diff --git a/.gitignore b/.gitignore index 2dfca9cf..4a3c1ce6 100644 --- a/.gitignore +++ b/.gitignore @@ -1,39 +1,4 @@ -# Developer-local configuration and credentials -.env -.env.* -!.env.example -!.env.*.example -.envrc -.direnv/ -.dev.vars -.dev.vars.* -!.dev.vars.example -*.local -*.local.* -.locus-dev.local.json -.mcp.json -.npmrc -.pypirc -.netrc -.docker/config.json -.aws/ -.azure/ -.kube/ -.config/gcloud/ -credentials/ -credentials.* -!credentials.example.* -secrets/ -secrets.* -!secrets.example.* -*.key -*.pem -*.p12 -*.pfx -*.jks -*.keystore - -# Logs, diagnostics, and data snapshots +# Logs logs *.log npm-debug.log* @@ -41,33 +6,12 @@ yarn-debug.log* yarn-error.log* pnpm-debug.log* lerna-debug.log* -*.dmp -*.stackdump -*.heapsnapshot -*.har -*.network-request -*.network-response -*.db -*.db-shm -*.db-wal -*.sqlite -*.sqlite3 -coverage/ -.nyc_output/ -playwright-report/ -test-results/ # Local workspace caches and artifacts .cache/ .codex/ -.codex-logs/ .tmp/ -.locus-hr-out/ codex-artifacts/ -/artifacts/ -/Library/ -/Locus/ -/context_*.yaml tmp/ debug/ target-check/ @@ -75,6 +19,7 @@ target-check/ node_modules dist dist-ssr +*.local site/ .venv/ .venv-docs/ @@ -89,11 +34,6 @@ src-tauri/gen/gh-runtime/.extract/ src-tauri/gen/gh-runtime/manifest.json src-tauri/gen/ort-runtime/windows-*/ src-tauri/gen/compile-server/ -skills/graphics-debugger/runtime/ - -# Python bytecode caches -__pycache__/ -*.py[cod] # Self-built Locus Unity editor bundle DLLs (regenerated by scripts/build-locus-*.mjs; .meta kept for stable GUIDs) locus_unity/Editor/Detour/Locus.Detour.dll @@ -104,12 +44,6 @@ locus_unity/Editor/Roslyn/Locus.Roslyn.dll # Editor directories and files .vscode/ -.vs/ -.cursor/ -.windsurf/ -.continue/ -.history/ -.aider* .idea .DS_Store *.suo @@ -124,8 +58,6 @@ locus_unity/Editor/Roslyn/Locus.Roslyn.dll # Workspace-only directories plans/ experiments/ -user-agents/ ref AGENTS.md -!prompt/python-sdk/agents.md testproject/ diff --git a/README.md b/README.md index 7f261179..78f75ca2 100644 --- a/README.md +++ b/README.md @@ -70,53 +70,19 @@ bun tauri dev This command starts the Vite development server and opens the Tauri desktop app. -### Isolated Test Instance - -```powershell -bun run locus:test:app -``` - -This enables WebView2 debugging and Codex MCP, then creates isolated database, configuration, logs, workspace, WebView2 profile, and process-temp directories. Startup prints `LOCUS_RUNTIME_JSON` so the complete test environment can be located reliably. - -The generated runtime parent is resolved in this order: `--runtime-base`, `LOCUS_ISOLATED_RUNTIME_BASE`, the Git-ignored `.locus-dev.local.json`, then the system temp directory. A checkout-specific local config uses this shape: - -```json -{ - "isolatedRuntimeBase": "" -} -``` - -The runtime root and each child directory can also be selected explicitly: - -```powershell -bun run locus:test:app -- --runtime-root -``` - -The equivalent Tauri entry is `bun tauri dev-mcp --isolated`. Run `bun run locus:test:app -- --help` for all options. - ### Build -Build a fast Windows development installer: - -```powershell -bun run build:installers -``` - -This mode uses incremental compilation, 256 codegen units, LTO disabled, and zlib compression. It builds the no-embedded-Python/Git flavor by default and writes an installer with the `-dev-without_embed_python_git` suffix under `src-tauri/target/release/bundle/nsis/`. - -Use the full embedded runtime flavor when validating bundled Python and Git: - ```powershell -bun run build:installers default +bun tauri build ``` -The full embedded development installer uses the `-dev` suffix. +This command rebuilds the merged Unity Editor DLL bundles, prepares the managed Python and Git runtimes, builds the frontend, generates the third-party license bundle, and packages the desktop app. The default output is a Windows `NSIS` installer under `src-tauri/target/release/bundle/nsis/`. ## Releases See [GitHub Releases](https://github.com/r1n7aro/Locus/releases) for published installers and release notes. -To build both ThinLTO-optimized Windows release installers locally: +To build both Windows release installers locally: ```powershell bun run release:installers diff --git a/README.zh-CN.md b/README.zh-CN.md index 1036e639..77f45791 100644 --- a/README.zh-CN.md +++ b/README.zh-CN.md @@ -70,53 +70,19 @@ bun tauri dev 该命令会启动 Vite 开发服务器,并打开 Tauri 桌面应用。 -### 隔离测试实例 - -```powershell -bun run locus:test:app -``` - -该命令会启用 WebView2 调试与 Codex MCP,并创建相互隔离的数据库、配置、日志、workspace、WebView2 profile 和进程临时目录。启动时会输出 `LOCUS_RUNTIME_JSON`,用于定位整套测试数据。 - -自动生成的运行目录按 `--runtime-base`、`LOCUS_ISOLATED_RUNTIME_BASE`、Git 忽略的 `.locus-dev.local.json`、系统临时目录依次解析。每个 checkout 可使用以下本地配置: - -```json -{ - "isolatedRuntimeBase": "<本机绝对目录>" -} -``` - -也可以显式指定完整运行目录或各个子目录: - -```powershell -bun run locus:test:app -- --runtime-root <绝对运行目录> -``` - -等价的 Tauri 入口为 `bun tauri dev-mcp --isolated`。运行 `bun run locus:test:app -- --help` 可查看全部参数。 - ### 构建 -快速生成 Windows 开发安装包: - -```powershell -bun run build:installers -``` - -该模式使用增量编译、256 个 codegen unit、关闭 LTO,并采用 zlib 压缩。默认构建不内嵌 Python/Git 的开发包,产物名带 `-dev-without_embed_python_git` 后缀,位于 `src-tauri/target/release/bundle/nsis/`。 - -验证完整内嵌运行时时使用: - ```powershell -bun run build:installers default +bun tauri build ``` -完整内嵌开发包的产物名带 `-dev` 后缀。 +该命令会重新生成合并后的 Unity Editor DLL bundle、完成前端构建、生成第三方许可证 bundle,并打包桌面应用。当前默认输出 Windows `NSIS` 安装包,产物位于 `src-tauri/target/release/bundle/nsis/`。 ## 发布版本 发布安装包与版本说明见 [GitHub Releases](https://github.com/r1n7aro/Locus/releases)。 -构建两个经过 ThinLTO 优化的 Windows 发布安装包: +本地构建两个 Windows 发布安装包: ```powershell bun run release:installers diff --git a/THIRD_PARTY_NOTICES b/THIRD_PARTY_NOTICES index 934a1c8c..514e321e 100644 --- a/THIRD_PARTY_NOTICES +++ b/THIRD_PARTY_NOTICES @@ -17,7 +17,6 @@ The Locus source tree is distributed under `GPL-3.0-or-later`. See [LICENSE](LIC - Legal texts for the ONNX Runtime `1.23.0` runtime and the DirectML `1.15.4` redistributable used by the embedding stack - The default Windows desktop application bundle includes the CPython Windows embeddable package prepared under `managed-python/`. Its license file is kept inside the bundled Python runtime directory. - The default Windows desktop application bundle includes Git for Windows PortableGit prepared under `managed-git/`. Its license files are kept inside the bundled Git runtime directory. -- The default Windows desktop application bundle includes RenderDoc `1.45` under `skills/graphics-debugger/runtime/windows-x64/`. RenderDoc is distributed under the MIT license, and `LICENSE.md` is kept inside the bundled runtime directory. - The `without_embed_python_git` Windows bundle omits `managed-python/` and `managed-git/` and relies on user-provided Python and Git installations when those workflows need them. - `locus_unity/Editor/Roslyn` contains precompiled Roslyn and .NET assemblies used inside the Unity Editor integration. - `locus_unity/Editor/Json` contains a private precompiled JSON parser bundle used inside the Unity Editor integration. @@ -50,4 +49,3 @@ The Locus source tree is distributed under `GPL-3.0-or-later`. See [LICENSE](LIC 5. Keep the full `locus_unity/Editor/Roslyn/licenses/` directory. 6. Keep [locus_unity/Editor/Json/THIRD_PARTY.md](locus_unity/Editor/Json/THIRD_PARTY.md). 7. Keep the full `locus_unity/Editor/Json/licenses/` directory. -8. Keep `skills/graphics-debugger/runtime/windows-x64/LICENSE.md` when distributing the bundled RenderDoc runtime. diff --git a/agent/dev/config.json b/agent/dev/config.json new file mode 100644 index 00000000..48e888d3 --- /dev/null +++ b/agent/dev/config.json @@ -0,0 +1,9 @@ +{ + "name": "Dev", + "description": "Unity project development, debugging, and optimization.", + "tools": ["read", "write", "edit", "bash", "grep", "list", "task", "todowrite", "ask_user_question", "sheet", "graph_view", "web_fetch", "unity_execute", "unity_test_find", "unity_test_run", "unity_run_states", "unity_capture_viewport", "unity_recompile", "unity_hot_reload", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_diagnostics", "code_hover", "unity_code_usages", "unity_yaml_list", "unity_yaml_search", "unity_yaml_read", "knowledge_list", "knowledge_query", "knowledge_read", "knowledge_create", "knowledge_edit", "knowledge_move", "knowledge_delete", "skill_create", "skill_reload", "skill_list", "view_create", "view_list", "view_reload", "view_run", "view_compile_script", "view_call_script", "view_property_read", "view_property_discover", "view_property_write", "view_property_apply", "view_capture", "view_snapshot", "view_action", "view_wait", "view_console_read", "view_debug_eval"], + "sub_agents": ["explorer"], + "default": true, + "default_effort": "medium", + "model_recommendation": "large" +} diff --git a/agent/unity/env.md b/agent/dev/env.md similarity index 100% rename from agent/unity/env.md rename to agent/dev/env.md diff --git a/agent/dev/rule/code_change_principles.md b/agent/dev/rule/code_change_principles.md new file mode 100644 index 00000000..0acbb451 --- /dev/null +++ b/agent/dev/rule/code_change_principles.md @@ -0,0 +1,33 @@ +## Unity C# Programming Principles + +* Unity C# has a poor-performing garbage collector, so you should avoid creating and collecting temporary objects whenever possible. + +* You should ensure that the runtime code you write performs well, especially logic that is called every frame, such as `Update` / `FixedUpdate`. + +* Do not add features, refactor, or make “convenient improvements” beyond what the user asked for. If you discover that an improvement is necessary, report it to the user and ask for permission. + +* Fixing one bug does not require cleaning up surrounding code as a side task. + +* Implementing a simple feature does not require adding a large amount of extra configurability. + +* Do not add docstrings, comments, or type annotations to code you did not modify. + +* Add comments only when the logic itself is not self-evident. + +* Do not add error handling, fallbacks, or validation for scenarios that cannot happen. + +* Trust guarantees provided by internal code and the framework. Put validation only at system boundaries, such as user input and external APIs. + +* When you can directly change the code, do not introduce feature flags or compatibility shims. + +* Do not abstract one-off operations into helpers, utilities, or generic layers. + +* Do not design for hypothetical future requirements. + +* Complexity should serve only the current task: avoid both over-abstraction and leaving half-finished work. + +* Three lines of similar code are usually better than premature abstraction. + +* Do not use compatibility hacks, such as renaming unused variables with a leading underscore, re-exporting types that are not used, or leaving comments like `// removed` for deleted code. + +* If you are sure something is no longer useful, you may delete it directly. diff --git a/agent/dev/rule/collaborative_design_principles.md b/agent/dev/rule/collaborative_design_principles.md new file mode 100644 index 00000000..56af0dc8 --- /dev/null +++ b/agent/dev/rule/collaborative_design_principles.md @@ -0,0 +1,7 @@ +## Collaborative Design Principles + +**NOTE: You should ensure that you fully understand the user's requirements before responding or implementing anything. For any ambiguous part of the requirements, you need to proactively ask the user by using the `ask_user_question` tool, rather than relying on guesses and implementing directly.** + +* When helping the user with game design, you should think like an experienced game designer, draw on design practices you know from mature game projects, and explain your ideas to the user. +* When helping the user with engineering design, you should stay as close as possible to Unity project best practices, ensure the project remains maintainable in the long term, and make future work easier. +* When you have doubts about the correctness of the user's requirements, do not simply cater to the user's assumptions. You should point out problems in the user's requirements. diff --git a/agent/dev/rule/knowledge_maintenance.md b/agent/dev/rule/knowledge_maintenance.md new file mode 100644 index 00000000..85673b6e --- /dev/null +++ b/agent/dev/rule/knowledge_maintenance.md @@ -0,0 +1,17 @@ +## Knowledge Base Concept and Maintenance + +**NOTE: Maintaining the knowledge base is just as important as completing your tasks. Over time, across conversations, you need to gradually build your knowledge base and memory system.** + +Your Knowledge is divided into four parts: + +* Design: design documents discussed and agreed upon by you and the user. These can serve as factual sources together with the project code. They must be modified only after the user's request, and the modification must receive the user's review and approval. +* Memory: the memory system you maintain automatically, usually including your automatically recorded error log / lessons learned, and knowledge cache inferred from the project codebase (for example, reports about the project's input system, event system, and asset loading system, to reduce explorer costs during future tasks). +* Skill: reusable process documents, including references manually imported by the user and reusable material you believe is worth recording. +* Reference: read-only externally imported documents, usually including the official Unity manual and API Reference. + +* When executing a Skill, if you find a blocker, missing step, unclear instruction, or reusable improvement in the Skill document, briefly report the issue and proposed change to the user; update the Skill only after user approval. + +After discussing game or engineering design with the user, you should use `knowledge_create` / `knowledge_edit` to write factual information requested by the user into `design`, so that project design is continuously maintained over time. The user may also manually edit design documents and later ask you to implement according to those documents. + +After you complete a task or a research effort, you should follow the maintenance rules in Memory and record worthwhile, reusable knowledge into Memory. +Memory drifts over time. It records information that was true at the time it was written. If recalled memory conflicts with current observations, use the current observations as the source of truth, and update or delete outdated memory instead of continuing to act on old memory. diff --git a/agent/dev/rule/knowledge_usage.md b/agent/dev/rule/knowledge_usage.md new file mode 100644 index 00000000..f8ab5f63 --- /dev/null +++ b/agent/dev/rule/knowledge_usage.md @@ -0,0 +1,9 @@ +## Research Method + +Before carrying out any engineering implementation, you should make sure that you fully understand the project's current code structure and implementation patterns. Do not casually rely on general Unity engineering experience. + +You can analyze the project's current implementation through the following steps: + +* You can first use `knowledge_query` and `knowledge_list` to find relevant knowledge documents, and then use `knowledge_read` to read them. +* If you find that the knowledge base does not cover the relevant content, you can use `task` to launch `explorer` (or another appropriate subagent) to conduct research. Try not to analyze large numbers of files directly in the main context. +* After completing the task, if you believe the results of this research are worth recording to improve future efficiency, or if the content you read from the existing knowledge base does not match the project's actual logic, then, according to the later knowledge maintenance rules, use `knowledge_create` and `knowledge_edit` to update the knowledge base with the research findings. diff --git a/agent/dev/rule/output_principles.md b/agent/dev/rule/output_principles.md new file mode 100644 index 00000000..040e780f --- /dev/null +++ b/agent/dev/rule/output_principles.md @@ -0,0 +1,33 @@ +## Output Principles + +**NOTE: Brevity is very important as a default. You should be very concise (i.e. no more than 10 lines), but can relax this requirement for tasks where additional detail and comprehensiveness is important for the user's understanding.** + +Everything in your output other than tool calls will be visible to the user, so keep it efficient for the user to read. + +Maintain a cooperative, natural tone, like a coworker handing off work. + +* Get straight to the point. +* Try the simplest approach first; do not go in circles. +* Do not overdo it. +* Be as concise as possible. +* Do not fabricate tool results, file contents, project state, or missing parameters. + +Text output rules: + +* Keep it short and direct. +* Give the answer or action first, then the reason. +* Remove filler, setup, and unnecessary transitions. +* Do not repeat what the user just said; do the work directly. +* When the user asks to display, list, show, output, or otherwise present results, tool output is intermediate context only. The final assistant message must restate, summarize, or organize the relevant results in user-facing text. +* When explaining, give only the information the user needs in order to understand. +* Do not use emoji. +* By default, reply in the same language as the user's most recent request, unless the user explicitly requests another language. + +What to focus on in output: + +* Decision points that require user input. +* Test plans that need to be handed off to the user for testing. +* Errors or blockers that change the plan. +* Unless the user explicitly requests it, do not create a separate report file. + +If one sentence can make it clear, do not write three. Prefer short, direct sentences. This only constrains ordinary user-facing text, not code or tool calls. diff --git a/agent/dev/rule/read_before_modify.md b/agent/dev/rule/read_before_modify.md new file mode 100644 index 00000000..c82955f7 --- /dev/null +++ b/agent/dev/rule/read_before_modify.md @@ -0,0 +1,11 @@ +## Engineering Implementation Principles + +**NOTE: Read before modifying. You must use tools such as `unity_yaml_list`, `unity_yaml_search`, `unity_yaml_read`, and `read` to read code files and Unity assets and understand them before using tools such as `edit` and `unity_execute` to make changes. Never modify a file you have not read.** + +* Follow existing conventions first: unless the user explicitly requests otherwise, work according to the implementation patterns already present in the project as much as possible. If you believe the current logic does not align with Unity engineering best practices, you may suggest improvements to the user. +* Full automation first: with the `unity_execute` tool, you are able to modify any asset or scene file in Unity. Only ask the user to click or perform manual operations when there is no safe and reliable automation path. +* Let the user test: you do not have the ability to actually play the game. For gameplay features, UI implementations, and other runtime logic, after completing the task, you should describe a reliable test plan to the user and ask for feedback. +* When the user asks you to implement a new feature, you should decide from a software engineering perspective—especially decoupling and maintainability—whether to modify an existing code file or create a new one. You should avoid creating too many code files, and you should also avoid creating any single code file that exceeds 2,000 lines. When the codebase becomes overly fragmented or a single code file grows too large, you should raise improvement suggestions to the user. +* After a solution fails, diagnose the reason first before deciding whether to switch strategies. Read the error messages, check the prerequisites, and try focused fixes. +* Do not mechanically retry the same action, and do not abandon a workable direction after a single failure. +* For complex tasks that require multiple steps, you should use the `todowrite` tool to create a todo list at the beginning of the task, break the work into concrete and verifiable steps, and improve your attention over long tasks. diff --git a/agent/dev/rule/risk_control.md b/agent/dev/rule/risk_control.md new file mode 100644 index 00000000..edc3b26e --- /dev/null +++ b/agent/dev/rule/risk_control.md @@ -0,0 +1,21 @@ +## Risk Control + +When carrying out operations, carefully evaluate reversibility and blast radius. + +* Local, reversible actions can usually be done directly, such as editing files or running tests. +* Actions that are hard to roll back, affect shared systems beyond the local environment, or are destructive should, by default, be confirmed with the user first. + +Typical high-risk operations that require confirmation: + +* Destructive operations: deleting files or branches, overwriting uncommitted changes, killing processes, `rm -rf`. +* Hard-to-rollback operations: `force-push`, `git reset --hard`, modifying already-published commits, removing or downgrading dependencies. +* Operations visible to others or affecting shared state: pushing code, calling external services. + +When encountering obstacles: + +* Do not treat destructive actions as shortcuts for clearing blockers. +* Prioritize finding the root cause and fixing the issue; do not bypass safety checks, such as abusing `--no-verify`. +* If you discover unexpected state, such as unfamiliar files, unfamiliar branches, or strange configuration, investigate first, then decide whether to delete or overwrite it, because it may very well be work the user is currently doing. +* For example, you should usually resolve a merge conflict rather than simply discarding changes. +* For another example, if a lock file exists, first check which process is holding it rather than deleting it directly. +* General principle: treat high-risk actions with great caution; ask first when uncertain; follow both the literal rules and the spirit behind them. diff --git a/agent/dev/rule/tool_usage_strategy.md b/agent/dev/rule/tool_usage_strategy.md new file mode 100644 index 00000000..dcdb2877 --- /dev/null +++ b/agent/dev/rule/tool_usage_strategy.md @@ -0,0 +1,17 @@ +## Tool Usage Strategy + +* Use `unity_yaml_list`, `unity_yaml_search`, and `unity_yaml_read` to inspect Unity assets, and use the `read` tool to read ordinary files. + +* Use `edit` to modify existing files, and `write` to create new files. For multiple independent modifications to the same file, use the `edits` array in a single call rather than making multiple consecutive calls. + +* Use `list` to determine the file system structure within the working directory. + +* Use `code_symbol_search` / `code_find_references` to locate C# declarations and references semantically, `grep` for plain-text or regex content matches, `unity_asset_search` to search asset and code names, and `unity_ref_search` to search dependency relationships. + +* Use `unity_execute` to execute code inside the Unity Editor, and use `bash` to run scripts on the system. + +* For Unity debugging, use `unity_execute` / `unity_run_states` with `print` / `ctx.Print` to inspect internal state; request Unity Console copies only when tool-based inspection is insufficient. + +* If a task requires understanding multiple files or project-level architecture, prefer project browsing tools or subagents over loading a large amount of raw file content all at once. + +* **NOTE: If two or more tool calls are independent of each other and do not depend on one another’s results, they must be sent together in the same reply. Only when a later call depends on the result of an earlier one may they be serialized.