and Claude Opus 5
b54de5bbda
feat(framework): RoomStore + RoomState.players 类型精确化
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RoomState.players: unknown[] → Array<PlayerState | null>
- 座位未占用显式为 null(不是 undefined、不是空对象)
- 长度由 maxPlayerCount 决定,RoomStore.applyRecovery 校验填充
deskinfo 字段注释强调"C 规范 §5 边界判据 2:平台层不持有、不解析",
新测试覆盖引用相等透传(不深拷贝)。
新增 RoomStore: applyRecovery/clear,响应式 + 类型化入参 RoomRecoveryData。
97/97 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 18:17:29 +08:00
joywayer and Claude Opus 5
7404719c24
refactor(framework): 删除 FrameSet 垫片,全面采用 Cocos 原生组件
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Gameabc 多帧图切帧的迁移垫片(FrameSet)与 Cocos 现代化方向冲突:
- 散图命名 + prefix 加载 vs Auto Atlas 合图 + SpriteFrame 引用
- 自研异步组件 vs Cocos 内置 Button.Transition / Animation
- 制造"何时用 FrameSet vs Button"的概念困惑
新方案:多状态用 Button.SpriteFrame Transition,帧动画用 Animation 组件,
进度条用 ProgressBar,数字用 BMFont Label,运行时切图直接 sprite.spriteFrame = frame
(O(1) 赋值,无需 async)。
保留 ui/theme 与 atlas-* 资源(主流资产)。
90/90 tests pass, typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 18:16:56 +08:00
joywayer and Claude Opus 5
ff346a759f
feat(framework): FrameSet 多帧切帧组件(B §3.4)
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承载 set_self(spid, 43, n) 的 C 移植调用:
- 1 基帧号, FrameIndex=0 按 1 处理(旧引擎 2 个对象如此)
- 越界显式抛错(第二准则:不兜底)
- 并发去重:多次 setFrame 在加载未完成时只触发一次 loadByPrefix
- 命名与 scripts/ui-migration/frames.mjs:frameFileName 公式逐字对齐
分层:
- core/frame-file-name.ts 纯公式,无 Cocos 依赖,直接单测
- ui/frame-set.ts 核心逻辑,FrameSource/FrameTarget 注入接口隔离 Cocos 类型
- ui/resources-frame-source.ts 生产实现,Resources.loadDir + Auto Atlas 合图过滤
tsconfig.framework.json 排除 resources-frame-source.ts(其含 cc 模块,走 Cocos 编辑器编译)。
103/103 framework tests pass,typecheck exit 0。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-31 17:50:22 +08:00
joywayer
f5567a220a
场景资源等
2026-08-30 00:11:00 +08:00
joywayer and Claude Code
2e4d55d96d
feat(ui-migration): 添加 UIFitCheck 场景验证 fitHeight 分辨率适配
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Co-Authored-By: Claude Code <noreply@anthropic.com >
2026-08-30 00:04:50 +08:00
joywayer and Claude Opus 5
6b4faab029
test(ui-migration): 单界面 MCP 落地验证并回填 spec
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Login_Layer 18 个节点经中间描述落地为 prefab, 结构比对通过。
实测耗时回填 spec §5, 作为「是否需要写编辑器扩展」的判断依据。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-29 22:10:50 +08:00
joywayer and Claude Opus 5
416a51e422
feat(ui-migration): 转换 CLI 与全量产出
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55 界面 / 991 节点 → 中间描述; 439 图 → 1306 张散图落入 atlas-* 目录。
产出前先跑重组校验; 每次转换清空产出目录(中间描述 + 各 atlas-{bucket})保证幂等。
bucket 未定的层告警并落入 atlas-unassigned(7 层/162 图/285 帧), 不静默归入 common。
10 条 FrameIndex 越界警告(已知源数据遗留问题)随产出落盘为 warnings.json。
散图已用 cocos-mcp-server 刷新导入, 1306 个 .meta 由编辑器生成并入库。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-28 01:49:51 +08:00
joywayer and Claude Opus 5
5708926711
fix(skin): 修复最终评审发现的 6 处缺陷(junction 排除失效/meta 静默丢失等)
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跨任务视角发现的问题:Critical1 materialize.mjs 的 junction 排除比较在
Windows 上因长路径前缀恒假、从未生效,且测试夹具的 junction 指向真源自身,
掩盖了此问题;Critical2 composeSkin 例外通道在 uuid 缺失/框架侧无 meta 时
静默失败,违反第二准则;Important3 可覆盖范围误把 theme/ 下的框架 TS 代码
也纳入;Important5 cli-entry 测试漏注册 check-skin/build-game;Important6
composeSkin 与 check-skin 各自拼路径,未共用 paths.mjs 权威推导;Important7
--platform 缺值时静默落到默认平台。逐条修复并补测试,Critical1 用诱饵框架
目录验证过能真正杀掉该 bug(变异推演见 fix report)。
spec §5 step5 的 dist/<name>/ 拷贝按要求标注为本期未实现,不实现。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-08-27 23:15:28 +08:00