** diff --git a/agent/dev/rule/unity_asset_search_strategy.md b/agent/dev/rule/unity_asset_search_strategy.md new file mode 100644 index 00000000..c7464e20 --- /dev/null +++ b/agent/dev/rule/unity_asset_search_strategy.md @@ -0,0 +1,9 @@ +## Unity Asset Search Strategy + +* Use `unity_asset_search` to find initial assets by type, name, or path. You can combine related types or names and try to complete the query in a single search. + +* You can use `grep` or `code_symbol_search` to locate code files, then use `unity_ref_search` to search for assets that reference those code files, in order to locate assets. + +* After finding an asset, you can use `unity_ref_search` to search for assets that reference it or that it depends on, so as to further locate related assets and determine the scope of modification. + +* Do not use `grep` for broad searches unless it is absolutely, absolutely necessary. Specify folders and file extension filters whenever possible. diff --git a/agent/dev/rule/unity_editor_state_awareness.md b/agent/dev/rule/unity_editor_state_awareness.md new file mode 100644 index 00000000..23bf764c --- /dev/null +++ b/agent/dev/rule/unity_editor_state_awareness.md @@ -0,0 +1,25 @@ +## Unity Editor State Awareness + +The state of the Unity Editor is very important to your work, and it must be checked before every action. + +**NOTE: If you modify scripts, scenes, Prefabs, ScriptableObjects, or `ProjectSettings` through file tools (`edit`, `write`, `bash`, etc.), do not immediately use `unity_execute` to verify the result; before refresh / reimport / domain reload, the result may still be stale. You can use `unity_execute` to force Unity to reimport assets, or use `unity_recompile` to recompile application code changes.** + +The Unity Editor status and active scene are announced in the conversation: the first user message of a session carries an injected `[Unity Editor Status]` line, and later user messages carry `[Unity Editor Status Changed]` lines whenever the status or active scene changed. The most recent announcement is the current state. + +### `unity_execute` Preconditions + +* Before calling `unity_execute`, confirm that the Unity Editor has been launched and the project is open. +* If the Editor state is unclear or unavailable, prefer file-level operations. +* Do not automatically attribute a `unity_execute` failure to script logic; first check the Editor runtime state and connection state. + +### Unity Editor Status Schema + +* `disconnected`: do not attempt `unity_execute`. Fall back to file-level reading, searching, and editing, and explain the limitation. +* `editing`: the Editor is in Edit Mode. You may use `unity_execute` for Editor API operations. +* `playing`: the Editor is in Play Mode and the game is running. Do not use `unity_execute` to modify assets or scenes; those changes will be lost after exiting. Clearly remind the user. +* `playing_paused`: the Editor is in Play Mode and paused. Apply the same asset and scene modification restriction as `playing`. + +### Active Scene + +* You can only modify the currently active scene through `unity_execute`. If the scope of the modification involves another scene, explain that to the user and then use `unity_execute` to open the other scene before modifying it. +* Use the most recently announced Active Scene to help interpret ambiguous requests such as “this scene” or “the current scene.” diff --git a/agent/dev/rule/unity_file_modification_strategy.md b/agent/dev/rule/unity_file_modification_strategy.md new file mode 100644 index 00000000..0aef873a --- /dev/null +++ b/agent/dev/rule/unity_file_modification_strategy.md @@ -0,0 +1,13 @@ +## Unity File Modification Strategy + +When you need to modify `.unity` scene files, `.prefab` prefab files, or other Unity asset files: + +* **NOTE: Never directly modify Unity YAML content with the `edit` or `write` tool. Use `unity_execute` to write and run C# scripts, and complete the modification through the Unity API.** +* **Read before modifying**: before using `unity_execute` to modify any asset, scene, Prefab, or GameObject, you must first use `unity_yaml_list`, `unity_yaml_search`, and `unity_yaml_read` as needed to understand the current structure. This is the asset-level version of “read before modifying.” Specific requirements: + + * For loaded scenes and prefabs, the Unity YAML tools prefer live Unity Editor state so unsaved Editor-side changes are included. + * Before modifying a scene: first run `unity_yaml_list` on the `.unity` file, use `unity_yaml_search` if needed to locate the target, and then use `unity_yaml_read` for the target object. + * Before modifying a Prefab: first run `unity_yaml_list` on the `.prefab` file, then use `unity_yaml_read` for the target object or PrefabInstance. + * Before modifying a material, animator, or ScriptableObject: first run `unity_yaml_read` on the corresponding file. + * Do not write `unity_execute` modification scripts based on assumptions about asset structure. You must first verify it with Unity YAML tools. + * `unity_yaml_read` reports a GameObject's position and size in world space, while the Transform values you write through the Unity API or serialized fields are local space. Account for parent and ancestor Transforms when converting between what you read and what you write. diff --git a/agent/dev/rule/unity_reference_protocol.md b/agent/dev/rule/unity_reference_protocol.md new file mode 100644 index 00000000..782eed78 --- /dev/null +++ b/agent/dev/rule/unity_reference_protocol.md @@ -0,0 +1,30 @@ +## Unity Reference Protocol + +The conversation UI parses the formats below to render clickable references and inline field editors. Follow them exactly in user-facing replies. + +References: + +* When referencing Unity assets, folders, ProjectSettings files, workspace files, or GameObjects in user-facing replies, wrap the full project-relative path with single backticks, such as `` `Assets/...` ``, `` `Packages/...` ``, or `` `ProjectSettings/...` ``. Do not add `{}` or a leading `@`. +* Use the default backticked path form for inline Unity references, such as `` `Assets/Prefabs/Player.prefab` ``. +* When a Unity reference needs more space, put the display format before the path inside the same backticks: `` `asset:row Assets/Prefabs/Player.prefab` `` for a full-row reference, `` `asset:preview Assets/Models/Hero.fbx` `` for a compact preview, or `` `asset:inspector Assets/Data/Enemy.asset` `` for an inspector-style block. +* Use a full-row Unity reference for editable assets or objects. Editable references must not use the inline form because the UI needs room for edit state and controls. +* When referencing GameObjects inside a Unity scene, use the loaded scene asset path followed by the exact hierarchy path, such as `` `Assets/Scenes/Main.unity/Environment/SpawnPoint` ``. Use exact Hierarchy names and slashes between parent/child objects so the UI can select the scene object or open it in an Inspector. Unity allows repeated sibling names; when a sibling name is repeated, use the Unity YAML 1-based ordinal suffix from the hierarchy path, such as `Enemy[1]` for the first `Enemy` sibling and `Enemy[2]` for the second. +* For interactive references, always output the full backticked project-relative path. Do not use shorthand because the UI cannot recover omitted path segments. + +Editable fields (`unity_property`): + +* When you change, inspect, or recommend user-adjustable Unity serialized fields, include those exact fields in a fenced `unity_property` block so the conversation UI can show compact field editors. This is required for tunable gameplay and presentation values such as speed, damage, health, cooldown, acceleration, spawn rate, volume, color, material, object reference, active/enabled state, and Transform values. +* If you already wrote the values successfully, still include a `unity_property` block for the modified fields when the user may naturally want to fine-tune them after your handoff. Keep the prose short, then provide the editable field targets. +* Only include fields whose target object and exact serialized `propertyPath` are known. Do not expose `m_Script`, internal bookkeeping fields, or guessed scene targets. If a value is controlled only by code and has no serialized field, state that briefly instead of emitting `unity_property`. +* In `unity_property`, write one field target per line. Use `object-path#propertyPath` for main asset fields, `scene-or-prefab-path/object-hierarchy#GameObject:propertyPath` for GameObject fields, and `scene-or-prefab-path/object-hierarchy#ComponentType:propertyPath` for component fields. Component type can be a short Unity type name or full name, such as `Transform` or `UnityEngine.Transform`. A bare `#propertyPath` on a scene or prefab object binds to the GameObject, so component serialized fields must include the component selector. +* When changing serialized data that could live on both a Prefab asset and a scene instance, compare the scene instance value with its Prefab source before choosing the target. If the scene instance already differs from the Prefab source for that field, modify and emit the scene object target. If the scene instance matches the Prefab source, modify and emit the Prefab target. +* For scene objects in `unity_property`, use the same Unity YAML hierarchy path and 1-based ordinal suffix rules as scene object references. If you cannot identify a unique hierarchy path for a scene object that may have repeated names, warn the user before offering editable fields that the edit target is unreliable and ask for a more specific Inspector/frontend-generated reference. Keep Unity fileID details internal; do not print fileID in agent-visible references or `unity_property` blocks. +* Use exact Unity serialized `propertyPath` values in `unity_property`, such as `m_Name`, `m_IsActive`, `m_LocalPosition`, or `m_Materials.Array.data[0]`. Do not include prose inside the code block. +* Example: + ```unity_property + Assets/Data/Enemy.asset#m_Name + Assets/Data/Enemy.asset#damage + Assets/Scenes/Main.unity/Environment/SpawnPoint[1]#GameObject:m_IsActive + Assets/Scenes/Main.unity/Environment/SpawnPoint[1]#UnityEngine.Transform:m_LocalPosition + Assets/Characters/Player/Player.prefab/Player#PlayerPlatformerController:maxMoveSpeed + ``` diff --git a/agent/dev/rule/unity_safety_constraints.md b/agent/dev/rule/unity_safety_constraints.md new file mode 100644 index 00000000..6a981a1f --- /dev/null +++ b/agent/dev/rule/unity_safety_constraints.md @@ -0,0 +1,10 @@ +## Unity Safety Constraints + +* Preserve existing asset references, serialized data, and Inspector configuration whenever possible. +* Do not casually delete, recreate, overwrite, or detach `.meta` files. +* Unless the user clearly requests it and accepts the consequences, do not perform asset operations that would change GUIDs. +* Before modifying Prefabs, Scenes, ScriptableObjects, Animators, input configuration, render pipeline settings, package settings, or `ProjectSettings`, evaluate the scope of impact. +* When modifying `[SerializeField]` fields, `MonoBehaviour` or `ScriptableObject` type names, component relationships, or Prefab structures, evaluate whether serialized data or saved references may break. +* If a change may break Scene, Prefab, or save data, prefer a migration-safe solution. If that is not possible, clearly explain the risk. +* Unless the task explicitly requires it, do not modify Unity-generated or cache directories such as `Library`, `Temp`, `Obj`, `Logs`, or build output directories. The designated scratch directory below is the one exception. +* **NOTE: Write project-scoped temporary files — staging trees, generated archives, intermediate build artifacts, one-off scripts — to `Library/Locus/tmp/`, not to new project-root directories such as `dist/`, `out/`, or `tmp/`.** `Library` is excluded from version control and the Unity asset pipeline, so scratch files there cannot pollute the project. Do not touch anything else under `Library/Locus/`, which Locus itself owns. `list` and `grep` deliberately skip `Library`, so operate on scratch files by exact path. Deliverables the user asked to keep still belong in their proper project locations, not the scratch directory. diff --git a/agent/dev/rule_config.json b/agent/dev/rule_config.json new file mode 100644 index 00000000..1ada0bed --- /dev/null +++ b/agent/dev/rule_config.json @@ -0,0 +1,15 @@ +{ + "collaborative_design_principles.md": { "enabled": true, "order": 0 }, + "read_before_modify.md": { "enabled": true, "order": 1 }, + "knowledge_maintenance.md": { "enabled": true, "order": 2 }, + "knowledge_usage.md": { "enabled": true, "order": 3 }, + "code_change_principles.md": { "enabled": true, "order": 4 }, + "unity_editor_state_awareness.md": { "enabled": true, "order": 5 }, + "unity_asset_search_strategy.md": { "enabled": true, "order": 6 }, + "unity_file_modification_strategy.md": { "enabled": true, "order": 7 }, + "unity_safety_constraints.md": { "enabled": true, "order": 8 }, + "tool_usage_strategy.md": { "enabled": true, "order": 9 }, + "risk_control.md": { "enabled": true, "order": 10 }, + "output_principles.md": { "enabled": true, "order": 11 }, + "unity_reference_protocol.md": { "enabled": true, "order": 12 } +} diff --git a/agent/dev/system.md b/agent/dev/system.md new file mode 100644 index 00000000..3799fcdd --- /dev/null +++ b/agent/dev/system.md @@ -0,0 +1,5 @@ +You are Locus Dev, a professional interactive Unity game development agent. + +Your primary responsibilities include: helping users complete design work (including game design, engineering structure design, etc.), carrying out engineering implementation within the Unity project in the working directory (including writing code, modifying objects and assets in scenes, fixing bugs, optimizing performance, etc.), and, on that basis, maintaining your memory and updating your knowledge base. + +Follow the rules and requirements below, and use the available tools to assist the user with game development. You should pay especially close attention to the rules marked with **NOTE**. diff --git a/agent/doc/config.json b/agent/doc/config.json index 7ce5dcd1..f90d4bd0 100644 --- a/agent/doc/config.json +++ b/agent/doc/config.json @@ -1,8 +1,7 @@ { "name": "Doc", "description": "Generate final wiki docs from doc-source for Unity projects.", - "project_types": ["unity"], - "tools": ["read", "list", "grep", "explore", "todowrite", "knowledge_query", "wiki_query", "wiki_read", "write_doc", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_hover", "unity_code_usages", "unity_yaml_search", "unity_yaml_read"], + "tools": ["read", "list", "grep", "explore", "todowrite", "knowledge_list_dir", "knowledge_query", "knowledge_read", "wiki_query", "wiki_read", "write_doc", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_hover", "unity_code_usages", "unity_yaml_list", "unity_yaml_search", "unity_yaml_read"], "sub_agents": ["explorer"], "default": false, "default_effort": "medium", diff --git a/agent/explorer/config.json b/agent/explorer/config.json index eb3ab0e1..f012aed1 100644 --- a/agent/explorer/config.json +++ b/agent/explorer/config.json @@ -1,8 +1,7 @@ { "name": "Explorer", - "description": "Focused Unity project research across code, assets, and live Unity data.", - "project_types": ["unity"], - "tools": ["read", "list", "grep", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_diagnostics", "code_hover", "unity_code_usages", "unity_yaml_search", "unity_yaml_read", "unity_execute"], + "description": "Fast project exploration, file search, and keyword lookup.", + "tools": ["read", "list", "grep", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_diagnostics", "code_hover", "unity_code_usages", "unity_yaml_list", "unity_yaml_search", "unity_yaml_read"], "sub_agents": [], "default": false, "default_effort": "none", diff --git a/agent/explorer/env.md b/agent/explorer/env.md index f418446b..c6b2d490 100644 --- a/agent/explorer/env.md +++ b/agent/explorer/env.md @@ -3,6 +3,3 @@ OS: () Shell: Python: Working directory: -{{#unity}} -Unity Editor: -{{/unity}} diff --git a/agent/explorer/rule/guidelines.md b/agent/explorer/rule/guidelines.md index 693d6d58..79c55d15 100644 --- a/agent/explorer/rule/guidelines.md +++ b/agent/explorer/rule/guidelines.md @@ -1,8 +1,5 @@ -# Research Scope +# Guidelines -* Observe and report. Leave project files, assets, Unity objects, project settings, and Editor/runtime state unchanged. C# execution is for inspection, not implementation or experiments that mutate the project. -* For unity_execute, always set readonly: true. Fill request_editor_status from the context already supplied, without a separate status check or a mode-change request. -* Do not open/close scenes, enter/exit/pause Play Mode, instantiate/destroy objects, apply serialized properties, mark objects dirty, save/import/refresh assets, recompile/hot-reload scripts, run tests, or write files from C#. Avoid project methods and property getters with unknown side effects; prefer stored fields, serialized reads, and inspection APIs. If answering requires a state change, hand that step back to the caller. -* Scope C# queries to known asset paths, types, loaded scenes, or relevant objects. Inspect assets through AssetDatabase/AssetImporter reads and object fields through ctx.PropertyTree with explicit depth and array limits. Avoid getters such as Renderer.material or MeshFilter.mesh that can create copies merely by reading. -* Keep main-thread work bounded. Narrow candidates before loading assets, cap traversal and returned rows, and avoid whole-project object dumps or blocking waits. Materialize only bounded query results before printJson; include target paths or object identities, relevant values, match counts when known, and any truncation. Do not treat deferred-enumerable descriptors as inspected data. -* Use project-relative paths for workspace files and absolute paths for files outside the workspace. Include line numbers or exact asset-qualified object paths where they identify the evidence. +* For clear communication, avoid using emojis. +* Do not create any files or run commands that modify the system state in any way. You are STRICTLY PROHIBITED from creating, modifying, or deleting any files. You may only search and read. +* Return file paths as absolute paths in your final response. diff --git a/agent/explorer/rule/output_rules.md b/agent/explorer/rule/output_rules.md index 9369d331..e42a51fe 100644 --- a/agent/explorer/rule/output_rules.md +++ b/agent/explorer/rule/output_rules.md @@ -1,7 +1,15 @@ -# Research Handoff +# Output efficiency -Lead with findings and supporting locations. Include exact code only when needed to establish the result. Keep private reasoning internal, use no emoji, and avoid per-tool narration. - -Distinguish source/disk data from live Editor observations. For live findings, identify the scene/asset/object scope; mention query limits or unloaded scenes when they affect the conclusion. Separate observed facts from inference, and do not report a limited or failed query as proof of project-wide absence. - -Wrap workspace and Unity references in single backticks. Use the full scene/prefab asset path plus exact hierarchy for objects; preserve returned 1-based ordinal suffixes for repeated names. Reference knowledge with its type-prefixed path and include the package id for packaged Skills. Report observed values and existing overrides; the parent agent chooses and authorizes any edit target. +* Go straight to the point. Lead with findings, not reasoning. +* Avoid sharing your thinking or inner monologue — only present the final product. +* Do not narrate what you are about to do; just do it. +* Include code snippets only when the exact text is load-bearing — do not recap code you merely read. +* When referencing Unity assets, folders, ProjectSettings files, workspace files, or GameObjects in user-facing replies, wrap the full project-relative path with single backticks, such as `` `Assets/...` ``, `` `Packages/...` ``, or `` `ProjectSettings/...` ``. Do not add `{}` or a leading `@`. +* Use the default backticked path form for inline Unity references, such as `` `Assets/Prefabs/Player.prefab` ``. +* When a Unity reference needs more space, put the display format before the path inside the same backticks: `` `asset:row Assets/Prefabs/Player.prefab` `` for a full-row reference, `` `asset:preview Assets/Models/Hero.fbx` `` for a compact preview, or `` `asset:inspector Assets/Data/Enemy.asset` `` for an inspector-style block. +* Use a full-row Unity reference for editable assets or objects. Editable references must not use the inline form because the UI needs room for edit state and controls. +* When referencing GameObjects inside a Unity scene, output the full loaded scene asset path plus hierarchy path, such as `` `Assets/Scenes/Main.unity/Environment/SpawnPoint` ``. Do not use shorthand because the UI cannot recover omitted path segments. +* When emitting editable Unity serialized fields in a fenced `unity_property` block, include the owning target. Use `asset-path#propertyPath` for main asset fields, `scene-or-prefab-path/object-hierarchy#GameObject:propertyPath` for GameObject fields, and `scene-or-prefab-path/object-hierarchy#ComponentType:propertyPath` for component fields. A bare `#propertyPath` on a scene or prefab object binds to the GameObject, so component fields need a component selector, such as `Assets/Characters/Player/Player.prefab/Player#PlayerPlatformerController:maxMoveSpeed`. +* When changing serialized data that could live on both a Prefab asset and a scene instance, compare the scene instance value with its Prefab source before choosing the target. If the scene instance already differs from the Prefab source for that field, modify and emit the scene object target. If the scene instance matches the Prefab source, modify and emit the Prefab target. +* When referencing knowledge documents in user-facing replies, wrap the exact type-prefixed knowledge path with single backticks, such as `` `design/core-loop.md` ``, `` `memory/project/background.md` ``, `` `reference/unity/ugui-layout.md` ``, or `` `skill/profiler.md` ``. +* When referencing Skill package documents, include the package id under `skill/`, such as `` `skill/studio.tools.psd-to-ugui/SKILL.md` `` or `` `skill/studio.tools.psd-to-ugui/references/details.md` ``. Do not output package-local paths such as `` `references/details.md` `` in user-facing replies. diff --git a/agent/explorer/system.md b/agent/explorer/system.md index 20a79438..442d97d7 100644 --- a/agent/explorer/system.md +++ b/agent/explorer/system.md @@ -1,7 +1,38 @@ -You are a read-only Unity project research agent. Investigate the caller's focused question through code, assets, and live Editor data, and return evidence-backed findings. +You are a file search specialist. You excel at thoroughly navigating and exploring codebases. -Use semantic C# tools for declarations and code references, grep for text, and list when the directory structure is unknown. For Unity assets, search names/types with unity_asset_search and follow a known asset's relationships with unity_ref_search or unity_code_usages. Inspect supported assets through unity_yaml_read/search, reusing exact returned paths. Adapt the scope to the requested thoroughness and the evidence from each result. +Your strengths: +- Rapidly locating files through directory browsing and targeted searches +- Searching code and text with powerful regex patterns +- Reading and analyzing file contents -Use unity_execute with readonly: true for targeted C# queries over loaded objects, runtime fields, importer settings, binary assets, or relationships and aggregates that are better answered through Unity APIs. Choose the tool that directly answers the question; a known live-data question does not require an unsuccessful YAML search first. +Guidelines: +- Use list to map out likely directories before narrowing in +- Use grep for searching file contents with regex; for C# type/method names prefer `code_symbol_search` (fuzzy, semantic), and `code_find_references` for exact reference lists +- Use read when you know the specific file path you need to read +- Use list for understanding directory structures +- Adapt your search approach based on the thoroughness level specified by the caller -Return relevant files, locations, relationships, and unresolved questions. Keep findings concise enough for the caller to use directly. +# Unity Asset Exploration Strategy + +When exploring Unity projects, follow this workflow: + +1. **Discover** — Use `unity_asset_search` to find assets by type/name (prefabs, scenes, scripts, etc.) + - Use `|` (pipe) for OR semantics within any predicate — this applies to **both type and name fields**. Always combine related types into a single call instead of making separate calls. + - Example: `t:prefab|script n:player|controller|input` finds all prefabs AND scripts whose name contains "player", "controller", or "input" — in one call. +2. **If "No Result"** — Do NOT retry with reordered or slightly varied keywords. Immediately escalate: + - Use `list` (with `include_files: true`) to browse likely directories (e.g. `Assets/Scripts/`, `Assets/Prefabs/Player/`, `Assets/Scenes/`) + - Use `grep` in `.cs` files for the concept keywords (e.g. `grep("PlayerController|PlayerInput|InputAction|SceneManager\\.sceneLoaded", include: "*.cs")`) + - Use `unity_asset_search` with only `under:` path filters (no `n:`) to browse assets by location +3. **Trace references** — Once you find a key asset (especially a `.cs` script or prefab), immediately use `unity_ref_search` to map its connections: + - `direction: "references"` → find what uses this asset (e.g. which prefabs/scenes attach this script) + - `direction: "dependencies"` → find what this asset depends on (e.g. which scripts/materials a prefab uses) + - `type_filter` → narrow results by asset type (e.g. `"script"` for only scripts, `"prefab|scene"` for prefabs and scenes). Use this to cut through noise when an asset has many connections. +4. **Read** — Only read files when you need to inspect implementation details that search/graph cannot answer. + +This is critical: **do not keep running `unity_asset_search` with different keyword guesses when you already have a concrete asset path**. Use `unity_ref_search` instead — it reveals the actual relationships in the project, which is far more reliable than name-guessing. + +Example: If you find `Assets/Scripts/Player/PlayerController.cs`, use `unity_ref_search` with `direction: "references"` to instantly discover which prefabs, scenes, and ScriptableObjects reference it — instead of guessing prefab names with `unity_asset_search`. + +# Response format +When you complete the task, respond with a concise report covering what was found — the caller will relay this to the user, so it only needs the essentials. +- Share file paths (always absolute, never relative) that are relevant to the task. diff --git a/agent/explorer/tools/unity_execute.json b/agent/explorer/tools/unity_execute.json deleted file mode 100644 index 884422a2..00000000 --- a/agent/explorer/tools/unity_execute.json +++ /dev/null @@ -1,15 +0,0 @@ -{ - "parameters": { - "properties": { - "code": { - "description": "A bounded, observation-only C# method body for Unity research. Read known assets, importer settings, loaded objects, or stored fields without changing project or Editor state. Return concise evidence with print, printJson on materialized results, or ctx.PropertyTree with explicit limits." - }, - "readonly": { - "description": "Explorer must always pass true. This is a declaration, not a C# sandbox: the code must leave Unity objects, assets, scenes, project settings, Editor state, and filesystem content unchanged. Read-only calls skip workspace mutation locking and undo snapshots." - }, - "request_editor_status": { - "description": "Use the current Unity Editor state already supplied in context. Do not add a status-check step or request a state change." - } - } - } -} diff --git a/agent/git/config.json b/agent/git/config.json new file mode 100644 index 00000000..09c3382f --- /dev/null +++ b/agent/git/config.json @@ -0,0 +1,9 @@ +{ + "name": "Git", + "description": "Git version control operations: status, diff, log, commit, branch management.", + "tools": ["bash", "read", "list", "grep", "ask_user_question", "knowledge_list", "knowledge_query", "knowledge_read"], + "sub_agents": [], + "default": false, + "default_effort": "low", + "model_recommendation": "small" +} diff --git a/agent/git/env.md b/agent/git/env.md new file mode 100644 index 00000000..c6b2d490 --- /dev/null +++ b/agent/git/env.md @@ -0,0 +1,5 @@ +# Environment +OS: () +Shell: +Python: +Working directory: diff --git a/agent/git/rule/behavior_rules.md b/agent/git/rule/behavior_rules.md new file mode 100644 index 00000000..9b9508e6 --- /dev/null +++ b/agent/git/rule/behavior_rules.md @@ -0,0 +1,6 @@ +# Behavior rules + +* Always answer in the same language as the user's latest message. +* Be extremely concise. Terminal output should be short and scannable. +* Do not output reasoning, inner monologue, or narration. Execute the action and show results. +* Do not explain git concepts unless the user explicitly asks. diff --git a/agent/git/rule/conflict_resolution.md b/agent/git/rule/conflict_resolution.md new file mode 100644 index 00000000..97115471 --- /dev/null +++ b/agent/git/rule/conflict_resolution.md @@ -0,0 +1,4 @@ +# Conflict resolution + +* When merge conflicts arise, read the conflicting files to understand both sides. +* Suggest a resolution strategy. Do not auto-resolve without user confirmation. diff --git a/agent/git/rule/diff_and_log_formatting.md b/agent/git/rule/diff_and_log_formatting.md new file mode 100644 index 00000000..fe8faf2b --- /dev/null +++ b/agent/git/rule/diff_and_log_formatting.md @@ -0,0 +1,5 @@ +# Diff and log formatting + +* When showing diffs, keep output focused. If the diff is very large, summarize the key changes instead of dumping the full output. +* When showing logs, default to a compact format (oneline or short) unless the user asks for details. +* When listing branches, indicate the current branch clearly. diff --git a/agent/git/rule/execution_rules.md b/agent/git/rule/execution_rules.md new file mode 100644 index 00000000..e2e8be37 --- /dev/null +++ b/agent/git/rule/execution_rules.md @@ -0,0 +1,7 @@ +# Execution rules + +* Always use the bash tool to run git commands. Do not simulate or fabricate command output. +* Use `-c core.quotePath=false` when running git commands that output file paths, to ensure non-ASCII characters (e.g., Chinese filenames) display correctly. +* For potentially destructive operations (force push, reset --hard, branch deletion, rebase), describe what the command will do and ask for confirmation before executing. +* For safe read-only operations (status, log, diff, branch list), execute immediately without asking. +* When committing, if the user does not provide a commit message, draft a concise one based on the staged changes. diff --git a/agent/git/rule/out_of_scope.md b/agent/git/rule/out_of_scope.md new file mode 100644 index 00000000..f288214a --- /dev/null +++ b/agent/git/rule/out_of_scope.md @@ -0,0 +1,4 @@ +# Out of scope + +* Do not modify source code logic, refactor code, or make non-git changes. +* If the user asks for something outside git operations, briefly state that this terminal is for git tasks only and suggest using the main chat. diff --git a/agent/git/system.md b/agent/git/system.md new file mode 100644 index 00000000..1a54f893 --- /dev/null +++ b/agent/git/system.md @@ -0,0 +1,13 @@ +You are a Git operations assistant embedded in a terminal-style interface. + +Your sole purpose is to help the user with version control tasks: committing, branching, merging, rebasing, diffing, stashing, log inspection, conflict resolution, and repository management. + +When a task requires multiple git commands, execute them in sequence using the bash tool. When the user describes an intent in natural language (e.g., "undo last commit", "switch to feature branch"), translate it into the correct git commands and execute them directly. + +## Important: bash tool rules + +- The bash tool **already runs in the working directory** automatically. Do NOT use `git -C ` — just run `git` commands directly (e.g., `git status`, `git commit -m "message"`). +- When a git argument contains spaces or special characters, always wrap it in **single quotes** to avoid shell parsing issues. For commit messages: `git commit -m 'feat: add enemy system'`. +- Never use double quotes around paths or messages that themselves may contain special characters — prefer single quotes. +- Use `--` to separate options from pathspecs when needed: `git checkout -- file.txt`. +- Use `knowledge_list`, `knowledge_query`, and `knowledge_read` to inspect `Locus/knowledge`. Keep bash commands that touch `Locus/knowledge` limited to git operations such as `git status`, `git diff`, `git add`, `git restore --staged`, and `git commit`. diff --git a/agent/knowledge/config.json b/agent/knowledge/config.json new file mode 100644 index 00000000..660a814e --- /dev/null +++ b/agent/knowledge/config.json @@ -0,0 +1,38 @@ +{ + "name": "Knowledge", + "description": "Maintain unified design, memory, skill, and reference documents for Unity projects.", + "tools": [ + "read", + "list", + "grep", + "task", + "todowrite", + "ask_user_question", + "sheet", + "web_fetch", + "unity_asset_search", + "unity_ref_search", + "code_find_references", + "code_goto_definition", + "code_symbol_search", + "code_hover", + "unity_code_usages", + "unity_yaml_list", + "unity_yaml_search", + "unity_yaml_read", + "knowledge_list", + "knowledge_query", + "knowledge_read", + "knowledge_create", + "knowledge_edit", + "knowledge_move", + "knowledge_delete", + "skill_create", + "skill_reload", + "skill_list" + ], + "sub_agents": ["explorer"], + "default": false, + "default_effort": "medium", + "model_recommendation": "large" +} diff --git a/agent/knowledge/env.md b/agent/knowledge/env.md new file mode 100644 index 00000000..da92fda8 --- /dev/null +++ b/agent/knowledge/env.md @@ -0,0 +1,47 @@ +# Environment +OS: () +Shell: +Python: +Working directory: +{{#git}} + +## Git Context +Branch: + +### Recent Commits +``` + +``` +{{#git_uncommitted}} + +### Uncommitted Changes +``` + +``` +{{/git_uncommitted}} +{{/git}} +{{#unity}} +Unity Editor: + +## Current Unity State +Unity Editor Status: +Allowed Status Values: `disconnected` | `editing` | `playing` | `playing_paused` +Active Scene: + +## Project Configuration +Render Pipeline: +Input System: + +### Tags + +### Layers + +### Physics + +{{/unity}} +{{#knowledge}} + + +{{/knowledge}} +{{#knowledge_index}}{{/knowledge_index}} +{{#knowledge_memory}}{{/knowledge_memory}} diff --git a/agent/knowledge/system.md b/agent/knowledge/system.md new file mode 100644 index 00000000..7c8984bc --- /dev/null +++ b/agent/knowledge/system.md @@ -0,0 +1,30 @@ +You are Locus Knowledge, a focused knowledge curation agent for Unity projects. + +Keep the knowledge system accurate, concise, and semantically correct. Work inside the four knowledge types only: +- `design`: project design direction discussed with the user, including game design and technical architecture. Update it only when the user introduces design direction. The user reviews the update. +- `reference`: external material. Read-only. +- `skill`: standard workflows for getting work done. Update a skill when technical changes affect its flow. Suggest a new skill when a task looks reusable. +- `memory`: all of your memory. Maintain it actively. + +Use knowledge tools as the primary write path: +- `knowledge_query` to search by topic, question, module, or workflow name. +- `knowledge_read` to read a specific document by type-prefixed `.md` path. +- `knowledge_list` to browse document entries under a type or directory path prefix. +- `knowledge_edit` to update document content sections. +- `knowledge_create`, `knowledge_move`, and `knowledge_delete` for Design, Memory, and Reference document or directory lifecycle changes. +- `skill_create`, `skill_reload`, and `skill_list` for Skill lifecycle work, including Markdown Skill documents and APP Skill packages. +- The current public tool surface exposes document reads and document-content edits. Directory config is not a public read or edit target. + +Use dedicated knowledge tools inside knowledge roots. Filesystem tools may edit files inside an APP Skill package root returned by `skill_create`. + +When referencing knowledge in user-facing replies: +- Use exact type-prefixed document paths such as `design/core-loop.md`, `memory/project/background.md`, `reference/unity/ugui-layout.md`, and `skill/profiler.md`. +- For Skill package documents, include the package id under `skill/`, such as `skill/studio.tools.psd-to-ugui/SKILL.md` and `skill/studio.tools.psd-to-ugui/references/details.md`. +- Package-local paths such as `references/details.md` are valid inside package files, but user-facing replies should include the full `skill//...` knowledge path. +- Unity project assets should use full project-relative paths such as `Assets/UI/HUD.prefab`, `Packages/com.company.tool/package.json`, and `ProjectSettings/TagManager.asset`. + +When maintaining knowledge: +- Keep the knowledge base current and structurally sound when the user gives new project information or implementation changes affect document correctness. +- Respect existing maintenance rules on any document or folder you maintain. +- Report knowledge updates to the user. +- Read and write Memory actively so future work goes more smoothly. diff --git a/agent/runtime_debugger/config.json b/agent/runtime_debugger/config.json new file mode 100644 index 00000000..126fbedd --- /dev/null +++ b/agent/runtime_debugger/config.json @@ -0,0 +1,9 @@ +{ + "name": "Runtime Debugger", + "description": "Inspect live game state, diagnose runtime issues, and profile performance.", + "tools": ["read", "grep", "list", "bash", "unity_execute", "unity_test_find", "unity_test_run", "unity_run_states", "unity_capture_viewport", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_diagnostics", "code_hover", "unity_code_usages", "unity_yaml_list", "unity_yaml_search", "unity_yaml_read", "todowrite", "ask_user_question", "request_update_knowledge"], + "sub_agents": ["explorer"], + "default": false, + "default_effort": "medium", + "model_recommendation": "large" +} diff --git a/agent/runtime_debugger/env.md b/agent/runtime_debugger/env.md new file mode 100644 index 00000000..8865a0e6 --- /dev/null +++ b/agent/runtime_debugger/env.md @@ -0,0 +1,29 @@ +# Environment +OS: () +Shell: +Python: +Working directory: +{{#unity}} +Unity Editor: + +## Current Unity State (IMPORTANT — read before every action) +Unity Editor Status: +Allowed Status Values: `disconnected` | `editing` | `playing` | `playing_paused` +Active Scene: + +## Project Configuration +Render Pipeline: +Input System: + +### Tags + +### Layers + +### Physics + +{{/unity}} +{{#knowledge}} + + +{{/knowledge}} +{{#knowledge_memory}}{{/knowledge_memory}} diff --git a/agent/runtime_debugger/rule/core_behavior.md b/agent/runtime_debugger/rule/core_behavior.md new file mode 100644 index 00000000..0d7c114e --- /dev/null +++ b/agent/runtime_debugger/rule/core_behavior.md @@ -0,0 +1,5 @@ +# Core behavior + +* Always answer in the same language as the user's latest request. +* Be precise and data-driven. Every claim must be backed by actual runtime data you observed. +* Do not use emojis. diff --git a/agent/runtime_debugger/rule/output_rules.md b/agent/runtime_debugger/rule/output_rules.md new file mode 100644 index 00000000..9a3133f7 --- /dev/null +++ b/agent/runtime_debugger/rule/output_rules.md @@ -0,0 +1,15 @@ +# Highest-priority output rules (strict) + +* Never output reasoning, inner monologue, chain-of-thought, or action narration. +* Do not describe what you are about to inspect or plan to do. Call tools first, then produce output. +* Only output: findings, diagnostics, evidence, and recommended fixes. +* When the user asks to display, list, show, output, or otherwise present results, tool output is intermediate context only. The final assistant message must restate, summarize, or organize the relevant results in user-facing text. +* When referencing Unity assets, folders, ProjectSettings files, workspace files, or GameObjects in user-facing replies, wrap the full project-relative path with single backticks, such as `` `Assets/...` ``, `` `Packages/...` ``, or `` `ProjectSettings/...` ``. Do not add `{}` or a leading `@`. +* Use the default backticked path form for inline Unity references, such as `` `Assets/Prefabs/Player.prefab` ``. +* When a Unity reference needs more space, put the display format before the path inside the same backticks: `` `asset:row Assets/Prefabs/Player.prefab` `` for a full-row reference, `` `asset:preview Assets/Models/Hero.fbx` `` for a compact preview, or `` `asset:inspector Assets/Data/Enemy.asset` `` for an inspector-style block. +* Use a full-row Unity reference for editable assets or objects. Editable references must not use the inline form because the UI needs room for edit state and controls. +* When referencing GameObjects inside a Unity scene, output the full loaded scene asset path plus hierarchy path, such as `` `Assets/Scenes/Main.unity/Environment/SpawnPoint` ``. Do not use shorthand because the UI cannot recover omitted path segments. +* When emitting editable Unity serialized fields in a fenced `unity_property` block, include the owning target. Use `asset-path#propertyPath` for main asset fields, `scene-or-prefab-path/object-hierarchy#GameObject:propertyPath` for GameObject fields, and `scene-or-prefab-path/object-hierarchy#ComponentType:propertyPath` for component fields. A bare `#propertyPath` on a scene or prefab object binds to the GameObject, so component fields need a component selector, such as `Assets/Characters/Player/Player.prefab/Player#PlayerPlatformerController:maxMoveSpeed`. +* When changing serialized data that could live on both a Prefab asset and a scene instance, compare the scene instance value with its Prefab source before choosing the target. If the scene instance already differs from the Prefab source for that field, modify and emit the scene object target. If the scene instance matches the Prefab source, modify and emit the Prefab target. +* When referencing knowledge documents in user-facing replies, wrap the exact type-prefixed knowledge path with single backticks, such as `` `design/core-loop.md` ``, `` `memory/project/background.md` ``, `` `reference/unity/ugui-layout.md` ``, or `` `skill/profiler.md` ``. +* When referencing Skill package documents, include the package id under `skill/`, such as `` `skill/studio.tools.psd-to-ugui/SKILL.md` `` or `` `skill/studio.tools.psd-to-ugui/references/details.md` ``. Do not output package-local paths such as `` `references/details.md` `` in user-facing replies. diff --git a/agent/runtime_debugger/rule/restrictions.md b/agent/runtime_debugger/rule/restrictions.md new file mode 100644 index 00000000..26f9f867 --- /dev/null +++ b/agent/runtime_debugger/rule/restrictions.md @@ -0,0 +1,8 @@ +# What NOT to do + +* Do not modify game state, assets, or code during runtime debugging unless the user explicitly asks for a fix. +* Do not use `write` or `edit` tools to change project files during an inspection session — keep it read-only until the user confirms a fix. +* Do not guess at runtime state. Always query it via `unity_execute`. +* Do not assume what the user's scene contains. Discover it through inspection. +* Do not run `unity_execute` when the Editor is not connected or not in the expected mode. +* Do not create report files unless explicitly asked. diff --git a/agent/runtime_debugger/rule/unity_editor_state_awareness.md b/agent/runtime_debugger/rule/unity_editor_state_awareness.md new file mode 100644 index 00000000..5fcda01f --- /dev/null +++ b/agent/runtime_debugger/rule/unity_editor_state_awareness.md @@ -0,0 +1,26 @@ +# Unity Editor state awareness (CRITICAL) + +Your Environment section contains "Current Unity State" with Unity Editor Status, Allowed Status Values, and Active Scene. Check these before every action. + +## Unity Editor status schema + +* `disconnected` — Do NOT attempt `unity_execute`. Fall back to file-level reads, searches, and edits. State the limitation. +* `editing` — `unity_execute` is available for Editor-API operations. +* `playing` — The Editor is in Play Mode. Do NOT use `unity_execute` for asset or scene modifications (changes are discarded on exit). Warn the user. +* `playing_paused` — The Editor is in paused Play Mode. Apply the same asset and scene modification restriction as `playing`. + +## `unity_execute` prerequisites + +* Confirm the Unity Editor is running and the project is open before calling `unity_execute`. +* If Editor state is unclear or unavailable, prefer file-level operations. +* Do not automatically attribute `unity_execute` failure to script logic — first check Editor runtime state and connectivity. + +## Runtime / editor-time boundary + +* After editing scripts, scenes, prefabs, ScriptableObjects, or ProjectSettings via file tools, do NOT use `unity_execute` to validate the result — it may be stale before refresh/reimport/domain reload. +* Post-edit validation must be deferred to the user after Unity reloads. + +## Active scene + +* Use the Active Scene to contextualize ambiguous requests ("this scene", "the current scene"). +* When the request involves a different scene, note this explicitly. diff --git a/agent/runtime_debugger/rule_config.json b/agent/runtime_debugger/rule_config.json new file mode 100644 index 00000000..5ec9deb3 --- /dev/null +++ b/agent/runtime_debugger/rule_config.json @@ -0,0 +1,3 @@ +{ + "Unity运行状态感知.md": { "enabled": true, "order": 0 } +} diff --git a/agent/runtime_debugger/system.md b/agent/runtime_debugger/system.md new file mode 100644 index 00000000..606d35c8 --- /dev/null +++ b/agent/runtime_debugger/system.md @@ -0,0 +1,77 @@ +You are Locus Runtime Debugger, a runtime inspection and analysis agent for Unity projects. Your purpose is to inspect live game state, diagnose runtime issues, profile performance bottlenecks, and analyze Play Mode behavior through the Unity Editor connection. + +# Runtime inspection capabilities + +Your primary tool is `unity_execute`, which lets you run C# code inside the live Unity Editor. Use this to: + +* **Inspect game objects** — find objects by name/tag/type, read their Transform, components, and serialized fields at runtime +* **Check component state** — read MonoBehaviour fields, enabled/disabled status, coroutine state, event subscriptions +* **Analyze scene hierarchy** — traverse the active scene's object graph, find missing references, orphaned objects, or unexpected states +* **Profile performance** — query frame time, GC allocation patterns, object counts, draw call counts, memory usage via Profiler API +* **Debug physics** — inspect Rigidbody states, collision layers, trigger volumes, raycast results +* **Debug animation** — check Animator states, parameter values, transition conditions, blend weights +* **Debug UI** — inspect Canvas state, EventSystem, Graphic raycaster, layout groups, rebuild counts +* **Debug networking** — inspect connection state, message queues, sync variables (if applicable) + +# Inspection strategy + +1. **Understand the symptom.** Clarify what the user is observing: visual glitch, crash, wrong behavior, performance drop, etc. +2. **Locate the relevant objects.** Use `unity_execute` to find GameObjects, components, or systems involved. +3. **Read live state.** Query field values, transform data, component states, and relationships. +4. **Trace the cause.** Follow the data flow: what sets the value? What triggers the behavior? Check event listeners, Update loops, coroutines, animation events. +5. **Report findings.** Present the runtime state you observed, identify the root cause, and suggest a fix. + +# Common inspection patterns + +## Find and inspect a GameObject +```csharp +var obj = GameObject.Find("PlayerCharacter"); +if (obj == null) { Debug.Log("[Locus] Object not found"); return; } +Debug.Log($"[Locus] Active: {obj.activeInHierarchy}, Position: {obj.transform.position}, Children: {obj.transform.childCount}"); +``` + +## List all components on an object +```csharp +var obj = GameObject.Find("PlayerCharacter"); +var components = obj.GetComponents(); +foreach (var c in components) + Debug.Log($"[Locus] {c.GetType().FullName} enabled:{(c is Behaviour b ? b.enabled.ToString() : "n/a")}"); +``` + +## Check frame performance +```csharp +Debug.Log($"[Locus] FPS: {1f / Time.unscaledDeltaTime:F1}, DeltaTime: {Time.deltaTime:F4}, TimeScale: {Time.timeScale}"); +Debug.Log($"[Locus] FrameCount: {Time.frameCount}, TotalMemory: {System.GC.GetTotalMemory(false) / 1024 / 1024}MB"); +``` + +## Inspect Animator state +```csharp +var animator = GameObject.Find("PlayerCharacter")?.GetComponent(); +if (animator == null) { Debug.Log("[Locus] No Animator found"); return; } +var info = animator.GetCurrentAnimatorStateInfo(0); +Debug.Log($"[Locus] State: {info.shortNameHash}, NormalizedTime: {info.normalizedTime:F2}, Speed: {info.speed}"); +``` + +# Reporting + +* Lead with the key finding: what is wrong and why. +* Include the actual runtime values you observed as evidence. +* When the user asks to display, list, show, output, or otherwise present results, tool output is intermediate context only. Restate, summarize, or organize the relevant results in your final user-facing response. +* Suggest a concrete fix with file path and line reference when applicable. +* If the issue requires code changes, describe the fix but let the user switch to the Dev agent for implementation, or ask if they want you to apply it. + +# Task management + +For complex multi-step debugging sessions: +* Use `todowrite` to track inspection steps. +* Mark each step as completed after gathering the data. +* This ensures systematic coverage and prevents missed checks. + +# Tool usage + +* `unity_execute` — primary tool for all runtime queries +* `read` / `grep` / `list` — for reading source code to understand the implementation behind runtime behavior +* `unity_asset_search` / `unity_ref_search` — for finding related assets and references +* `unity_yaml_list` / `unity_yaml_search` / `unity_yaml_read` — for inspecting scene/prefab YAML structure (Editor-side, not runtime) + +Prefer `unity_execute` for any question about current runtime state. Use file-reading tools only to understand the code that drives the runtime behavior. diff --git a/agent/simple/config.json b/agent/simple/config.json deleted file mode 100644 index d8bcf890..00000000 --- a/agent/simple/config.json +++ /dev/null @@ -1,10 +0,0 @@ -{ - "name": "Simple", - "description": "General software development with essential workspace tools.", - "project_types": ["generic"], - "tools": ["read", "write", "edit", "bash", "python", "grep", "list"], - "sub_agents": [], - "default": false, - "default_effort": "medium", - "model_recommendation": "large" -} diff --git a/agent/simple/soul.md b/agent/simple/soul.md deleted file mode 100644 index d7acc274..00000000 --- a/agent/simple/soul.md +++ /dev/null @@ -1,3 +0,0 @@ -You are a general-purpose software development agent working inside the current workspace. - -Inspect the relevant files before making changes. Use the available file and shell tools to understand the project, implement the requested work, and verify the result in proportion to its risk. Keep changes focused, preserve unrelated work, and report the completed outcome directly. diff --git a/agent/unity/config.json b/agent/unity/config.json deleted file mode 100644 index f6252dba..00000000 --- a/agent/unity/config.json +++ /dev/null @@ -1,48 +0,0 @@ -{ - "name": "Unity", - "description": "Unity project development, debugging, and optimization.", - "project_types": [ - "unity" - ], - "tools": [ - "read", - "write", - "edit", - "bash", - "python", - "grep", - "list", - "subagent", - "todowrite", - "ask_user_question", - "web_fetch", - "unity_set_play_mode", - "unity_execute", - "unity_run_states", - "unity_capture_viewport", - "unity_get_console_log", - "unity_test_list", - "unity_test_run", - "unity_recompile", - "unity_hot_reload", - "unity_asset_search", - "unity_ref_search", - "code_find_references", - "code_goto_definition", - "code_symbol_search", - "code_diagnostics", - "code_hover", - "unity_code_usages", - "unity_yaml_search", - "unity_yaml_read", - "knowledge_query", - "skill_list", - "execute_typescript" - ], - "sub_agents": [ - "explorer" - ], - "default": true, - "default_effort": "medium", - "model_recommendation": "large" -} diff --git a/agent/unity/rule/knowledge_maintenance.md b/agent/unity/rule/knowledge_maintenance.md deleted file mode 100644 index 981aeaf0..00000000 --- a/agent/unity/rule/knowledge_maintenance.md +++ /dev/null @@ -1,16 +0,0 @@ -## Knowledge Ownership - -The four knowledge roles have distinct purposes and write permissions: - -* **Design** records project direction, requirements, constraints, and design decisions discussed with the user. Create or change it with the user's explicit request or approval, and present the change for review. -* **Memory** records durable project understanding, reusable lessons, and stable user preferences or context. Judge what will improve future work; keep it concise and avoid duplicating engineering details that are easy to find in code. Write or revise it within the task's authorization, document edit mode, and maintenance rules. -* **Reference** contains external material with its source information. Treat registered read-only sources as read-only. -* **Skill** defines reusable execution steps and checks. Report a useful correction or improvement, and update the Skill within the user's approval, including approval already given in the task. - -`plan/` stores execution plans, milestones, and progress. It is an execution-document search location; keep planned work distinct from established knowledge. During Plan mode, the session plan file is the only writable document. - -Design, Memory, Reference, and `plan/` support Markdown documents and CSV tables. For authorized tabular knowledge, create `.csv` files with `write` and update them with `edit`; write raw CSV without Markdown fences or YAML frontmatter, preserving delimiters and quoting. `knowledge_query` searches CSV headers and cell text as well as Markdown. CSV follows the same source permissions and maintenance rules; executable Skills remain Markdown. - -For CSV layout and formatting changes, use `locus.csv.read_view` and `locus.csv.patch_view` through the Python tool with `readonly=false` for writes. Read `csv.md` in the Python SDK documentation directory for selectors, revision checks and sparse row/cell/conditional rules supporting font, size, bold, text/background colors and borders. Use one row/range rule for shared formatting instead of emitting per-cell records. Layouts belong to the adjacent `.csv.view` companion; do not edit it through knowledge-document `write`/`edit` tools or add frontmatter. - -Use current observations when recalled knowledge is stale. Persist corrections only within the relevant write permission and document maintenance rules. Task completion alone does not require a knowledge update. Query and read additional knowledge when the injected or previously read context is insufficient. diff --git a/agent/unity/rule/output_principles.md b/agent/unity/rule/output_principles.md deleted file mode 100644 index b4f936ed..00000000 --- a/agent/unity/rule/output_principles.md +++ /dev/null @@ -1,7 +0,0 @@ -## Communication - -Use concise, natural language matching the user's latest request unless another language is requested. Lead with the result or intended action. Keep detail proportional to the task, remove repeated explanations and filler, and use no emoji. - -For multi-step work, give a brief update before substantial tool use and at meaningful milestones, before edits or long checks, or when a blocker changes the next step. State verified progress and the next action in one or two sentences; group related calls. Keep private reasoning internal. - -The final answer must stand on its own: provide requested results, explain meaningful changes and verification, and identify material limitations or remaining decisions. Summarize relevant tool results in user-facing text. Use only observed file contents, tool results, and project state; label uncertainty. Create a separate report file when the user requests that deliverable. diff --git a/agent/unity/rule/read_before_modify.md b/agent/unity/rule/read_before_modify.md deleted file mode 100644 index 3a048c77..00000000 --- a/agent/unity/rule/read_before_modify.md +++ /dev/null @@ -1,11 +0,0 @@ -## Execution and Collaboration - -Carry an implementation request through the authorized changes, appropriate verification, and a clear handoff. Answer research and design questions with findings and recommendations. Treat later user messages as steering the current task unless they replace it. - -* Resolve routine implementation choices from project evidence. Ask `ask_user_question` when missing information materially changes the target, scope, or outcome; complete independent investigation first. Explain consequential assumptions and challenge requirements when evidence shows a problem. -* Authorization persists across turns. Proceed with authorized local, reversible work and read-only investigation. Obtain any missing authorization before destructive actions, publishing, external communication, or changes to shared systems. Prepare the reviewable result before that final approval step, and reuse the tool's permission flow. -* Inspect existing files and objects before modifying them. Reuse relevant content already read when it is still current. Choose focused searches, outlines, and reads to establish the affected behavior and existing project conventions. -* Keep changes within the requested scope and proportional to the problem. Prefer existing patterns and the simplest complete implementation. Add abstraction, validation, or compatibility handling where current behavior or data migration requires it. Focus runtime allocation and performance work on actual hot paths such as `Update` and `FixedUpdate`. -* Preserve user changes and concurrent work. Investigate unfamiliar state before overwriting it. Diagnose failures from errors and prerequisites, then apply a focused fix; use new evidence to decide whether to retry or change approach. -* Use available automated checks for code, runtime state, and visuals. Match verification to the change; broaden it when failures or new concerns justify it. Hand off subjective gameplay feel and uncovered interactions with a concrete test procedure. -* Use `todowrite` for complex work. Delegate bounded research when its benefit justifies a separate context. Batch independent calls when the active tool interface supports it and their effects can safely overlap; shared Editor state and mutation order are dependencies. Follow each tool's schema and scheduling contract. diff --git a/agent/unity/rule/unity_editor_state_awareness.md b/agent/unity/rule/unity_editor_state_awareness.md deleted file mode 100644 index 5046f663..00000000 --- a/agent/unity/rule/unity_editor_state_awareness.md +++ /dev/null @@ -1,9 +0,0 @@ -## Unity Runtime State - -Use the latest `[Unity Editor Status]` / `[Unity Editor Status Changed]` announcement and subsequent tool results for Editor state and Active Scene. Check freshness when an operation depends on that state. Ordinary filesystem investigation can proceed independently. - -* Live inspection must reflect applied changes. After external asset edits, import the affected non-script assets through Unity APIs. After C# edits, use the available hot-reload or recompile path and inspect its result before relying on changed behavior. Static diagnostics validate source without applying it. Tests and serialization/Inspector changes require completed compilation and domain reload. -* Use `unity_set_play_mode` for a mode-only change; use `request_editor_status` for an operation that requires a particular state. Locus handles state-change permissions. Plan mode allows observation in the existing state and blocks project recompilation, test execution, and state changes. -* Play Mode instance changes are temporary. Distinguish runtime experiments from intended persistent asset edits, and report the persistence boundary when it affects the result. Complete permanent scene configuration in Edit Mode. -* Resolve “this scene” from the latest Active Scene. Explicit targets may belong to other loaded scenes. When opening or closing scenes is necessary, preserve unsaved work and the user's scene setup. -* When disconnected, continue useful file work and use the Python Unity SDK when reconnection is needed. In Safe Mode, read compiler errors with `unity_get_console_log`, repair source, and recheck readiness. For a crash, inspect the reported Editor log before recovery. Attribute execution failures using connection and runtime evidence as well as script diagnostics. diff --git a/agent/unity/rule/unity_property_display.md b/agent/unity/rule/unity_property_display.md deleted file mode 100644 index 7e1cb5f0..00000000 --- a/agent/unity/rule/unity_property_display.md +++ /dev/null @@ -1,17 +0,0 @@ -## Editable Unity Fields - -When a handoff benefits from user tuning, include the relevant known serialized fields in a fenced `unity_property` block, including values already changed successfully. Use ordinary results for inspection that does not need editable controls. - -Write one target per line with no prose: - -* Main asset: `asset-path#propertyPath`. -* GameObject: `scene-or-prefab-path/object-hierarchy#GameObject:propertyPath`. -* Component: `scene-or-prefab-path/object-hierarchy#ComponentType:propertyPath`. A bare selector on a GameObject binds to that GameObject; component fields require the component selector. - -Use exact serialized property paths and verified object targets. Follow the requested instance or asset scope when choosing the editable target. Apply the same hierarchy ordinal rules as Unity references, and keep fileIDs internal. Resolve ambiguous targets through inspection; ask for a more specific reference when they remain ambiguous. Exclude `m_Script`, bookkeeping fields, and values that exist only in code. - -```unity_property -Assets/Data/Enemy.asset#damage -Assets/Scenes/Main.unity/Environment/SpawnPoint[1]#GameObject:m_IsActive -Assets/Scenes/Main.unity/Environment/SpawnPoint[1]#UnityEngine.Transform:m_LocalPosition -``` diff --git a/agent/unity/rule/unity_reference_protocol.md b/agent/unity/rule/unity_reference_protocol.md deleted file mode 100644 index 2a9e02f4..00000000 --- a/agent/unity/rule/unity_reference_protocol.md +++ /dev/null @@ -1,9 +0,0 @@ -## Unity References - -The conversation UI parses these forms. Use complete project-relative paths inside single backticks, including workspace files, assets, folders, and `ProjectSettings`: `Assets/Prefabs/Player.prefab`. Keep every path segment; omit braces and a leading `@`. - -Use inline references for ordinary mentions. When exposing edit controls, use `asset:row Assets/Prefabs/Player.prefab` inside backticks. Other supported display prefixes are `asset:preview` for a compact preview and `asset:inspector` for an Inspector block. - -For scene objects, append the exact hierarchy to the scene asset path: `Assets/Scenes/Main.unity/Environment/SpawnPoint`. Repeated sibling names require the Unity YAML 1-based ordinal suffix, such as `Enemy[1]` or `Enemy[2]`. Use returned paths to keep selection unambiguous. - -Reference knowledge with its exact type-prefixed path, such as `design/core-loop.md` or `skill/profiler.md`. Skill package references include the package id, such as `skill/studio.tools.psd-to-ugui/SKILL.md`. diff --git a/agent/unity/rule/unity_safety_constraints.md b/agent/unity/rule/unity_safety_constraints.md deleted file mode 100644 index 07abd482..00000000 --- a/agent/unity/rule/unity_safety_constraints.md +++ /dev/null @@ -1,8 +0,0 @@ -## Unity Data Safety - -* Inspect the existing target and relevant context before changing it. Use `unity_yaml_read` / `unity_yaml_search` for supported text-serialized assets; a known exact child path can be read directly. Follow the returned live Editor or disk source label. Inspect importer and binary assets through a read-only Unity Editor script. -* Modify structured Unity assets through Unity APIs, using `unity_execute` or applicable specialized tools such as `view_property_write` and `view_property_apply`. The trusted `locus.merges` Python SDK is also a supported structural write path: Locus's own Rust parser/merger owns bytes and validates typed field/object/file operations. Read `merges.md` in the SDK documentation directory shown by the `python` tool for selective multi-commit integration. Keep raw YAML edits through general file tools, shell, and Python out of asset modification workflows. Ordinary source files remain editable through file tools. -* Choose the scene instance, Prefab asset, or other asset from the user's requested scope. Inspect Prefab sources and overrides to assess impact; matching values do not authorize redirecting an instance change to its Prefab. Verify exact object identity before writing, especially for repeated hierarchy names or components. -* Preserve GUIDs, `.meta` associations, serialized values, and Inspector references. GUID-changing deletion or recreation requires explicit authorization for its consequences. Before renaming/removing serialized fields, types, methods, or components, check relevant code and serialized usages, including UnityEvent and AnimationEvent bindings. Preserve existing data through a migration where needed. -* Read coordinate-space labels and exact field names. World-space hierarchy annotations, local Transform fields, and RectTransform values have their own semantics; convert only when the requested edit requires it. -* Put project-scoped scratch files in `Library/Locus/tmp/`; use exact paths because `list` and `grep` skip `Library`. Other Locus-owned files under `Library/Locus/` and Unity-generated caches remain outside the task unless explicitly needed. Keep requested deliverables in their proper project locations. diff --git a/agent/unity/rule_config.json b/agent/unity/rule_config.json deleted file mode 100644 index 01385ae9..00000000 --- a/agent/unity/rule_config.json +++ /dev/null @@ -1,30 +0,0 @@ -{ - "read_before_modify.md": { - "enabled": true, - "order": 0 - }, - "knowledge_maintenance.md": { - "enabled": true, - "order": 1 - }, - "unity_safety_constraints.md": { - "enabled": true, - "order": 2 - }, - "unity_editor_state_awareness.md": { - "enabled": true, - "order": 3 - }, - "output_principles.md": { - "enabled": true, - "order": 4 - }, - "unity_reference_protocol.md": { - "enabled": true, - "order": 5 - }, - "unity_property_display.md": { - "enabled": true, - "order": 6 - } -} diff --git a/agent/unity/system.md b/agent/unity/system.md deleted file mode 100644 index c519475b..00000000 --- a/agent/unity/system.md +++ /dev/null @@ -1 +0,0 @@ -You are Locus Unity, a professional Unity development agent. Collaborate with the user on game design, engineering, implementation, debugging, and performance in the selected project. Complete the requested work using available tools, current project evidence, and the product rules below. Maintain project knowledge within the user's authorization. diff --git a/agent/unity/tools/bash.json b/agent/unity/tools/bash.json deleted file mode 100644 index dd1bd69d..00000000 --- a/agent/unity/tools/bash.json +++ /dev/null @@ -1,10 +0,0 @@ -{ - "description": "Run a shell command with combined stdout/stderr. Set workdir explicitly. Set readonly=true only for observation; commands that create or change files, including caches, require readonly=false. Workspace mutations require a workdir inside that workspace for locking and undo tracking.\n\nSync execution defaults to 120s. Async/notify tasks continue until completion or cancellation; notify automatically delivers the final result in a system reminder. Both modes stream emitted output to the tool block. Locus owns and terminates the entire process tree when the task or owning session/workspace ends; detached processes remain part of the task.\n\nUse read/write/edit for ordinary text file operations. Shell commands remain appropriate for builds, generators, archives, and authorized moves or deletion. Prefer separate calls for independent commands so failures and side effects remain clear. Overlap calls only when their effects are safe to overlap; enable non-TTY progress output for long commands when needed, e.g. git clone --progress.\n\nEnvironment variables, cd, and shell functions are per-call. PATH is refreshed from the system each time. python/pip use the runtime selected in Settings. Managed Python installs pip packages into the Locus data directory by default; separately launched venv/conda/uvx environments retain their own configuration.\n\nstdin is closed. Use interactive=true only when the user must type in a visible terminal; it returns an exit code without captured output. Verify its outcome non-interactively. If startup fails before interaction, capture the error non-interactively before retrying.", - "parameters": { - "properties": { - "description": { - "description": "Brief description of what this command does, e.g. 'Run EditMode tests', 'Show git status', 'Find asmdef references'" - } - } - } -} diff --git a/agent/unity/tools/edit.json b/agent/unity/tools/edit.json deleted file mode 100644 index 2a137ab9..00000000 --- a/agent/unity/tools/edit.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "description": "Apply independent replacements to one existing file atomically. Every edits[] item is matched against the original file content; ranges must be non-overlapping. Array order does not make edits sequential. If any item fails or overlaps, the entire call fails without changing the file.\n\nRead the required ranges first. oldString must match exactly, including indentation; strip read's line-number/tab prefix. Include enough context for a unique match, or use replaceAll for every original occurrence. Dependent replacements require separate calls.\n\nWritable knowledge edits refresh the index. Missing frontmatter is generated and reported with the final content start line.\n\nWhen C# edit/write diagnostics are enabled, successful .cs changes append capped file-scope diagnostics." -} diff --git a/agent/unity/tools/grep.json b/agent/unity/tools/grep.json deleted file mode 100644 index fb042a0a..00000000 --- a/agent/unity/tools/grep.json +++ /dev/null @@ -1,10 +0,0 @@ -{ - "description": "Search file contents with regex. Set path explicitly and use include to narrow files. Returns paths and line numbers sorted by path/line; workspace paths are relative and external paths absolute.\n\nRoot-level generated/cache/log/build directories are skipped. Broad results may be incomplete and non-deterministic; use the reported truncation to narrow the query. Matches include comments and strings. Use semantic code tools when exact symbol references are required.\nUnity generated roots such as Library, Temp, Obj, Logs, and Build* are skipped.", - "parameters": { - "properties": { - "include": { - "description": "File pattern to include in the search (e.g. \"*.cs\", \"Assets/**/Editor/*.cs\")" - } - } - } -} diff --git a/agent/unity/tools/list.json b/agent/unity/tools/list.json deleted file mode 100644 index 917424d6..00000000 --- a/agent/unity/tools/list.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "description": "List a directory as a bounded tree. Set path explicitly; use read for files. Entries ending in / are directories. include_files=false returns directories only; omitted entries are summarized with counts. Root-level generated/cache/log/build directories and .meta files are excluded.\nUnity generated roots include Library, Temp, Obj, Logs, and Build*." -} diff --git a/agent/unity/tools/python.json b/agent/unity/tools/python.json deleted file mode 100644 index f546f324..00000000 --- a/agent/unity/tools/python.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "description": "Run {python_runtime} code. {python_sdk_documentation} CSV tables use the same worksheet/style objects as openpyxl: await locus.csv.load_workbook(path), edit wb.active with normal openpyxl code, then await wb.save(). See csv.md for the supported display subset; CSV has no Excel protection or calculation engine." -} diff --git a/agent/unity/tools/write.json b/agent/unity/tools/write.json deleted file mode 100644 index 5d349e33..00000000 --- a/agent/unity/tools/write.json +++ /dev/null @@ -1,3 +0,0 @@ -{ - "description": "Create a new file, creating parent directories as needed. Existing paths are rejected; use edit to change an existing file.\n\nIn a registered writable knowledge directory, provide Markdown body content only. Locus generates frontmatter, updates the index, and reports every generated field plus the final content start line.\n\nWhen C# edit/write diagnostics are enabled, successful .cs changes append capped file-scope diagnostics." -} diff --git a/agent/wiki/config.json b/agent/wiki/config.json index 41687248..a80c8880 100644 --- a/agent/wiki/config.json +++ b/agent/wiki/config.json @@ -1,8 +1,7 @@ { "name": "Wiki", "description": "Audit and maintain Tech Wiki doc-source coverage and freshness.", - "project_types": ["unity"], - "tools": ["read", "list", "grep", "bash", "explore", "todowrite", "ask_user_question", "unity_set_play_mode", "unity_execute", "unity_asset_search", "unity_ref_search", "code_find_references", "code_goto_definition", "code_symbol_search", "code_hover", "unity_code_usages", "unity_yaml_search", "unity_yaml_read", "knowledge_query"], + "tools": ["read", "list", "grep", "bash", "explore", "todowrite", "ask_user_question", "unity_execute", "unity_asset_search", 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"https://registry.npmmirror.com/get-nonce/-/get-nonce-1.0.1.tgz", {}, "sha512-FJhYRoDaiatfEkUK8HKlicmu/3SGFD51q3itKDGoSTysQJBnfOcxU5GxnhE1E6soB76MbT0MBtnKJuXyAx+96Q=="], + "get-proto": ["get-proto@1.0.1", "https://registry.npmmirror.com/get-proto/-/get-proto-1.0.1.tgz", { "dependencies": { "dunder-proto": "^1.0.1", "es-object-atoms": "^1.0.0" } }, "sha512-sTSfBjoXBp89JvIKIefqw7U2CCebsc74kiY6awiGogKtoSGbgjYE/G/+l9sF3MWFPNc9IcoOC4ODfKHfxFmp0g=="], "get-stream": ["get-stream@6.0.1", "https://registry.npmmirror.com/get-stream/-/get-stream-6.0.1.tgz", {}, "sha512-ts6Wi+2j3jQjqi70w5AlN8DFnkSwC+MqmxEzdEALB2qXZYV3X/b1CTfgPLGJNMeAWxdPfU8FO1ms3NUfaHCPYg=="], @@ -698,8 +730,6 @@ "github-from-package": ["github-from-package@0.0.0", "https://registry.npmmirror.com/github-from-package/-/github-from-package-0.0.0.tgz", {}, "sha512-SyHy3T1v2NUXn29OsWdxmK6RwHD+vkj3v8en8AOBZ1wBQ/hCAQ5bAQTD02kW4W9tUp/3Qh6J8r9EvntiyCmOOw=="], - "glob": ["glob@7.1.6", "https://registry.npmmirror.com/glob/-/glob-7.1.6.tgz", { "dependencies": { "fs.realpath": "^1.0.0", "inflight": "^1.0.4", "inherits": "2", "minimatch": "^3.0.4", "once": "^1.3.0", "path-is-absolute": "^1.0.0" } }, "sha512-LwaxwyZ72Lk7vZINtNNrywX0ZuLyStrdDtabefZKAY5ZGJhVtgdznluResxNmPitE0SAO+O26sWTHeKSI2wMBA=="], - "glob-parent": ["glob-parent@6.0.2", "https://registry.npmmirror.com/glob-parent/-/glob-parent-6.0.2.tgz", { "dependencies": { "is-glob": "^4.0.3" } }, "sha512-XxwI8EOhVQgWp6iDL+3b0r86f4d6AX6zSU55HfB4ydCEuXLXc5FcYeOu+nnGftS4TEju/11rt4KJPTMgbfmv4A=="], "globalthis": ["globalthis@1.0.4", "https://registry.npmmirror.com/globalthis/-/globalthis-1.0.4.tgz", { "dependencies": { "define-properties": "^1.2.1", "gopd": "^1.0.1" } }, "sha512-DpLKbNU4WylpxJykQujfCcwYWiV/Jhm50Goo0wrVILAv5jOr9d+H+UR3PhSCD2rCCEIg0uc+G+muBTwD54JhDQ=="], @@ -710,8 +740,6 @@ "graceful-fs": ["graceful-fs@4.2.11", "https://registry.npmmirror.com/graceful-fs/-/graceful-fs-4.2.11.tgz", {}, "sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ=="], - "graphql": ["graphql@16.11.0", "https://registry.npmmirror.com/graphql/-/graphql-16.11.0.tgz", {}, "sha512-mS1lbMsxgQj6hge1XZ6p7GPhbrtFwUFYi3wRzXAC/FmYnyXMTvvI3td3rjmQ2u8ewXueaSvRPWaEcgVVOT9Jnw=="], - "has-bigints": ["has-bigints@1.1.0", "https://registry.npmmirror.com/has-bigints/-/has-bigints-1.1.0.tgz", {}, "sha512-R3pbpkcIqv2Pm3dUwgjclDRVmWpTJW2DcMzcIhEXEx1oh/CEMObMm3KLmRJOdvhM7o4uQBnwr8pzRK2sJWIqfg=="], "has-property-descriptors": ["has-property-descriptors@1.0.2", "https://registry.npmmirror.com/has-property-descriptors/-/has-property-descriptors-1.0.2.tgz", { "dependencies": { "es-define-property": "^1.0.0" } }, "sha512-55JNKuIW+vq4Ke1BjOTjM2YctQIvCT7GFzHwmfZPGo5wnrgkid0YQtnAleFSqumZm4az3n2BS+erby5ipJdgrg=="], @@ -762,6 +790,8 @@ "hastscript": ["hastscript@9.0.1", "https://registry.npmmirror.com/hastscript/-/hastscript-9.0.1.tgz", { "dependencies": { "@types/hast": "^3.0.0", "comma-separated-tokens": "^2.0.0", "hast-util-parse-selector": "^4.0.0", "property-information": "^7.0.0", "space-separated-tokens": "^2.0.0" } }, "sha512-g7df9rMFX/SPi34tyGCyUBREQoKkapwdY/T04Qn9TDWfHhAYt4/I0gMVirzK5wEzeUqIjEB+LXC/ypb7Aqno5w=="], + "hex-rgb": ["hex-rgb@5.0.0", "https://registry.npmmirror.com/hex-rgb/-/hex-rgb-5.0.0.tgz", {}, "sha512-NQO+lgVUCtHxZ792FodgW0zflK+ozS9X9dwGp9XvvmPlH7pyxd588cn24TD3rmPm/N0AIRXF10Otah8yKqGw4w=="], + "html-void-elements": ["html-void-elements@3.0.0", "https://registry.npmmirror.com/html-void-elements/-/html-void-elements-3.0.0.tgz", {}, "sha512-bEqo66MRXsUGxWHV5IP0PUiAWwoEjba4VCzg0LjFJBpchPaTfyfCKTG6bc5F8ucKec3q5y6qOdGyYTSBEvhCrg=="], "http-cache-semantics": ["http-cache-semantics@4.2.0", "https://registry.npmmirror.com/http-cache-semantics/-/http-cache-semantics-4.2.0.tgz", {}, "sha512-dTxcvPXqPvXBQpq5dUr6mEMJX4oIEFv6bwom3FDwKRDsuIjjJGANqhBuoAn9c1RQJIdAKav33ED65E2ys+87QQ=="], @@ -772,7 +802,7 @@ "http2-wrapper": ["http2-wrapper@2.2.1", "https://registry.npmmirror.com/http2-wrapper/-/http2-wrapper-2.2.1.tgz", { "dependencies": { "quick-lru": "^5.1.1", "resolve-alpn": "^1.2.0" } }, "sha512-V5nVw1PAOgfI3Lmeaj2Exmeg7fenjhRUgz1lPSezy1CuhPYbgQtbQj4jZfEAEMlaL+vupsvhjqCyjzob0yxsmQ=="], - "https-proxy-agent": ["https-proxy-agent@5.0.1", "https://registry.npmmirror.com/https-proxy-agent/-/https-proxy-agent-5.0.1.tgz", { "dependencies": { "agent-base": "6", "debug": "4" } }, "sha512-dFcAjpTQFgoLMzC2VwU+C/CbS7uRL0lWmxDITmqm7C+7F0Odmj6s9l6alZc6AELXhrnggM2CeWSXHGOdX2YtwA=="], + "https-proxy-agent": ["https-proxy-agent@7.0.6", "https://registry.npmmirror.com/https-proxy-agent/-/https-proxy-agent-7.0.6.tgz", { "dependencies": { "agent-base": "^7.1.2", "debug": "4" } }, "sha512-vK9P5/iUfdl95AI+JVyUuIcVtd4ofvtrOr3HNtM2yxC9bnMbEdp3x01OhQNnjb8IJYi38VlTE3mBXwcfvywuSw=="], "ico-endec": ["ico-endec@0.1.6", "https://registry.npmmirror.com/ico-endec/-/ico-endec-0.1.6.tgz", {}, "sha512-ZdLU38ZoED3g1j3iEyzcQj+wAkY2xfWNkymszfJPoxucIUhK7NayQ+/C4Kv0nDFMIsbtbEHldv3V8PU494/ueQ=="], @@ -788,8 +818,6 @@ "indent-string": ["indent-string@5.0.0", "https://registry.npmmirror.com/indent-string/-/indent-string-5.0.0.tgz", {}, "sha512-m6FAo/spmsW2Ab2fU35JTYwtOKa2yAwXSwgjSv1TJzh4Mh7mC3lzAOVLBprb72XsTrgkEIsl7YrFNAiDiRhIGg=="], - "inflight": ["inflight@1.0.6", "https://registry.npmmirror.com/inflight/-/inflight-1.0.6.tgz", { "dependencies": { "once": "^1.3.0", "wrappy": "1" } }, "sha512-k92I/b08q4wvFscXCLvqfsHCrjrF7yiXsQuIVvVE7N82W3+aqpzuUdBbfhWcy/FZR3/4IgflMgKLOsvPDrGCJA=="], - "inherits": ["inherits@2.0.4", "https://registry.npmmirror.com/inherits/-/inherits-2.0.4.tgz", {}, "sha512-k/vGaX4/Yla3WzyMCvTQOXYeIHvqOKtnqBduzTHpzpQZzAskKMhZ2K+EnBiSM9zGSoIFeMpXKxa4dYeZIQqewQ=="], "ini": ["ini@1.3.8", "https://registry.npmmirror.com/ini/-/ini-1.3.8.tgz", {}, "sha512-JV/yugV2uzW5iMRSiZAyDtQd+nxtUnjeLt0acNdw98kKLrvuRVyB80tsREOE7yvGVgalhZ6RNXCmEHkUKBKxew=="], @@ -896,7 +924,7 @@ "js-tokens": ["js-tokens@4.0.0", "https://registry.npmmirror.com/js-tokens/-/js-tokens-4.0.0.tgz", {}, "sha512-RdJUflcE3cUzKiMqQgsCu06FPu9UdIJO0beYbPhHN4k6apgJtifcoCtT9bcxOpYBtpD2kCM6Sbzg4CausW/PKQ=="], - "js-yaml": ["js-yaml@4.3.1", "https://registry.npmmirror.com/js-yaml/-/js-yaml-4.3.1.tgz", { "dependencies": { "argparse": "^2.0.1" }, "bin": { "js-yaml": "bin/js-yaml.js" } }, "sha512-CY6crGq313MX8GkwvB7tzgp99vjQxY1++5y10/BKN/GUfHqWaOGQMNZkBvqSzsZKWk/ijwHlWzzkLulsGHhjWQ=="], + "js-yaml": ["js-yaml@4.1.0", "https://registry.npmmirror.com/js-yaml/-/js-yaml-4.1.0.tgz", { "dependencies": { "argparse": "^2.0.1" }, "bin": { "js-yaml": "bin/js-yaml.js" } }, "sha512-wpxZs9NoxZaJESJGIZTyDEaYpl0FKSA+FB9aJiyemKhMwkxQg63h4T1KJgUGHpTqPDNRcmmYLugrRjJlBtWvRA=="], "jsep": ["jsep@1.4.0", "https://registry.npmmirror.com/jsep/-/jsep-1.4.0.tgz", {}, "sha512-B7qPcEVE3NVkmSJbaYxvv4cHkVW7DQsZz13pUMrfS8z8Q/BuShN+gcTXrUlPiGqM2/t/EEaI030bpxMqY8gMlw=="], @@ -906,7 +934,7 @@ "json-schema-traverse": ["json-schema-traverse@1.0.0", "https://registry.npmmirror.com/json-schema-traverse/-/json-schema-traverse-1.0.0.tgz", {}, "sha512-NM8/P9n3XjXhIZn1lLhkFaACTOURQXjWhV4BA/RnOv8xvgqtqpAX9IO4mRQxSx1Rlo4tqzeqb0sOlruaOy3dug=="], - "jsonc-parser": ["jsonc-parser@3.3.1", "https://registry.npmmirror.com/jsonc-parser/-/jsonc-parser-3.3.1.tgz", {}, "sha512-HUgH65KyejrUFPvHFPbqOY0rsFip3Bo5wb4ngvdi1EpCYWUQDC5V+Y7mZws+DLkr4M//zQJoanu1SP+87Dv1oQ=="], + "jsonc-parser": ["jsonc-parser@2.2.1", "https://registry.npmmirror.com/jsonc-parser/-/jsonc-parser-2.2.1.tgz", {}, "sha512-o6/yDBYccGvTz1+QFevz6l6OBZ2+fMVu2JZ9CIhzsYRX4mjaK5IyX9eldUdCmga16zlgQxyrj5pt9kzuj2C02w=="], "jsonfile": ["jsonfile@6.2.1", "https://registry.npmmirror.com/jsonfile/-/jsonfile-6.2.1.tgz", { "dependencies": { "universalify": "^2.0.0" }, "optionalDependencies": { "graceful-fs": "^4.1.6" } }, "sha512-zwOTdL3rFQ/lRdBnntKVOX6k5cKJwEc1HdilT71BWEu7J41gXIB2MRp+vxduPSwZJPWBxEzv4yH1wYLJGUHX4Q=="], @@ -984,7 +1012,7 @@ "media-typer": ["media-typer@0.3.0", "https://registry.npmmirror.com/media-typer/-/media-typer-0.3.0.tgz", {}, "sha512-dq+qelQ9akHpcOl/gUVRTxVIOkAJ1wR3QAvb4RsVjS8oVoFjDGTc679wJYmUmknUF5HwMLOgb5O+a3KxfWapPQ=="], - "merge-descriptors": ["merge-descriptors@1.0.3", "https://registry.npmmirror.com/merge-descriptors/-/merge-descriptors-1.0.3.tgz", {}, "sha512-gaNvAS7TZ897/rVaZ0nMtAyxNyi/pdbjbAwUpFQpN70GqnVfOiXpeUUMKRBmzXaSQ8DdTX4/0ms62r2K+hE6mQ=="], + "merge-descriptors": ["merge-descriptors@1.0.1", "https://registry.npmmirror.com/merge-descriptors/-/merge-descriptors-1.0.1.tgz", {}, "sha512-cCi6g3/Zr1iqQi6ySbseM1Xvooa98N0w31jzUYrXPX2xqObmFGHJ0tQ5u74H3mVh7wLouTseZyYIq39g8cNp1w=="], "merge2": ["merge2@1.4.1", "https://registry.npmmirror.com/merge2/-/merge2-1.4.1.tgz", {}, "sha512-8q7VEgMJW4J8tcfVPy8g09NcQwZdbwFEqhe/WZkoIzjn/3TGDwtOCYtXGxA3O8tPzpczCCDgv+P2P5y00ZJOOg=="], @@ -1080,14 +1108,16 @@ "minimist": ["minimist@1.2.8", "https://registry.npmmirror.com/minimist/-/minimist-1.2.8.tgz", {}, "sha512-2yyAR8qBkN3YuheJanUpWC5U3bb5osDywNB8RzDVlDwDHbocAJveqqj1u8+SVD7jkWT4yvsHCpWqqWqAxb0zCA=="], - "minipass": ["minipass@7.1.3", "https://registry.npmmirror.com/minipass/-/minipass-7.1.3.tgz", {}, "sha512-tEBHqDnIoM/1rXME1zgka9g6Q2lcoCkxHLuc7ODJ5BxbP5d4c2Z5cGgtXAku59200Cx7diuHTOYfSBD8n6mm8A=="], + "minipass": ["minipass@5.0.0", "https://registry.npmmirror.com/minipass/-/minipass-5.0.0.tgz", {}, "sha512-3FnjYuehv9k6ovOEbyOswadCDPX1piCfhV8ncmYtHOjuPwylVWsghTLo7rabjC3Rx5xD4HDx8Wm1xnMF7S5qFQ=="], - "minizlib": ["minizlib@3.1.0", "https://registry.npmmirror.com/minizlib/-/minizlib-3.1.0.tgz", { "dependencies": { "minipass": "^7.1.2" } }, "sha512-KZxYo1BUkWD2TVFLr0MQoM8vUUigWD3LlD83a/75BqC+4qE0Hb1Vo5v1FgcfaNXvfXzr+5EhQ6ing/CaBijTlw=="], + "minizlib": ["minizlib@2.1.2", "https://registry.npmmirror.com/minizlib/-/minizlib-2.1.2.tgz", { "dependencies": { "minipass": "^3.0.0", "yallist": "^4.0.0" } }, "sha512-bAxsR8BVfj60DWXHE3u30oHzfl4G7khkSuPW+qvpd7jFRHm7dLxOjUk1EHACJ/hxLY8phGJ0YhYHZo7jil7Qdg=="], - "mint": ["mint@4.2.804", "https://registry.npmmirror.com/mint/-/mint-4.2.804.tgz", { "dependencies": { "@mintlify/cli": "4.0.1407" }, "bin": { "mint": "index.js" } }, "sha512-rA10/WGyJflQ8HCfailLp7Pf9F3j7+dVYzWiUcTsRqq24SONtZikRK4fk9GRKaBecCcBHW/1P0LkJTy3tQFPcw=="], + "mint": ["mint@4.2.523", "https://registry.npmmirror.com/mint/-/mint-4.2.523.tgz", { "dependencies": { "@mintlify/cli": "4.0.1126" }, "bin": { "mint": "index.js" } }, "sha512-KUolA6ON1DVQeuVq3PvcT/+S2NyKXJ0ISgJrN0WdVxqLZZjIBUiP0blicb2EffFDFp1fyIOvtd9ysmdNFEhdCg=="], "mitt": ["mitt@3.0.1", "https://registry.npmmirror.com/mitt/-/mitt-3.0.1.tgz", {}, "sha512-vKivATfr97l2/QBCYAkXYDbrIWPM2IIKEl7YPhjCvKlG3kE2gm+uBo6nEXK3M5/Ffh/FLpKExzOQ3JJoJGFKBw=="], + "mkdirp": ["mkdirp@1.0.4", "https://registry.npmmirror.com/mkdirp/-/mkdirp-1.0.4.tgz", { "bin": { "mkdirp": "bin/cmd.js" } }, "sha512-vVqVZQyf3WLx2Shd0qJ9xuvqgAyKPLAiqITEtqW0oIUjzo3PePDd6fW9iFz30ef7Ysp/oiWqbhszeGWW2T6Gzw=="], + "mkdirp-classic": ["mkdirp-classic@0.5.3", "https://registry.npmmirror.com/mkdirp-classic/-/mkdirp-classic-0.5.3.tgz", {}, "sha512-gKLcREMhtuZRwRAfqP3RFW+TK4JqApVBtOIftVgjuABpAtpxhPGaDcfvbhNvD0B8iD1oUr/txX35NjcaY6Ns/A=="], "ms": ["ms@2.1.3", "https://registry.npmmirror.com/ms/-/ms-2.1.3.tgz", {}, "sha512-6FlzubTLZG3J2a/NVCAleEhjzq5oxgHyaCU9yYXvcLsvoVaHJq/s5xXI6/XXP6tz7R9xAOtHnSO/tXtF3WRTlA=="], @@ -1096,7 +1126,7 @@ "mz": ["mz@2.7.0", "https://registry.npmmirror.com/mz/-/mz-2.7.0.tgz", { "dependencies": { "any-promise": "^1.0.0", "object-assign": "^4.0.1", "thenify-all": "^1.0.0" } }, "sha512-z81GNO7nnYMEhrGh9LeymoE4+Yr0Wn5McHIZMK5cfQCl+NDX08sCZgUc9/6MHni9IWuFLm1Z3HTCXu2z9fN62Q=="], - "nanoid": ["nanoid@3.3.18", "https://registry.npmmirror.com/nanoid/-/nanoid-3.3.18.tgz", { "bin": { "nanoid": "bin/nanoid.cjs" } }, "sha512-DTg4MJbGMWkfi6VZFdNt2/caMbQy4Ou+Op/hJQvGEWcnVfoA1QA+xzRKAzw9jD6+GVOOeYr/mIcuDSdug6F6+w=="], + "nanoid": ["nanoid@3.3.11", "https://registry.npmmirror.com/nanoid/-/nanoid-3.3.11.tgz", { "bin": { "nanoid": "bin/nanoid.cjs" } }, "sha512-N8SpfPUnUp1bK+PMYW8qSWdl9U+wwNWI4QKxOYDy9JAro3WMX7p2OeVRF9v+347pnakNevPmiHhNmZ2HbFA76w=="], "napi-build-utils": ["napi-build-utils@2.0.0", "https://registry.npmmirror.com/napi-build-utils/-/napi-build-utils-2.0.0.tgz", {}, "sha512-GEbrYkbfF7MoNaoh2iGG84Mnf/WZfB0GdGEsM8wz7Expx/LlWf5U8t9nvJKXSp3qr5IsEbK04cBGhol/KwOsWA=="], @@ -1106,7 +1136,7 @@ "netmask": ["netmask@2.1.1", "https://registry.npmmirror.com/netmask/-/netmask-2.1.1.tgz", {}, "sha512-eonl3sLUha+S1GzTPxychyhnUzKyeQkZ7jLjKrBagJgPla13F+uQ71HgpFefyHgqrjEbCPkDArxYsjY8/+gLKA=="], - "next-mdx-remote-client": ["next-mdx-remote-client@2.1.12", "https://registry.npmmirror.com/next-mdx-remote-client/-/next-mdx-remote-client-2.1.12.tgz", { "dependencies": { "@babel/code-frame": "^7.29.7", 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+ "picomatch": ["picomatch@4.0.4", "https://registry.npmmirror.com/picomatch/-/picomatch-4.0.4.tgz", {}, "sha512-QP88BAKvMam/3NxH6vj2o21R6MjxZUAd6nlwAS/pnGvN9IVLocLHxGYIzFhg6fUQ+5th6P4dv4eW9jX3DSIj7A=="], "pify": ["pify@2.3.0", "https://registry.npmmirror.com/pify/-/pify-2.3.0.tgz", {}, "sha512-udgsAY+fTnvv7kI7aaxbqwWNb0AHiB0qBO89PZKPkoTmGOgdbrHDKD+0B2X4uTfJ/FT1R09r9gTsjUjNJotuog=="], @@ -1206,13 +1230,13 @@ "possible-typed-array-names": ["possible-typed-array-names@1.1.0", "https://registry.npmmirror.com/possible-typed-array-names/-/possible-typed-array-names-1.1.0.tgz", {}, "sha512-/+5VFTchJDoVj3bhoqi6UeymcD00DAwb1nJwamzPvHEszJ4FpF6SNNbUbOS8yI56qHzdV8eK0qEfOSiodkTdxg=="], - "postcss": ["postcss@8.5.23", "https://registry.npmmirror.com/postcss/-/postcss-8.5.23.tgz", { "dependencies": { "nanoid": "^3.3.16", "picocolors": "^1.1.1", "source-map-js": "^1.2.1" } }, "sha512-g50586zr4bZmwFiTlflMu8E0bDTb5I5gertgwAKmsdUlTQIhZtunzUlD1WSzwcVWPoAVpsrA6vlfCD7oXvRwgg=="], + "postcss": 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"@mintlify/scraping/@mintlify/common/tailwindcss/chokidar": ["chokidar@3.6.0", "https://registry.npmmirror.com/chokidar/-/chokidar-3.6.0.tgz", { "dependencies": { "anymatch": "~3.1.2", "braces": "~3.0.2", "glob-parent": "~5.1.2", "is-binary-path": "~2.1.0", "is-glob": "~4.0.1", "normalize-path": "~3.0.0", "readdirp": "~3.6.0" }, "optionalDependencies": { "fsevents": "~2.3.2" } }, "sha512-7VT13fmjotKpGipCW9JEQAusEPE+Ei8nl6/g4FBAmIm0GOOLMua9NDDo/DWp0ZAxCr3cPq5ZpBqmPAQgDda2Pw=="], + + "@mintlify/scraping/@mintlify/common/tailwindcss/lilconfig": ["lilconfig@2.1.0", "https://registry.npmmirror.com/lilconfig/-/lilconfig-2.1.0.tgz", {}, "sha512-utWOt/GHzuUxnLKxB6dk81RoOeoNeHgbrXiuGk4yyF5qlRz+iIVWu56E2fqGHFrXz0QNUhLB/8nKqvRH66JKGQ=="], + + "@mintlify/scraping/@mintlify/common/tailwindcss/postcss-load-config": ["postcss-load-config@4.0.2", "https://registry.npmmirror.com/postcss-load-config/-/postcss-load-config-4.0.2.tgz", { "dependencies": { "lilconfig": "^3.0.0", "yaml": "^2.3.4" }, "peerDependencies": { "postcss": ">=8.0.9", "ts-node": ">=9.0.0" }, "optionalPeers": ["postcss", "ts-node"] }, "sha512-bSVhyJGL00wMVoPUzAVAnbEoWyqRxkjv64tUl427SKnPrENtq6hJwUojroMz2VB+Q1edmi4IfrAPpami5VVgMQ=="], + "@puppeteer/browsers/yargs/string-width/emoji-regex": ["emoji-regex@8.0.0", "https://registry.npmmirror.com/emoji-regex/-/emoji-regex-8.0.0.tgz", {}, "sha512-MSjYzcWNOA0ewAHpz0MxpYFvwg6yjy1NG3xteoqz644VCo/RPgnr1/GGt+ic3iJTzQ8Eu3TdM14SawnVUmGE6A=="], "@puppeteer/browsers/yargs/string-width/is-fullwidth-code-point": ["is-fullwidth-code-point@3.0.0", "https://registry.npmmirror.com/is-fullwidth-code-point/-/is-fullwidth-code-point-3.0.0.tgz", {}, "sha512-zymm5+u+sCsSWyD9qNaejV3DFvhCKclKdizYaJUuHA83RLjb7nSuGnddCHGv0hk+KY7BMAlsWeK4Ueg6EV6XQg=="], @@ -1884,6 +1912,10 @@ "yargs/string-width/strip-ansi/ansi-regex": ["ansi-regex@5.0.1", "https://registry.npmmirror.com/ansi-regex/-/ansi-regex-5.0.1.tgz", {}, "sha512-quJQXlTSUGL2LH9SUXo8VwsY4soanhgo6LNSm84E1LBcE8s3O0wpdiRzyR9z/ZZJMlMWv37qOOb9pdJlMUEKFQ=="], + "@mintlify/scraping/@mintlify/common/tailwindcss/chokidar/glob-parent": ["glob-parent@5.1.2", "https://registry.npmmirror.com/glob-parent/-/glob-parent-5.1.2.tgz", { "dependencies": { "is-glob": "^4.0.1" } }, "sha512-AOIgSQCepiJYwP3ARnGx+5VnTu2HBYdzbGP45eLw1vr3zB3vZLeyed1sC9hnbcOc9/SrMyM5RPQrkGz4aS9Zow=="], + + "@mintlify/scraping/@mintlify/common/tailwindcss/postcss-load-config/lilconfig": ["lilconfig@3.1.3", "https://registry.npmmirror.com/lilconfig/-/lilconfig-3.1.3.tgz", {}, "sha512-/vlFKAoH5Cgt3Ie+JLhRbwOsCQePABiU3tJ1egGvyQ+33R/vcwM2Zl2QR/LzjsBeItPt3oSVXapn+m4nQDvpzw=="], + "@puppeteer/browsers/yargs/string-width/strip-ansi/ansi-regex": ["ansi-regex@5.0.1", "https://registry.npmmirror.com/ansi-regex/-/ansi-regex-5.0.1.tgz", {}, "sha512-quJQXlTSUGL2LH9SUXo8VwsY4soanhgo6LNSm84E1LBcE8s3O0wpdiRzyR9z/ZZJMlMWv37qOOb9pdJlMUEKFQ=="], } } diff --git a/docs/data/update-stable.json b/docs/data/update-stable.json index 890f3920..807f1dcd 100644 --- a/docs/data/update-stable.json +++ b/docs/data/update-stable.json @@ -1,12 +1,12 @@ { - "version": "0.8.2", - "releasedAt": "2026-09-05", + "version": "0.5.7", + "releasedAt": "2026-07-10", "channel": "stable", "installers": [ { "id": "windows-x64", "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe", + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe", "platform": "windows", "arch": "x64", "includesManagedPython": true, @@ -17,7 +17,7 @@ { "id": "windows-x64-without-embed-python-git", "label": "Windows x64 - system Python/Git", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe", + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe", "platform": "windows", "arch": "x64", "includesManagedPython": false, @@ -29,293 +29,9 @@ "locales": { "zh": { "title": "发现新版本", - "summary": "Locus v0.8.2 (2026-09-05)", + "summary": "Locus v0.5.7 (2026-07-10)", "changelogUrl": "/overview/latest-version", "changes": [ - { - "title": "v0.8.2(新增)", - "items": [ - "ChatGPT 订阅模型新增 GPT-6 Astra,支持思考强度与 Fast 模式;配置的上下文窗口现适用于全部订阅模型。", - "模型选择器新增会话级 Multi-Agent 控制,选择状态会随会话重载、分屏、独立窗口和会话分叉保留。", - "Python SDK 支持任务列表、查询、等待与取消,父子及同级 Agent 间消息通信,以及在原会话内续跑失败或取消的子 Agent。任务支持短名称和完整输出日志。升级后默认启用后台执行,可在实验性设置中关闭。", - "Explorer 可通过有界、只读的 C# 查询调查实时 Unity 数据,并结合代码与资产搜索返回结果。", - "归档会话与 Unity Inspector 内容统一在工作台编辑器标签中打开;Unity 选中对象和文件附件会发送到对应工作区最近聚焦的输入框。" - ] - }, - { - "title": "v0.8.2(修复)", - "items": [ - "对齐 Codex 订阅的 Responses 协议,支持工具命名空间、WebSocket 预热、HTTP 回退及请求压缩。会话重新打开或重连后保留原始响应项与加密推理内容;失败或不完整的响应会在执行工具前停止。", - "修正远程压缩对文本和图片的保留预算,并统一前后端对订阅模型上下文配置的应用。", - "子 Agent 使用自身配置的模型、提供方、凭据、思考强度和速度设置,修复模型名称已切换但请求仍走父 Agent 提供方的问题。", - "后台结果和 Agent 消息在投递前持久化,重试不会重复通知,前台轮次结束也不会覆盖后台结果。会话迁移保留旧上下文导出能力,历史缺失字段显式写为 empty。", - "Agent 页面、工作台编辑器、会话操作和独立窗口保持绑定所选工作区;磁盘文件变化后重新校验预览,同时保留未保存的编辑。", - "修复大量日志下控制台虚拟列表的行高测量、滚动和窗口缩放,并补充运行时卡顿与桥接诊断。", - "Unity 重编译结果在重试后仍可读取,并与发起操作正确关联。Plan 模式禁止重编译、测试执行和 Editor 状态变更,同时保留只读调查。", - "收敛 Unity 操作规则,明确已验证的编辑目标、Prefab 实例范围、通过 Unity API 修改结构化资产,以及沿用任务中已有授权。" - ] - }, - { - "title": "v0.8.2(移除)", - "items": [ - "移除独立的 get_task_status 和 cancel_task 工具,任务控制统一使用 Python SDK 内置接口。", - "Inspector 与归档会话工作流迁入工作台后,移除旧独立 Inspector 界面和设置中的归档会话页。", - "移除已合并的内置 Unity 规则文件;升级安装时清理旧内置副本,保留用户 Agent 定义与项目覆盖规则。", - "移除旧 dev Agent 兼容路径,其定义、规则和模型偏好不再加载或合并到 Unity;升级安装时清理内置 agent/dev 目录。" - ] - }, - { - "title": "v0.8.1(新增)", - "items": [ - "**文本缩放与 Markdown 编辑。** Markdown 编辑器与预览、文本查看器、Diff 和 Merge 支持 Ctrl+滚轮缩放;工作区 Markdown 文件默认使用 CodeMirror 渲染态编辑。" - ] - }, - { - "title": "v0.8.1(修复)", - "items": [ - "修复工作台会话编辑器的功能缺失,恢复上下文压缩、中断续跑、Plan 模式、整会话与指定消息分叉、历史导航、上下文导出与审查,以及归属当前分屏的思考和文件修改面板。", - "分屏会话在编辑器重新挂载后继续保留草稿、执行配置、Todo、后台任务状态、撤回与 Diff 状态、滚动历史和会话操作。", - "文件、知识、Unity 和原生拖放操作始终绑定其来源工作区与会话。", - "知识文档大纲会对齐正文起点,并按可用视口计算高度。", - "重新显示的系统资源会回到工作区根节点首位。", - "ONNX Runtime 准备流程支持断点续传,并校验下载包与运行时文件完整性。", - "文件修改面板缩放、撤回选择、命令列表和关闭控件补齐键盘操作能力。" - ] - }, - { - "title": "v0.8.1(移除)", - "items": [ - "本版本没有移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.8.0(新增)", - "items": [ - "**多工作区同时运行。** 可在同一 Locus 实例中打开多个项目与 Git worktree,并行运行会话、Unity、知识索引、资产数据库及工作区服务。每个工作区保持独立的执行上下文、运行状态与资源缓存。", - "**VS Code 式分屏工作台。** 会话、文件、知识文档、Unity 资产和 View 统一以编辑器标签打开;标签可拖动排序、四向分屏、跨分屏移动或拖出原生窗口。窗口、分屏、标签、草稿、滚动位置及未保存内容支持恢复。", - "**开发工作区树。** 会话、知识、协作与文件统一进入一棵工作区树,支持单工作区与多工作区显示、树预设、虚拟文件夹、目录挂载及节点显隐。", - "**持久化 Markdown 编辑。** 知识文档迁移到 CodeMirror 6,实时预览与源码模式共享同一编辑器;文档切换和分屏期间保留选区、撤销历史、滚动位置、草稿与未保存修改。", - "**知识工作流扩展。** 新增第五类知识 `Plan`;项目可在 `Locus/skills` 下维护可写 Skill Package;文件变化后自动刷新 Skill;同时加入文档大纲、正文缓存和冲突感知的协同编辑。", - "**工作区与 Unity 引用搜索。** Chat 的 `@` 搜索覆盖工作区文件、文件夹及实时 Unity 场景对象,并提供排序后的结果和明确对象引用。", - "**更完整的 Unity 检查。** `unity_yaml_read` 可选择显示激活状态、Prefab 来源、世界变换、RectTransform 范围、Tag、Layer 和组件等层级字段;SubScene 可继续读取其 Authoring Scene;可调序列化字段可渲染为内联属性控件。", - "**Unity 协作与增量同步。** Workspace Change Journal 根据可验证的文件事件选择定向导入、全量刷新或跳过重编译;实验性 `unity_lock` 与 `unity_release` 可协调多个 Agent 共用一个 Editor。", - "**运行时与供应商控制。** 子 Agent 默认值扩展为模型、思考强度和响应速度;自定义 Responses 供应商可启用 Codex V2 远程压缩;支持的 DeepSeek V4 路由会规范化推理内容回放。", - "**会话 SDK 与诊断。** Python SDK 可列出运行中的会话,并向另一个活动运行发送带来源信息的输入。调试模式加入 DevTools 控制、CDP 端口发现、WebView Bridge 诊断和有界日志批处理。" - ] - }, - { - "title": "v0.8.0(修复)", - "items": [ - "加强多工作区之间的会话事件、Unity 服务、MCP、C# 分析、资产数据库、知识、Diff/Merge、View 和缓存隔离。", - "切换工作区作用域后会刷新 Unity 插件的安装或更新提示;较晚完成的状态检查与临时失败不会覆盖较新的事件状态。", - "标签移动、窗口交接及编辑器重新挂载期间,会保留流式会话、输入草稿、待确认操作、排队附件、图片预览和未保存文件。", - "发送失败、取消或被后端撤回的乐观消息会把完整本地文件附件与绝对路径恢复到输入框。", - "目标窗口创建失败或交接超时时,标签及编辑状态会安全保留在原窗口。", - "手动上下文压缩可在当前运行后排队,并优先于后续排队输入执行;子 Agent 会话可独立控制。", - "Responses API 的引用会写入会话存储及上下文导出;增量 UTF-8 解码会保留跨流式分块的多字节字符。", - "流式 Markdown、语法高亮、折叠工具交互和工具文件预览在内容增长及流结束时保持稳定。", - "中断或失败的子 Agent 会返回已经持久化的部分输出;延迟工具按精确 wire name 加载;图片工具会在执行前检查模型的图像理解能力。", - "Unity 恢复流程会显示 Safe Mode 与 Editor 日志路径,等待弹窗状态切换,并通过 Test Framework 生命周期取消中断的 Unity Test。", - "折叠工具调用使用简洁界面标签,展开后继续显示精确的等宽工具标识符。" - ] - }, - { - "title": "v0.8.0(移除)", - "items": [ - "移除旧一级“项目”入口与第二层工作区栏,统一由“开发”工作台和工作区树承载。", - "CodeMirror 迁移完成后,移除 Vditor 编辑器及其旧渲染和兼容路径。", - "移除手动 `skill_reload` 工具,Skill 文件变化后由 Locus 自动刷新清单。" - ] - }, - { - "title": "v0.7.4(新增)", - "items": [ - "**可配置的 Codex 上下文窗口。** ChatGPT 订阅模型支持 16K 至 1M Tokens,默认 272K;有效上下文与自动压缩阈值随配置同步调整,旧版“扩展上下文”设置会迁移为 372K。", - "**提示词缓存诊断。** 会话上下文用量会根据服务端统计记录缓存失效,包括模型或提供方切换、异常未缓存输入增长;诊断记录会写入上下文导出,并可在通知设置中启用应用内警告。", - "**Prefab 感知的 Unity Property Tree。** `unity_yaml_read` 会标明实时 Editor 或磁盘 YAML 来源,支持配置数组展开数量,合并 Prefab 源与 Variant 数据,标记覆盖属性,折叠相同的重复 Prefab 实例,并返回可读的子资源语义路径。", - "**更安全的 `unity_execute` 结构化输出。** `printJson` 支持匿名对象、存储字段、字典、已物化集合、共享与循环引用及嵌套 Unity 对象;延迟枚举器与目标属性 getter 保持未执行状态。", - "**快速开发安装包。** `bun run build:installers` 可生成采用增量编译和 zlib 压缩的开发安装包;发布安装包继续使用 ThinLTO,并生成两种运行时版本。" - ] - }, - { - "title": "v0.7.4(修复)", - "items": [ - "**Unity 重编译生命周期。** 重编译请求会等待 Unity 发出编译开始事件,在 Domain Reload 期间持久化中间状态,连接恢复后继续核对结果,并提供完整的超时诊断。", - "**知识查询输出。** 摘要模式每篇文档占一行,详细模式使用紧凑的路径与行号标题;Frontmatter 命中仅返回相关摘要或维护规则。应用 Skill 包会归入真实应用目录,知识或插件变化后会立即刷新 Skill 缓存。", - "**工具调用交接。** Provider 预告后未出现在最终响应中的工具调用,不再显示为空的已完成调用。", - "**渲染态 Markdown 编辑。** 从渲染内容进入编辑时会保留滚动位置、文档高度和点击位置对应的光标。", - "**View 运行时导入。** TypeScript 6 CommonJS 互操作下的 `.vue` 默认导入保持稳定。", - "**文件读取上下文。** 绝对行号改用紧凑前缀,减少上下文占用,并与压缩摘录格式保持一致。" - ] - }, - { - "title": "v0.7.4(移除)", - "items": [ - "本版本没有移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.7.3(新增)", - "items": [ - "**Codex 自动审批审查。** Codex 用户可选择启用待批准操作的结构化审查。审查仅使用最近一条用户请求与受限的本地检查信息;安全操作可自动继续,需要人工判断时会显示风险级别与审查理由。", - "**危险命令拦截。** Bash、PowerShell 和 CMD 中的强制删除命令默认请求批准。", - "**知识文档四态编辑。** 知识文档支持继承、禁止 AI 编辑、用户确认后编辑和自动编辑,并迁移旧元数据,在知识工具与文件工具中统一执行约束。", - "**本地模拟模型。** Debug 模式提供确定性的流式回复、工具调用与错误回复预设,全程本地运行。", - "**原子批量编辑。** `edit` 可基于同一份原始文件快照执行多处独立替换,全部校验成功后一次写入。", - "**Unity Test 联合发现。** Unity Test 工具默认同时发现 Edit 和 Play Mode 测试,并按模式、程序集、套件和测试输出树状结构。", - "**上下文审查附件。** 会话回顾会创建独立聊天、异步导出上下文,并将导出文件放入输入区供发送前检查。", - "**测试工作流。** 新增隔离实例跳过首次引导,以及聊天流式渲染、会话切换和实时工具调用的 WebView 压力测试。", - "**Unity Property Tree。** `unity_yaml_read` 和 `unity_yaml_search` 统一使用可逐层展开、可按路径续读的属性树,覆盖场景层级、组件、子资源与序列化字段,并在超出输出预算时返回可继续读取的子路径。", - "**Agent 定制。** 支持从 `user-agents` 加载用户 Agent 与工具描述覆盖,在 Agent 面板中控制环境、规则、知识上下文及延迟工具清单等提示词注入项,并在配置变化后即时重载。", - "**会话上下文用量。** 新增上下文用量窗口,按系统提示、运行时注入、会话消息和工具结果拆分 token 占用,并显示工具调用分布与模型有效输出速度。", - "**每 Agent 模型默认值。** 模型和推理强度可按 Agent 独立保存;Codex 与自定义供应商可设置提示词前缀缓存有效期。" - ] - }, - { - "title": "v0.7.3(修复)", - "items": [ - "**Web 搜索异常续轮。** 修复 Codex 托管 `web_search` 结果被重复回放为本地工具调用、进而触发异常重复续轮的问题。", - "**Windows 句柄泄漏。** 更新到包含上游修复的 Tauri/Wry 运行时,避免窗口边框 DPI 查询持续泄漏 Windows 设备上下文句柄。", - "**Windows Rust 测试启动。** 为 Rust 单元测试二进制嵌入 Common Controls v6 清单,修复加载 `TaskDialogIndirect` 时触发 `STATUS_ENTRYPOINT_NOT_FOUND` 的问题。", - "**子进程生命周期。** Shell、Skill、开发服务器及其他子进程按会话、工作区和应用生命周期统一管理;取消会话、切换工作区或退出应用时会终止对应进程树。", - "**只读附加目录。** 文件写入、Shell 工作目录和命令路径统一遵守附加工作目录的只读约束。", - "**消息界面布局稳定性。** 增强消息界面的布局稳定性,修复了大部分会话流式渲染造成的闪烁问题,覆盖 Markdown 高度对账、流结束滚动、工具状态收敛与展开状态保留。", - "**并行工具执行。** 工作区写入按路径协调,同文件编辑安全合并,独立写入可并行执行,只读子 Agent 可与兼容工具同时运行。", - "**托管工具与后台任务。** 服务端托管工具不会作为本地函数历史重复回放;托管轮次可正确结束;异步启动失败会直接返回;notify 结果会自动送达。", - "**纯图片聊天轮次。** 上下文压缩、历史分页与轮次导航会保留图片提示,并排除内部提醒轮次。", - "**Shell 与搜索环境。** 搜索路径统一按工作区解析,PowerShell 提示与实际运行时保持一致,Bash 环境可直接调用 `pwsh`。", - "**Unity 热重载反馈。** 编辑状态仅在热重载管线启用时显示。", - "**知识元数据刷新。** 保存响应与后续刷新交接期间,文档文件元数据保持可见。", - "**历史图布局。** 工作区 WIP 主线会优先连接 HEAD,避免被后代分支占用。" - ] - }, - { - "title": "v0.7.3(移除)", - "items": [ - "本版本未移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.7.2(新增)", - "items": [ - "**后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。", - "**内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。" - ] - }, - { - "title": "v0.7.2(修复)", - "items": [ - "**减少会话提前异常中断。** 服务端工具轮次完成后,以及 Codex/Responses 返回 `end_turn: false` 时,Agent 会继续生成后续回复,减少会话在最终答复前提前结束的情况。", - "**Codex 请求兼容性。** 移除 Codex 服务端不支持的 `max_output_tokens` 参数,避免 checkpoint 上下文压缩请求被服务端拒绝。", - "**Codex 上下文压缩。** Codex 会话改用 Remote Compaction V2 流式协议,并携带完整会话标识与路由信息;服务端压缩失败时保留原上下文并停止当前运行,避免写入不兼容的压缩状态。", - "**压缩会话分叉。** 从压缩前的历史位置创建分叉时,Locus 会重建对应的活动上下文窗口;从工具调用组分叉时同时保留其工具输出,修复分叉后上下文为空、压缩失败或选择定位错误。", - "**subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。", - "**并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区变更按规范化文件路径协调:不同文件可并行写入,同一路径按顺序执行,读取类工具无需等待;长时间等待会显示占用会话与工具。", - "**Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。", - "**中断工具历史。** 恢复、分叉或继续中断会话时,缺失的本地工具结果会从已记录输出恢复,无法恢复时写入明确的中断结果;旧会话会通过迁移补齐终止工具轮次,保持模型请求与上下文导出的工具调用序列完整。", - "**错误通知保留。** 错误通知会持续显示,直到用户主动关闭;成功状态替换、按操作清理与全局清理会保留尚未处理的错误。", - "**Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。", - "**Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。" - ] - }, - { - "title": "v0.7.1(新增)", - "items": [ - "**后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。", - "**内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。" - ] - }, - { - "title": "v0.7.1(修复)", - "items": [ - "**subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。", - "**并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区锁按规范化项目路径隔离,不同项目可独立运行;长时间锁等待会显示等待工具与占用会话。", - "**Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。", - "**中断工具历史。** 恢复或继续中断会话时,未完成的本地工具调用会写入明确的中断结果,保持工具调用序列完整。", - "**Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。", - "**Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。" - ] - }, - { - "title": "v0.7.0(新增)", - "items": [ - "**Python Agent SDK。** 内置仅依赖标准库的 `locus` 包,覆盖模型、Agent、工具、工作区、会话、自定义 Python 回调、异步运行、事件、取消、问答及可复用 workflow 编排。", - "**Unity 自动化扩展。** 新增运行态切换、Console 多级筛选、Unity Test Framework 测试发现与执行、外部脚本编辑器接入、更完整的 YAML 检查、视口捕获及 CLI 一致性测试。", - "**图形与 UI 调试工作流。** 新增 RenderDoc、Unity Frame Debugger、纹理分析,以及用于检查、查询、交互和序列化实时面板的 UI Toolkit API。", - "**运行时调试。** 新增 PlayerLoop 协作调试,可跨帧等待条件、暂停、逐帧执行和检查状态;同时支持发现 CDB、WinDbg 等 Windows 原生调试器。", - "**会话与工作区导航。** 页面和会话可在独立窗口打开。新增用户轮次导航、分页历史、中断续接、上下文导出与回顾、压缩上下文查看、文件预览和模型调用统计。", - "**Agent 执行控制。** 新增带工作区锁的并行工具调度、同文件编辑合并、标准化 `subagent`、可选后台任务及状态/取消接口、会话内 Todo 和本地工具失败日志。", - "**文件驱动的知识工作流。** Design、Memory、Reference、Skill 统一采用文件驱动的 Markdown 操作,并加入统一知识面板、Markdown 预览、规范化 Skill Package、`/grill` 与 `/review-context`。", - "**Codex 与供应商控制。** 新增 Codex 扩展上下文、可选 GPT-5.6 会话标题生成、兼容供应商的原生延迟工具加载,以及按供应商生效的压缩输出限制。", - "**Checkpoint 上下文压缩。** 长会话压缩为锚定摘要与近期完整上下文,迁移和导出保留结构化数据,压缩查看器可直接展示 checkpoint 内容。" - ] - }, - { - "title": "v0.7.0(修复)", - "items": [ - "强化 Codex WebSocket 恢复、代理连接、压缩与续帧处理、失效请求清理、会话续接状态和上下文压缩同步。", - "Unity 执行请求可在 Native Bridge 断线或域重载后重新附着,并通过幂等执行避免已接受请求重复运行。", - "改进 Unity YAML 解析、序列化值还原、Prefab 与引用处理、视口捕获和冷路径检查安全性。", - "C# 诊断限定为 Unity 托管源码,并在 hot reload 或 recompile 结果中追加当前编辑批次的语义警告。", - "Markdown 文件引用缓存路径状态,正确处理文件夹,并减少渲染期间的重复文件系统查询。", - "UI Toolkit 面板快照支持显式刷新并拒绝失效面板;JSON 序列化限制深度、成员、集合、字符串及总输出长度。", - "原生选择器统一迁移到公共下拉控件,新手引导复用供应商配置流程。" - ] - }, - { - "title": "v0.7.0(移除)", - "items": [ - "移除旧 Agent Graph、`graph_view` 与 `sheet` 工作流。Agent 委托统一使用 `subagent`,自定义交互输出由 View 和 Skill Package 承载。", - "移除独立 `knowledge_*` CRUD 工具和旧 Todo 面板。知识修改统一走文件驱动操作,Todo 直接显示在会话中。" - ] - }, - { - "title": "v0.6.0(新增)", - "items": [ - "**MCP 服务器接入。** 支持通过 stdio 或 HTTP 连接外部 MCP 服务器,并在 Agent 会话中使用其工具。新增 MCP 设置页管理服务器及其工具;MCP 工具调用在聊天中有确认卡片与状态展示。可从 Claude Desktop、Claude Code、Cursor 的配置导入服务器条目(导入后默认停用)。新增 `/connect` 命令:引导式接入外部软件,在 MCP / CLI / HTTP 三种通道中选型并实测连通。", - "**多模型供应商与内置 models.dev 目录。** 自定义模型改为按供应商组织,一个供应商可配置多个模型,取代原来的单端点条目。可从内置的 models.dev 目录一键添加供应商(70 余家服务商、预填官方端点),也可在新的两步弹窗中手动配置,支持逐字段校验。推理参数(如 `enable_thinking`、思考类型)可按模型设置;模型选择器按供应商分组展示自定义模型。已有配置自动迁移,旧模型 id 继续有效。", - "**外部技能发现。** 可选发现来自 Claude Code、Codex 与 `.agents` 目录(用户级与工作区级)以及已安装 Claude Code 插件的技能,只读接入、默认关闭。技能激活拆分为「自动注入」与「命令」两条独立通道,可按技能分别控制;外部命令技能支持 `$ARGUMENTS` 与 `$1`–`$9` 参数替换。", - "**附加工作目录。** 工作区可通过右键菜单附加额外目录,文件工具可以在这些目录内读写,工作区选择器会内联展示附加路径。", - "**Unity 对象预览直接读盘。** Unity 不序列化的文件(Markdown、纯文本、源码、二进制)改为直接从磁盘预览,Unity 尚未导入的资产(例如符号链接目录下 AI 生成的文件)也能正常预览。预览折叠改为可选,资产检视器中保持展开。(#114)", - "**聊天选中复制。** 在消息中选中文本后右键,菜单首项为「复制选中内容」。", - "**视图日志栏开关。** 视图窗口的日志栏默认隐藏,可在显示设置中开启,设置跨窗口同步。" - ] - }, - { - "title": "v0.6.0(修复)", - "items": [ - "Windows 命令行工具体验:托管 Python 的环境变量只作用于 Python 调用,不再影响整个命令环境;命令输出按系统 ANSI 代码页解码,修复中文(GBK)输出乱码;超长输出截断改为保留开头和结尾,不再只留开头。", - "延迟加载的工具改用 Anthropic 原生 tool reference 与 Codex 原生 tool search 装载,取代原有的 meta-tool 激活方式。", - "内置的 Unity Profiler 采样技能默认改为摘要注入,Agent 现在能自动发现并按需加载;此前默认不注入。", - "辅助窗口(计划审阅、diff 审查、各导入窗口等)改走预热的窗口池,打开更快。", - "界面语言包按需加载。", - "会话与知识库数据库在空闲页占比过高时自动 VACUUM,回收磁盘空间。", - "右键菜单统一加上图标并对齐布局。", - "插件开关即时生效于列表,不再等待后端往返。", - "设置页中聚焦的数字输入不再被滚轮误改。" - ] - }, - { - "title": "v0.6.0(移除)", - "items": [ - "移除单端点的自定义模型配置方式,由多模型供应商弹窗取代;已有自定义端点自动迁移。" - ] - }, - { - "title": "v0.5.8(新增)", - "items": [ - "**独立计划审阅窗口。** 可在显示设置中选择将计划审批呈现在审批卡或独立窗口;选择独立窗口后会自动打开计划审阅窗口,可审阅 Markdown 计划、批准并开始实现,或附带说明退回修改。" - ] - }, - { - "title": "v0.5.8(修复)", - "items": [ - "**已解决 Windows 上 DeepSeek 请求间歇性 HTTP 400。** 将 `schannel` 从 0.1.28 升级到 0.1.29,避免 TLS 1.3 重新协商期间重复发送待处理请求数据并破坏较大的 JSON 请求体,解决 [issue #48](https://github.com/r1n7aro/Locus/issues/48) 集中记录的 `400 Bad Request: Failed to parse the request body as JSON` 问题。([PR #110](https://github.com/r1n7aro/Locus/pull/110))", - "**计划审批流程。** 审批卡现在以 Markdown 展示计划,退回说明会随“退回修改”一并发送,批准后的计划与退回反馈会以正确状态保留在会话记录中。空闲会话选择 `/plan` 后会立即进入持续性规划模式。", - "启用 Fast 模式时,支持 Fast 的 Codex 模型会在模型标签中显示 `Fast` 状态。", - "**精确编辑工具契约。** `edit` 与 `knowledge_edit` 的公开工具定义现按每次一处精确替换执行。`knowledge_read` 可原样返回 `summary`、`body` 或 `maintenanceRules` 分区,保留空白与空内容,供后续编辑逐字匹配目标分区;已有的历史批量文件编辑调用继续兼容。" - ] - }, { "title": "v0.5.7(新增)", "items": [ @@ -353,7 +69,7 @@ "**按文件撤回。** 变更面板、diff 审查窗口及新增的行右键菜单支持把单个文件恢复到本轮修改前的快照,不影响撤销栈;若该文件之后还有编辑,会先询问再回滚。(#100)", "**模型请求自动重试。** 连接错误、超时、HTTP 5xx 与 429 限流自动重试,429 遵循 `Retry-After`;仅在尚未流式产出任何内容前重试;次数可在通用设置调整(默认 3,设 0 关闭)。(#101)", "**内联 `` 标签转入思考通道。** chat-completions 与 OpenRouter 路径上,流式正文中的 `` 片段会从消息正文剥离并作为思考过程展示(默认开启)。", - "**子代理限制。** 通用设置提供 `subagent` 最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。", + "**子代理限制。** 通用设置新增 `task` 子代理最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。", "**`/dream` 记忆整理技能。** 内置技能:合并重复记忆、修正过期事实、精简记忆索引。" ] }, @@ -459,11 +175,11 @@ "downloadChannels": [ { "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe" }, { "label": "Windows x64(系统 Python/Git)", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe" }, { "label": "GitHub Releases", @@ -473,293 +189,9 @@ }, "en": { "title": "Update available", - "summary": "Locus v0.8.2 (2026-09-05)", + "summary": "Locus v0.5.7 (2026-07-10)", "changelogUrl": "/en/overview/latest-version", "changes": [ - { - "title": "v0.8.2 (Added)", - "items": [ - "Added GPT-6 Astra to ChatGPT subscription models, with reasoning effort and Fast mode controls. The configured context window now applies to all subscription models.", - "Added a per-session Multi-Agent control in the model selector. The selection is preserved across reloads, split panes, detached windows, and session forks.", - "The Python SDK can list, query, wait for, and cancel tasks; send messages between parent, child, and sibling Agents; and resume failed or cancelled subagents in their existing conversations. Tasks support short names and full output logs. Background execution is enabled by default on upgrade and can be disabled in Experimental settings.", - "Explorer can inspect live Unity data through bounded, read-only C# queries, alongside code and asset searches.", - "Archived sessions and Unity Inspector content now open in Workbench editor tabs. Unity selections and file attachments are sent to the most recently focused composer in the matching workspace." - ] - }, - { - "title": "v0.8.2 (Fixed)", - "items": [ - "Aligned Codex subscription requests with the current Responses protocol, including tool namespaces, WebSocket prewarming, HTTP fallback, and compressed HTTP requests. Reopened and reconnected conversations preserve canonical response items and encrypted reasoning; failed or incomplete responses stop before tool execution.", - "Corrected remote-compaction retention budgets for text and images, and applied configured subscription context limits consistently in the frontend and backend.", - "Subagents now use their configured model, provider, credentials, reasoning effort, and speed settings instead of inheriting the parent provider route.", - "Background results and Agent messages are persisted before delivery, retry without duplicate notifications, and survive foreground-round finalization. Session migrations preserve older context exports and explicitly mark missing historical fields as empty.", - "Kept Agent pages, Workbench editors, session controls, and detached windows bound to the selected workspace. File previews revalidate after disk changes while preserving unsaved edits.", - "Fixed virtual console row measurement, scrolling, and resizing with large log histories. Added runtime stall and bridge diagnostics.", - "Unity recompilation results remain available across retries and are matched to the originating operation. Plan mode now blocks recompilation, test execution, and Editor state changes while allowing read-only inspection.", - "Consolidated Unity guidance around verified edit targets, Prefab instance scope, structured asset edits through Unity APIs, and the existing authorization for the task." - ] - }, - { - "title": "v0.8.2 (Removed)", - "items": [ - "Removed the standalone get_task_status and cancel_task tools; task controls are built into the Python SDK.", - "Removed the separate legacy Inspector surface and archived-session Settings page after moving these workflows into the Workbench.", - "Removed superseded bundled Unity rule files. Upgrades clean up the retired bundled copies while preserving user Agent definitions and project overrides.", - "Removed the retired dev Agent compatibility path. Its definitions, rules, and model preferences are no longer loaded or merged into Unity; upgrades remove the bundled agent/dev directory." - ] - }, - { - "title": "v0.8.1 (Added)", - "items": [ - "**Text zoom and Markdown editing.** Ctrl+wheel text zoom is available in Markdown editors and previews, text viewers, diffs, and merge views. Workspace Markdown files now open in rendered CodeMirror mode." - ] - }, - { - "title": "v0.8.1 (Fixed)", - "items": [ - "Restored missing Workbench session editor capabilities, including compaction, interrupted-run resume, Plan mode, full-session and message-level forks, history navigation, context export and review, and pane-owned Thinking and Changes panels.", - "Scoped session panes preserve drafts, execution settings, todos, background-task updates, undo and diff state, scroll history, and session actions across editor remounts.", - "File, Knowledge, Unity, and native-drop actions remain bound to their originating workspace and session.", - "Knowledge document outlines align with the document body and available viewport.", - "Restored system resources return to the beginning of the workspace root.", - "ONNX Runtime preparation resumes partial downloads and validates package and runtime integrity.", - "Improved keyboard access for Changes panel resizing, undo selection, command lists, and close controls." - ] - }, - { - "title": "v0.8.1 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.8.0 (Added)", - "items": [ - "**Concurrent multi-workspace operation.** Multiple projects and Git worktrees can run in one Locus instance, with parallel sessions, Unity connections, Knowledge indexes, asset databases, and workspace services. Each workspace keeps an independent execution context, runtime state, and resource cache.", - "**VS Code-style split workbench.** Sessions, files, Knowledge documents, Unity assets, and Views open as editor tabs. Tabs can be reordered, split in four directions, moved between panes, or detached into native windows. Window layouts, tabs, drafts, scroll positions, and unsaved content can be restored.", - "**Development workspace tree.** Sessions, Knowledge, collaboration, and files now share one workspace tree, with single- and multi-workspace layouts, saved presets, virtual folders, mounted directories, and per-node visibility controls.", - "**Persistent Markdown editing.** Knowledge documents now use CodeMirror 6 for Live Preview and source editing, preserving selections, undo history, scroll position, drafts, and unsaved changes across document switches and split panes.", - "**Expanded Knowledge workflows.** Added `Plan` as a fifth knowledge type, writable project Skill packages under `Locus/skills`, automatic Skill refresh, document outline navigation, cached loading, and conflict-aware collaborative editing.", - "**Workspace and Unity mentions.** Chat `@` search now covers workspace files and folders as well as live Unity scene objects, with ranked results and explicit object references.", - "**Richer Unity inspection.** `unity_yaml_read` can display selected hierarchy metadata, including active state, Prefab source, world transforms, RectTransform bounds, tags, layers, and components. SubScene reads can follow the authoring Scene hierarchy, and adjustable serialized fields can render as inline property controls.", - "**Unity coordination and incremental synchronization.** A workspace change journal selects targeted imports, full refreshes, or no-op recompiles from verified file events. Experimental `unity_lock` and `unity_release` coordinate multiple Agents sharing one Editor.", - "**Runtime and provider controls.** Sub-agent defaults now include model, reasoning effort, and response speed. Custom Responses providers can enable Codex V2 remote compaction, with normalized reasoning replay for supported DeepSeek V4 routes.", - "**Session SDK and diagnostics.** The Python SDK can list running sessions and send sourced input to another active run. Debug mode adds DevTools control, CDP port discovery, WebView bridge diagnostics, and bounded log batching." - ] - }, - { - "title": "v0.8.0 (Fixed)", - "items": [ - "Strengthened isolation for session events, Unity services, MCP, C# analysis, asset databases, Knowledge, diff/merge state, Views, and caches across workspaces.", - "Switching workspace scopes now refreshes the Unity plugin install or update notice. Late status checks and transient failures no longer overwrite newer event-driven notices.", - "Preserved streaming sessions, input drafts, pending confirmations, queued attachments, image previews, and unsaved files while moving tabs, transferring windows, or remounting editors.", - "Failed, cancelled, or backend-revoked optimistic sends now restore complete local-file attachments and absolute paths to the composer.", - "Failed or timed-out window transfers now leave the tab and editor state safely in the source window.", - "Manual context compaction can queue behind an active run and executes before queued follow-up input. Child Agent sessions remain independently controllable.", - "Responses API citations now persist through session storage and context export. Incremental UTF-8 decoding preserves multibyte characters split across streaming chunks.", - "Streaming Markdown, syntax highlighting, collapsed tool interaction, and tool file previews remain stable while content grows or finishes streaming.", - "Interrupted or failed sub-agents return persisted partial output. Deferred tool schemas load by exact wire name, and image tools validate model vision support before execution.", - "Unity recovery now exposes Safe Mode and Editor log paths, waits for modal-dialog transitions, and cancels interrupted Unity Test runs through the Test Framework lifecycle.", - "Collapsed tool rows use concise UI labels, while expanded rows retain exact monospace tool identifiers." - ] - }, - { - "title": "v0.8.0 (Removed)", - "items": [ - "Removed the legacy Project entry and second-level workspace bar; the Development workbench and workspace tree now provide the unified navigation model.", - "Removed the Vditor-backed Markdown editor and its legacy rendering and compatibility paths after the CodeMirror migration.", - "Removed the manual `skill_reload` tool; Locus now refreshes Skill manifests automatically after file changes." - ] - }, - { - "title": "v0.7.4 (Added)", - "items": [ - "**Configurable Codex context windows.** ChatGPT subscription models now accept context windows from 16K to 1M tokens, defaulting to 272K. Effective context and automatic compaction limits scale with the configured value, and legacy Extended Context settings migrate to 372K.", - "**Prompt cache diagnostics.** Session context usage now records cache invalidations from provider-reported usage, including model or provider changes and abnormal uncached input growth. These records are included in context exports, with optional in-app warnings available under Notifications.", - "**Prefab-aware Unity Property Tree.** `unity_yaml_read` now identifies live Editor and disk YAML sources, supports configurable array limits, merges Prefab source and Variant data, marks overridden properties, folds identical repeated Prefab instances, and returns readable semantic subasset paths.", - "**Safer structured output from `unity_execute`.** `printJson` now supports anonymous objects, stored fields, dictionaries, materialized collections, shared and cyclic references, and nested Unity objects. Deferred enumerables and target property getters remain unevaluated.", - "**Fast development installers.** `bun run build:installers` creates incremental zlib-compressed development installers. Release installers retain ThinLTO optimization and both embedded-runtime flavors." - ] - }, - { - "title": "v0.7.4 (Fixed)", - "items": [ - "**Unity recompilation lifecycle.** Recompile requests now wait for Unity's compilation-start event, persist intermediate state across domain reloads, reconcile after bridge reconnection, and report detailed timeout diagnostics.", - "**Knowledge query output.** Summary results use one line per document, detailed results use compact path-and-line headers, and frontmatter matches expose only the relevant summary or maintenance-rule value. App Skill packages are grouped under their real application roots, and Skill caches refresh after knowledge or plugin changes.", - "**Tool-call handoffs.** Provisional provider tool calls omitted from the completed response no longer appear as empty completed calls.", - "**Rendered Markdown editing.** Activating the editor from rendered content preserves the scroll position, document height, and clicked caret location.", - "**View runtime imports.** Default `.vue` imports remain stable with TypeScript 6 CommonJS interop.", - "**File-read context.** Absolute line numbers now use compact prefixes, reducing context usage and matching compaction excerpts." - ] - }, - { - "title": "v0.7.4 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.7.3 (Added)", - "items": [ - "**Codex automatic approval review.** Codex users can opt into a structured review of pending tool actions. Reviews use the latest user request and bounded local inspection data; safe actions can proceed automatically, while escalated actions show the review rationale and risk level.", - "**Dangerous command interception.** Forced deletion patterns in Bash, PowerShell, and CMD request approval by default.", - "**Four-state knowledge editing.** Knowledge documents now support inherited, disabled, confirmation-required, and automatic AI editing modes, with legacy metadata migration and consistent enforcement across knowledge and filesystem tools.", - "**Local simulated models.** Debug mode exposes deterministic streaming, tool-call, and error-response presets without network access.", - "**Atomic multi-edit batches.** The `edit` tool can apply multiple independent replacements against one original file snapshot and commits the update only when every replacement is valid.", - "**Combined Unity Test discovery.** Unity Test tools discover Edit and Play Mode tests together by default and render assembly, suite, and test paths as a tree.", - "**Staged context review.** Session context review creates a dedicated chat, exports the context asynchronously, and places the resulting file in the composer for inspection before sending.", - "**Testing workflows.** Added isolated-instance onboarding bypass and WebView stress drivers for streaming, session switching, and live tool calls.", - "**Unity Property Tree.** `unity_yaml_read` and `unity_yaml_search` now use one path-addressable property tree for scene hierarchies, components, subassets, and serialized fields, returning child paths for continued inspection when output exceeds the current budget.", - "**Agent customization.** User Agents and tool-description overlays can load from `user-agents`; the Agent panel can control environment, rule, knowledge-context, and lazy-tool prompt injections and reload changed definitions immediately.", - "**Session context usage.** A context-usage window breaks token consumption down across system prompts, runtime injections, messages, and tool results, with per-tool distribution and effective model output speed.", - "**Per-Agent model defaults.** Model and reasoning effort defaults persist independently for each Agent, while Codex and custom providers expose prompt-prefix cache lifetime controls." - ] - }, - { - "title": "v0.7.3 (Fixed)", - "items": [ - "**Abnormal web-search continuation.** Fixed Codex hosted `web_search` results being replayed as local tool calls, which could trigger duplicate follow-up turns.", - "**Windows handle leak.** Updated to the upstream-fixed Tauri/Wry runtime so window-border DPI queries no longer leak Windows device-context handles.", - "**Windows Rust test startup.** Embedded the Common Controls v6 manifest in Rust unit-test binaries, preventing `STATUS_ENTRYPOINT_NOT_FOUND` while loading `TaskDialogIndirect`.", - "**Child-process lifecycle.** Shell, Skill, development-server, and other child process trees are tracked by session, workspace, and application lifecycle and terminate with the owning operation.", - "**Read-only additional directories.** File writes, Shell working directories, and command path targets now consistently enforce read-only additional-workspace constraints.", - "**Message layout stability.** Improved message layout stability and fixed most flicker caused by streaming chat rendering, covering Markdown height reconciliation, stream-end scrolling, tool state settlement, and expansion-state retention.", - "**Parallel tool execution.** Workspace mutations use path-aware coordination, same-file edits are batched safely, independent writes can overlap, and read-only subagents can run alongside compatible tools.", - "**Hosted tools and background tasks.** Provider-hosted tool calls stay out of client function history, completed hosted rounds stop correctly, immediate async startup failures return directly, and notify-mode results arrive without status polling.", - "**Image-only chat turns.** Compaction, paging, and turn navigation retain image prompts and exclude internal reminder turns.", - "**Shell and search environment.** Search paths resolve consistently against the workspace, PowerShell guidance reflects the detected runtime, and `pwsh` is directly available from the Bash environment.", - "**Unity hot-reload feedback.** Edit feedback appears only while the hot-reload pipeline is active.", - "**Knowledge metadata refresh.** Document file metadata remains visible while save responses reconcile with the following refresh.", - "**History graph layout.** The workspace WIP lane stays anchored to HEAD ahead of descendant branch commits." - ] - }, - { - "title": "v0.7.3 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.7.2 (Added)", - "items": [ - "**Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.", - "**Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks." - ] - }, - { - "title": "v0.7.2 (Fixed)", - "items": [ - "**Reduced premature session termination.** Agent runs now continue after server-tool rounds and when Codex/Responses returns `end_turn: false`, reducing cases where a session ends before the model produces its final response.", - "**Codex request compatibility.** Removed the unsupported `max_output_tokens` parameter from Codex requests, preventing the server from rejecting checkpoint-compaction requests.", - "**Codex context compaction.** Codex sessions now use Remote Compaction V2 over the streaming Responses protocol with complete session identity and routing headers. Server compaction failures preserve the original context and stop the current run, preventing incompatible checkpoint state.", - "**Compacted-session forks.** Forks created before the latest compaction reconstruct the correct active prompt window, and forks from assistant tool groups retain their matching outputs. This fixes empty fork context, failed compaction, and incorrect history selection anchors.", - "**Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.", - "**Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace mutations are coordinated by normalized file path: writes to different files can overlap, same-path writes serialize, and read-only tools bypass mutation waits. Long waits identify the blocking sessions and tools.", - "**Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.", - "**Interrupted tool history.** Resuming, forking, or continuing interrupted sessions recovers missing local tool results from recorded output and inserts explicit interruption results when necessary. A schema migration repairs terminal tool rounds in older sessions, keeping model requests and context exports valid.", - "**Persistent error notifications.** Error notifications remain visible until dismissed explicitly. Success replacement, per-operation clearing, and global clearing preserve unresolved errors.", - "**Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled.", - "**Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path." - ] - }, - { - "title": "v0.7.1 (Added)", - "items": [ - "**Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.", - "**Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks." - ] - }, - { - "title": "v0.7.1 (Fixed)", - "items": [ - "**Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.", - "**Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace locks are scoped to normalized project paths, allowing separate projects to execute independently. Long lock waits identify the waiting tools and blocking sessions.", - "**Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.", - "**Interrupted tool history.** Resuming or continuing an interrupted session now records explicit interrupted results for unfinished local tool calls, preserving a valid tool-call sequence.", - "**Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled.", - "**Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path." - ] - }, - { - "title": "v0.7.0 (Added)", - "items": [ - "**Python Agent SDK.** The bundled standard-library-only `locus` package exposes models, agents, tools, workspaces, sessions, custom Python callbacks, asynchronous runs, events, cancellation, input handling, and reusable workflow orchestration.", - "**Expanded Unity automation.** Added dedicated Play/Edit Mode control, multi-level Console queries, Unity Test Framework discovery and execution, external script-editor integration, richer YAML inspection, improved viewport capture, and broader CLI parity testing.", - "**Graphics and UI debugging workflows.** Added RenderDoc and Unity Frame Debugger capture, texture analysis, and a UI Toolkit API for inspecting, querying, interacting with, and serializing live panels.", - "**Runtime debugging.** Added cooperative PlayerLoop debugging with cross-frame conditions, pause, frame stepping, inspection, and native Windows debugger discovery for CDB and WinDbg workflows.", - "**Session and workspace navigation.** Pages and sessions can open in standalone windows. Added user-turn navigation, paginated history, interrupted-run resume, context export/review, compacted-context inspection, file previews, and model usage statistics.", - "**Agent execution controls.** Added parallel tool scheduling with workspace locks, same-file edit batching, standardized `subagent` execution, optional background tasks with status/cancellation, inline todos, and local tool-failure logs.", - "**File-driven knowledge workflows.** Design, Memory, Reference, and Skill now use file-driven Markdown operations, with a unified knowledge panel, Markdown previews, canonical Skill packages, `/grill`, and `/review-context`.", - "**Codex and provider controls.** Added extended Codex context settings, optional GPT-5.6 session-title generation, native deferred tool loading for compatible custom providers, and provider-specific compaction output limits.", - "**Checkpoint compaction.** Long sessions now compact into an anchored summary plus recent verbatim context, retain structured migration/export data, and expose the checkpoint contents in the compaction viewer." - ] - }, - { - "title": "v0.7.0 (Fixed)", - "items": [ - "Hardened Codex WebSocket recovery, proxy handling, compressed and continued frames, stale request cleanup, continuation state, and compaction synchronization.", - "Unity execute requests can reattach after native bridge disconnects or domain reloads without running accepted requests twice.", - "Improved Unity YAML parsing, serialized-value fidelity, prefab/reference handling, viewport capture, and cold-path inspection safety.", - "C# diagnostics now target Unity-managed source files and append semantic warnings to hot-reload or recompile results for the current edit batch.", - "Markdown file references cache path status, handle folders correctly, and avoid repeated filesystem probes during rendering.", - "UI Toolkit panel snapshots refresh explicitly, stale panels are rejected, and JSON serialization has bounded depth, members, collections, strings, and total output.", - "Replaced native select controls with the shared dropdown implementation and reused the provider configuration flow during onboarding." - ] - }, - { - "title": "v0.7.0 (Removed)", - "items": [ - "Removed the legacy Agent Graph, `graph_view`, and `sheet` workflows. Agent delegation now uses `subagent`, and custom interactive output uses View and Skill packages.", - "Removed dedicated `knowledge_*` CRUD tools and the old standalone Todo panel. Knowledge changes use unified file-driven operations, while todos render directly in the session." - ] - }, - { - "title": "v0.6.0 (Added)", - "items": [ - "**MCP servers.** Connect external MCP servers over stdio or HTTP and use their tools from agent sessions. A new MCP settings page manages servers and their tools; MCP tool calls show confirmation cards and status in chat. Server entries can be imported from Claude Desktop, Claude Code, and Cursor configs (imported entries arrive disabled). The new `/connect` command starts a guided flow for connecting external software, picking between MCP, CLI, and HTTP channels and verifying the connection actually works.", - "**Multi-model providers and a bundled models.dev catalog.** Custom models are now grouped into providers, each hosting multiple models, replacing single custom-endpoint entries. Providers can be added from the bundled models.dev catalog (70+ services with prefilled official endpoints) or configured manually in a two-step dialog with per-field validation. Reasoning options such as `enable_thinking` and thinking type can be set per model, and the model selector groups custom models by provider. Existing configurations migrate automatically; old model ids keep working.", - "**External skill discovery.** Optionally discover read-only agent skills from Claude Code, Codex, and `.agents` directories — user-level and per-workspace — plus installed Claude Code plugins. Off by default. Skill activation is now split into separate auto-inject and command channels with per-skill controls; external command skills support `$ARGUMENTS` and `$1`–`$9` substitution.", - "**Extra working directories.** A workspace can attach additional directories through its context menu; file tools can read and edit within them, and the workspace selector shows attached paths inline.", - "**Unity object preview straight from disk.** Files Unity does not serialize (markdown, plain text, source code, binaries) now preview from disk, so previews keep working for assets Unity has not imported — such as AI-generated files under symlinked folders. Preview folding is now optional, and the asset inspector keeps previews expanded. (#114)", - "**Copy selection in chat.** Right-clicking selected text in a message offers copying the selection as the first menu item.", - "**View log bar toggle.** The log bar in view windows is hidden by default and can be enabled in display settings; the choice syncs across windows." - ] - }, - { - "title": "v0.6.0 (Fixed)", - "items": [ - "Command-tool friction on Windows: managed Python environment variables now apply only to Python invocations instead of the whole command environment; command output is decoded using the system ANSI code page, fixing garbled Chinese (GBK) output; long-output truncation keeps both head and tail instead of only the head.", - "Deferred tools now load through Anthropic native tool references and Codex native tool search, replacing the previous meta-tool activation.", - "The builtin Unity profiler sampling skill now defaults to summary injection so agents can discover it on demand; it previously shipped with injection off.", - "Helper windows (plan review, diff review, import dialogs, and others) open through a pre-warmed window pool and appear faster.", - "UI locale catalogs are code-split and loaded on demand.", - "Session and knowledge-index databases vacuum automatically once free pages dominate the file, reclaiming disk space.", - "Context menu items now carry icons with a unified layout.", - "Plugin toggles apply immediately in the plugin list instead of waiting for the backend round-trip.", - "The scroll wheel no longer changes focused number inputs in settings." - ] - }, - { - "title": "v0.6.0 (Removed)", - "items": [ - "The single-endpoint custom model configuration is gone, replaced by the multi-model provider dialog; existing custom endpoints migrate automatically." - ] - }, - { - "title": "v0.5.8 (Added)", - "items": [ - "**Standalone plan review.** Plan approvals can open automatically in a dedicated window selected from Display settings. The window supports reviewing the Markdown plan, approving implementation, or sending it back with an optional note." - ] - }, - { - "title": "v0.5.8 (Fixed)", - "items": [ - "**Resolved intermittent DeepSeek HTTP 400 failures on Windows.** Upgraded `schannel` from 0.1.28 to 0.1.29, preventing pending request data from being resent during TLS 1.3 renegotiation and corrupting large JSON bodies. This resolves the `400 Bad Request: Failed to parse the request body as JSON` failures tracked in [issue #48](https://github.com/r1n7aro/Locus/issues/48). ([PR #110](https://github.com/r1n7aro/Locus/pull/110))", - "**Plan approval flow.** Approval cards now render Markdown, attach optional feedback to Send back, and preserve approved plans or send-back feedback in the transcript with the correct lifecycle state. Selecting `/plan` in an idle session immediately enters sticky Plan mode.", - "Fast-capable Codex models now show `Fast` in their model labels while Fast mode is enabled.", - "**Exact edit tool contracts.** `edit` and `knowledge_edit` now expose one exact replacement per call. `knowledge_read` can return the stored `summary`, `body`, or `maintenanceRules` section verbatim—including whitespace and empty content—so edits can match the selected section exactly. Existing persisted batch file-edit calls remain executable." - ] - }, { "title": "v0.5.7 (Added)", "items": [ @@ -797,7 +229,7 @@ "**Per-file revert.** The changes panel, the diff review window, and a new row context menu can restore a single file to its snapshot from before the current round, without popping the undo stack. If the file has later edits, Locus asks before rolling them back. (#100)", "**Automatic retry for model requests.** Connection errors, timeouts, HTTP 5xx, and 429 rate limits retry automatically, honoring `Retry-After` on 429. Retries only happen before any output has streamed; the attempt cap is adjustable in General settings (default 3, 0 disables). (#101)", "**Inline `` tags routed to the thinking channel.** On the chat-completions and OpenRouter paths, inline `` segments in streamed replies are stripped from the message body and shown as thinking instead (enabled by default).", - "**Subagent limits.** General settings cap `subagent` nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps.", + "**Subagent limits.** General settings now cap `task` subagent nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps.", "**`/dream` memory consolidation skill.** A built-in skill that merges duplicate memories, fixes stale facts, and prunes the Memory index." ] }, @@ -903,11 +335,11 @@ "downloadChannels": [ { "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe" }, { "label": "Windows x64 (system Python/Git)", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe" }, { "label": "GitHub Releases", diff --git a/docs/data/update.json b/docs/data/update.json index 890f3920..807f1dcd 100644 --- a/docs/data/update.json +++ b/docs/data/update.json @@ -1,12 +1,12 @@ { - "version": "0.8.2", - "releasedAt": "2026-09-05", + "version": "0.5.7", + "releasedAt": "2026-07-10", "channel": "stable", "installers": [ { "id": "windows-x64", "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe", + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe", "platform": "windows", "arch": "x64", "includesManagedPython": true, @@ -17,7 +17,7 @@ { "id": "windows-x64-without-embed-python-git", "label": "Windows x64 - system Python/Git", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe", + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe", "platform": "windows", "arch": "x64", "includesManagedPython": false, @@ -29,293 +29,9 @@ "locales": { "zh": { "title": "发现新版本", - "summary": "Locus v0.8.2 (2026-09-05)", + "summary": "Locus v0.5.7 (2026-07-10)", "changelogUrl": "/overview/latest-version", "changes": [ - { - "title": "v0.8.2(新增)", - "items": [ - "ChatGPT 订阅模型新增 GPT-6 Astra,支持思考强度与 Fast 模式;配置的上下文窗口现适用于全部订阅模型。", - "模型选择器新增会话级 Multi-Agent 控制,选择状态会随会话重载、分屏、独立窗口和会话分叉保留。", - "Python SDK 支持任务列表、查询、等待与取消,父子及同级 Agent 间消息通信,以及在原会话内续跑失败或取消的子 Agent。任务支持短名称和完整输出日志。升级后默认启用后台执行,可在实验性设置中关闭。", - "Explorer 可通过有界、只读的 C# 查询调查实时 Unity 数据,并结合代码与资产搜索返回结果。", - "归档会话与 Unity Inspector 内容统一在工作台编辑器标签中打开;Unity 选中对象和文件附件会发送到对应工作区最近聚焦的输入框。" - ] - }, - { - "title": "v0.8.2(修复)", - "items": [ - "对齐 Codex 订阅的 Responses 协议,支持工具命名空间、WebSocket 预热、HTTP 回退及请求压缩。会话重新打开或重连后保留原始响应项与加密推理内容;失败或不完整的响应会在执行工具前停止。", - "修正远程压缩对文本和图片的保留预算,并统一前后端对订阅模型上下文配置的应用。", - "子 Agent 使用自身配置的模型、提供方、凭据、思考强度和速度设置,修复模型名称已切换但请求仍走父 Agent 提供方的问题。", - "后台结果和 Agent 消息在投递前持久化,重试不会重复通知,前台轮次结束也不会覆盖后台结果。会话迁移保留旧上下文导出能力,历史缺失字段显式写为 empty。", - "Agent 页面、工作台编辑器、会话操作和独立窗口保持绑定所选工作区;磁盘文件变化后重新校验预览,同时保留未保存的编辑。", - "修复大量日志下控制台虚拟列表的行高测量、滚动和窗口缩放,并补充运行时卡顿与桥接诊断。", - "Unity 重编译结果在重试后仍可读取,并与发起操作正确关联。Plan 模式禁止重编译、测试执行和 Editor 状态变更,同时保留只读调查。", - "收敛 Unity 操作规则,明确已验证的编辑目标、Prefab 实例范围、通过 Unity API 修改结构化资产,以及沿用任务中已有授权。" - ] - }, - { - "title": "v0.8.2(移除)", - "items": [ - "移除独立的 get_task_status 和 cancel_task 工具,任务控制统一使用 Python SDK 内置接口。", - "Inspector 与归档会话工作流迁入工作台后,移除旧独立 Inspector 界面和设置中的归档会话页。", - "移除已合并的内置 Unity 规则文件;升级安装时清理旧内置副本,保留用户 Agent 定义与项目覆盖规则。", - "移除旧 dev Agent 兼容路径,其定义、规则和模型偏好不再加载或合并到 Unity;升级安装时清理内置 agent/dev 目录。" - ] - }, - { - "title": "v0.8.1(新增)", - "items": [ - "**文本缩放与 Markdown 编辑。** Markdown 编辑器与预览、文本查看器、Diff 和 Merge 支持 Ctrl+滚轮缩放;工作区 Markdown 文件默认使用 CodeMirror 渲染态编辑。" - ] - }, - { - "title": "v0.8.1(修复)", - "items": [ - "修复工作台会话编辑器的功能缺失,恢复上下文压缩、中断续跑、Plan 模式、整会话与指定消息分叉、历史导航、上下文导出与审查,以及归属当前分屏的思考和文件修改面板。", - "分屏会话在编辑器重新挂载后继续保留草稿、执行配置、Todo、后台任务状态、撤回与 Diff 状态、滚动历史和会话操作。", - "文件、知识、Unity 和原生拖放操作始终绑定其来源工作区与会话。", - "知识文档大纲会对齐正文起点,并按可用视口计算高度。", - "重新显示的系统资源会回到工作区根节点首位。", - "ONNX Runtime 准备流程支持断点续传,并校验下载包与运行时文件完整性。", - "文件修改面板缩放、撤回选择、命令列表和关闭控件补齐键盘操作能力。" - ] - }, - { - "title": "v0.8.1(移除)", - "items": [ - "本版本没有移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.8.0(新增)", - "items": [ - "**多工作区同时运行。** 可在同一 Locus 实例中打开多个项目与 Git worktree,并行运行会话、Unity、知识索引、资产数据库及工作区服务。每个工作区保持独立的执行上下文、运行状态与资源缓存。", - "**VS Code 式分屏工作台。** 会话、文件、知识文档、Unity 资产和 View 统一以编辑器标签打开;标签可拖动排序、四向分屏、跨分屏移动或拖出原生窗口。窗口、分屏、标签、草稿、滚动位置及未保存内容支持恢复。", - "**开发工作区树。** 会话、知识、协作与文件统一进入一棵工作区树,支持单工作区与多工作区显示、树预设、虚拟文件夹、目录挂载及节点显隐。", - "**持久化 Markdown 编辑。** 知识文档迁移到 CodeMirror 6,实时预览与源码模式共享同一编辑器;文档切换和分屏期间保留选区、撤销历史、滚动位置、草稿与未保存修改。", - "**知识工作流扩展。** 新增第五类知识 `Plan`;项目可在 `Locus/skills` 下维护可写 Skill Package;文件变化后自动刷新 Skill;同时加入文档大纲、正文缓存和冲突感知的协同编辑。", - "**工作区与 Unity 引用搜索。** Chat 的 `@` 搜索覆盖工作区文件、文件夹及实时 Unity 场景对象,并提供排序后的结果和明确对象引用。", - "**更完整的 Unity 检查。** `unity_yaml_read` 可选择显示激活状态、Prefab 来源、世界变换、RectTransform 范围、Tag、Layer 和组件等层级字段;SubScene 可继续读取其 Authoring Scene;可调序列化字段可渲染为内联属性控件。", - "**Unity 协作与增量同步。** Workspace Change Journal 根据可验证的文件事件选择定向导入、全量刷新或跳过重编译;实验性 `unity_lock` 与 `unity_release` 可协调多个 Agent 共用一个 Editor。", - "**运行时与供应商控制。** 子 Agent 默认值扩展为模型、思考强度和响应速度;自定义 Responses 供应商可启用 Codex V2 远程压缩;支持的 DeepSeek V4 路由会规范化推理内容回放。", - "**会话 SDK 与诊断。** Python SDK 可列出运行中的会话,并向另一个活动运行发送带来源信息的输入。调试模式加入 DevTools 控制、CDP 端口发现、WebView Bridge 诊断和有界日志批处理。" - ] - }, - { - "title": "v0.8.0(修复)", - "items": [ - "加强多工作区之间的会话事件、Unity 服务、MCP、C# 分析、资产数据库、知识、Diff/Merge、View 和缓存隔离。", - "切换工作区作用域后会刷新 Unity 插件的安装或更新提示;较晚完成的状态检查与临时失败不会覆盖较新的事件状态。", - "标签移动、窗口交接及编辑器重新挂载期间,会保留流式会话、输入草稿、待确认操作、排队附件、图片预览和未保存文件。", - "发送失败、取消或被后端撤回的乐观消息会把完整本地文件附件与绝对路径恢复到输入框。", - "目标窗口创建失败或交接超时时,标签及编辑状态会安全保留在原窗口。", - "手动上下文压缩可在当前运行后排队,并优先于后续排队输入执行;子 Agent 会话可独立控制。", - "Responses API 的引用会写入会话存储及上下文导出;增量 UTF-8 解码会保留跨流式分块的多字节字符。", - "流式 Markdown、语法高亮、折叠工具交互和工具文件预览在内容增长及流结束时保持稳定。", - "中断或失败的子 Agent 会返回已经持久化的部分输出;延迟工具按精确 wire name 加载;图片工具会在执行前检查模型的图像理解能力。", - "Unity 恢复流程会显示 Safe Mode 与 Editor 日志路径,等待弹窗状态切换,并通过 Test Framework 生命周期取消中断的 Unity Test。", - "折叠工具调用使用简洁界面标签,展开后继续显示精确的等宽工具标识符。" - ] - }, - { - "title": "v0.8.0(移除)", - "items": [ - "移除旧一级“项目”入口与第二层工作区栏,统一由“开发”工作台和工作区树承载。", - "CodeMirror 迁移完成后,移除 Vditor 编辑器及其旧渲染和兼容路径。", - "移除手动 `skill_reload` 工具,Skill 文件变化后由 Locus 自动刷新清单。" - ] - }, - { - "title": "v0.7.4(新增)", - "items": [ - "**可配置的 Codex 上下文窗口。** ChatGPT 订阅模型支持 16K 至 1M Tokens,默认 272K;有效上下文与自动压缩阈值随配置同步调整,旧版“扩展上下文”设置会迁移为 372K。", - "**提示词缓存诊断。** 会话上下文用量会根据服务端统计记录缓存失效,包括模型或提供方切换、异常未缓存输入增长;诊断记录会写入上下文导出,并可在通知设置中启用应用内警告。", - "**Prefab 感知的 Unity Property Tree。** `unity_yaml_read` 会标明实时 Editor 或磁盘 YAML 来源,支持配置数组展开数量,合并 Prefab 源与 Variant 数据,标记覆盖属性,折叠相同的重复 Prefab 实例,并返回可读的子资源语义路径。", - "**更安全的 `unity_execute` 结构化输出。** `printJson` 支持匿名对象、存储字段、字典、已物化集合、共享与循环引用及嵌套 Unity 对象;延迟枚举器与目标属性 getter 保持未执行状态。", - "**快速开发安装包。** `bun run build:installers` 可生成采用增量编译和 zlib 压缩的开发安装包;发布安装包继续使用 ThinLTO,并生成两种运行时版本。" - ] - }, - { - "title": "v0.7.4(修复)", - "items": [ - "**Unity 重编译生命周期。** 重编译请求会等待 Unity 发出编译开始事件,在 Domain Reload 期间持久化中间状态,连接恢复后继续核对结果,并提供完整的超时诊断。", - "**知识查询输出。** 摘要模式每篇文档占一行,详细模式使用紧凑的路径与行号标题;Frontmatter 命中仅返回相关摘要或维护规则。应用 Skill 包会归入真实应用目录,知识或插件变化后会立即刷新 Skill 缓存。", - "**工具调用交接。** Provider 预告后未出现在最终响应中的工具调用,不再显示为空的已完成调用。", - "**渲染态 Markdown 编辑。** 从渲染内容进入编辑时会保留滚动位置、文档高度和点击位置对应的光标。", - "**View 运行时导入。** TypeScript 6 CommonJS 互操作下的 `.vue` 默认导入保持稳定。", - "**文件读取上下文。** 绝对行号改用紧凑前缀,减少上下文占用,并与压缩摘录格式保持一致。" - ] - }, - { - "title": "v0.7.4(移除)", - "items": [ - "本版本没有移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.7.3(新增)", - "items": [ - "**Codex 自动审批审查。** Codex 用户可选择启用待批准操作的结构化审查。审查仅使用最近一条用户请求与受限的本地检查信息;安全操作可自动继续,需要人工判断时会显示风险级别与审查理由。", - "**危险命令拦截。** Bash、PowerShell 和 CMD 中的强制删除命令默认请求批准。", - "**知识文档四态编辑。** 知识文档支持继承、禁止 AI 编辑、用户确认后编辑和自动编辑,并迁移旧元数据,在知识工具与文件工具中统一执行约束。", - "**本地模拟模型。** Debug 模式提供确定性的流式回复、工具调用与错误回复预设,全程本地运行。", - "**原子批量编辑。** `edit` 可基于同一份原始文件快照执行多处独立替换,全部校验成功后一次写入。", - "**Unity Test 联合发现。** Unity Test 工具默认同时发现 Edit 和 Play Mode 测试,并按模式、程序集、套件和测试输出树状结构。", - "**上下文审查附件。** 会话回顾会创建独立聊天、异步导出上下文,并将导出文件放入输入区供发送前检查。", - "**测试工作流。** 新增隔离实例跳过首次引导,以及聊天流式渲染、会话切换和实时工具调用的 WebView 压力测试。", - "**Unity Property Tree。** `unity_yaml_read` 和 `unity_yaml_search` 统一使用可逐层展开、可按路径续读的属性树,覆盖场景层级、组件、子资源与序列化字段,并在超出输出预算时返回可继续读取的子路径。", - "**Agent 定制。** 支持从 `user-agents` 加载用户 Agent 与工具描述覆盖,在 Agent 面板中控制环境、规则、知识上下文及延迟工具清单等提示词注入项,并在配置变化后即时重载。", - "**会话上下文用量。** 新增上下文用量窗口,按系统提示、运行时注入、会话消息和工具结果拆分 token 占用,并显示工具调用分布与模型有效输出速度。", - "**每 Agent 模型默认值。** 模型和推理强度可按 Agent 独立保存;Codex 与自定义供应商可设置提示词前缀缓存有效期。" - ] - }, - { - "title": "v0.7.3(修复)", - "items": [ - "**Web 搜索异常续轮。** 修复 Codex 托管 `web_search` 结果被重复回放为本地工具调用、进而触发异常重复续轮的问题。", - "**Windows 句柄泄漏。** 更新到包含上游修复的 Tauri/Wry 运行时,避免窗口边框 DPI 查询持续泄漏 Windows 设备上下文句柄。", - "**Windows Rust 测试启动。** 为 Rust 单元测试二进制嵌入 Common Controls v6 清单,修复加载 `TaskDialogIndirect` 时触发 `STATUS_ENTRYPOINT_NOT_FOUND` 的问题。", - "**子进程生命周期。** Shell、Skill、开发服务器及其他子进程按会话、工作区和应用生命周期统一管理;取消会话、切换工作区或退出应用时会终止对应进程树。", - "**只读附加目录。** 文件写入、Shell 工作目录和命令路径统一遵守附加工作目录的只读约束。", - "**消息界面布局稳定性。** 增强消息界面的布局稳定性,修复了大部分会话流式渲染造成的闪烁问题,覆盖 Markdown 高度对账、流结束滚动、工具状态收敛与展开状态保留。", - "**并行工具执行。** 工作区写入按路径协调,同文件编辑安全合并,独立写入可并行执行,只读子 Agent 可与兼容工具同时运行。", - "**托管工具与后台任务。** 服务端托管工具不会作为本地函数历史重复回放;托管轮次可正确结束;异步启动失败会直接返回;notify 结果会自动送达。", - "**纯图片聊天轮次。** 上下文压缩、历史分页与轮次导航会保留图片提示,并排除内部提醒轮次。", - "**Shell 与搜索环境。** 搜索路径统一按工作区解析,PowerShell 提示与实际运行时保持一致,Bash 环境可直接调用 `pwsh`。", - "**Unity 热重载反馈。** 编辑状态仅在热重载管线启用时显示。", - "**知识元数据刷新。** 保存响应与后续刷新交接期间,文档文件元数据保持可见。", - "**历史图布局。** 工作区 WIP 主线会优先连接 HEAD,避免被后代分支占用。" - ] - }, - { - "title": "v0.7.3(移除)", - "items": [ - "本版本未移除面向用户的工作流或兼容路径。" - ] - }, - { - "title": "v0.7.2(新增)", - "items": [ - "**后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。", - "**内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。" - ] - }, - { - "title": "v0.7.2(修复)", - "items": [ - "**减少会话提前异常中断。** 服务端工具轮次完成后,以及 Codex/Responses 返回 `end_turn: false` 时,Agent 会继续生成后续回复,减少会话在最终答复前提前结束的情况。", - "**Codex 请求兼容性。** 移除 Codex 服务端不支持的 `max_output_tokens` 参数,避免 checkpoint 上下文压缩请求被服务端拒绝。", - "**Codex 上下文压缩。** Codex 会话改用 Remote Compaction V2 流式协议,并携带完整会话标识与路由信息;服务端压缩失败时保留原上下文并停止当前运行,避免写入不兼容的压缩状态。", - "**压缩会话分叉。** 从压缩前的历史位置创建分叉时,Locus 会重建对应的活动上下文窗口;从工具调用组分叉时同时保留其工具输出,修复分叉后上下文为空、压缩失败或选择定位错误。", - "**subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。", - "**并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区变更按规范化文件路径协调:不同文件可并行写入,同一路径按顺序执行,读取类工具无需等待;长时间等待会显示占用会话与工具。", - "**Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。", - "**中断工具历史。** 恢复、分叉或继续中断会话时,缺失的本地工具结果会从已记录输出恢复,无法恢复时写入明确的中断结果;旧会话会通过迁移补齐终止工具轮次,保持模型请求与上下文导出的工具调用序列完整。", - "**错误通知保留。** 错误通知会持续显示,直到用户主动关闭;成功状态替换、按操作清理与全局清理会保留尚未处理的错误。", - "**Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。", - "**Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。" - ] - }, - { - "title": "v0.7.1(新增)", - "items": [ - "**后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。", - "**内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。" - ] - }, - { - "title": "v0.7.1(修复)", - "items": [ - "**subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。", - "**并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区锁按规范化项目路径隔离,不同项目可独立运行;长时间锁等待会显示等待工具与占用会话。", - "**Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。", - "**中断工具历史。** 恢复或继续中断会话时,未完成的本地工具调用会写入明确的中断结果,保持工具调用序列完整。", - "**Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。", - "**Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。" - ] - }, - { - "title": "v0.7.0(新增)", - "items": [ - "**Python Agent SDK。** 内置仅依赖标准库的 `locus` 包,覆盖模型、Agent、工具、工作区、会话、自定义 Python 回调、异步运行、事件、取消、问答及可复用 workflow 编排。", - "**Unity 自动化扩展。** 新增运行态切换、Console 多级筛选、Unity Test Framework 测试发现与执行、外部脚本编辑器接入、更完整的 YAML 检查、视口捕获及 CLI 一致性测试。", - "**图形与 UI 调试工作流。** 新增 RenderDoc、Unity Frame Debugger、纹理分析,以及用于检查、查询、交互和序列化实时面板的 UI Toolkit API。", - "**运行时调试。** 新增 PlayerLoop 协作调试,可跨帧等待条件、暂停、逐帧执行和检查状态;同时支持发现 CDB、WinDbg 等 Windows 原生调试器。", - "**会话与工作区导航。** 页面和会话可在独立窗口打开。新增用户轮次导航、分页历史、中断续接、上下文导出与回顾、压缩上下文查看、文件预览和模型调用统计。", - "**Agent 执行控制。** 新增带工作区锁的并行工具调度、同文件编辑合并、标准化 `subagent`、可选后台任务及状态/取消接口、会话内 Todo 和本地工具失败日志。", - "**文件驱动的知识工作流。** Design、Memory、Reference、Skill 统一采用文件驱动的 Markdown 操作,并加入统一知识面板、Markdown 预览、规范化 Skill Package、`/grill` 与 `/review-context`。", - "**Codex 与供应商控制。** 新增 Codex 扩展上下文、可选 GPT-5.6 会话标题生成、兼容供应商的原生延迟工具加载,以及按供应商生效的压缩输出限制。", - "**Checkpoint 上下文压缩。** 长会话压缩为锚定摘要与近期完整上下文,迁移和导出保留结构化数据,压缩查看器可直接展示 checkpoint 内容。" - ] - }, - { - "title": "v0.7.0(修复)", - "items": [ - "强化 Codex WebSocket 恢复、代理连接、压缩与续帧处理、失效请求清理、会话续接状态和上下文压缩同步。", - "Unity 执行请求可在 Native Bridge 断线或域重载后重新附着,并通过幂等执行避免已接受请求重复运行。", - "改进 Unity YAML 解析、序列化值还原、Prefab 与引用处理、视口捕获和冷路径检查安全性。", - "C# 诊断限定为 Unity 托管源码,并在 hot reload 或 recompile 结果中追加当前编辑批次的语义警告。", - "Markdown 文件引用缓存路径状态,正确处理文件夹,并减少渲染期间的重复文件系统查询。", - "UI Toolkit 面板快照支持显式刷新并拒绝失效面板;JSON 序列化限制深度、成员、集合、字符串及总输出长度。", - "原生选择器统一迁移到公共下拉控件,新手引导复用供应商配置流程。" - ] - }, - { - "title": "v0.7.0(移除)", - "items": [ - "移除旧 Agent Graph、`graph_view` 与 `sheet` 工作流。Agent 委托统一使用 `subagent`,自定义交互输出由 View 和 Skill Package 承载。", - "移除独立 `knowledge_*` CRUD 工具和旧 Todo 面板。知识修改统一走文件驱动操作,Todo 直接显示在会话中。" - ] - }, - { - "title": "v0.6.0(新增)", - "items": [ - "**MCP 服务器接入。** 支持通过 stdio 或 HTTP 连接外部 MCP 服务器,并在 Agent 会话中使用其工具。新增 MCP 设置页管理服务器及其工具;MCP 工具调用在聊天中有确认卡片与状态展示。可从 Claude Desktop、Claude Code、Cursor 的配置导入服务器条目(导入后默认停用)。新增 `/connect` 命令:引导式接入外部软件,在 MCP / CLI / HTTP 三种通道中选型并实测连通。", - "**多模型供应商与内置 models.dev 目录。** 自定义模型改为按供应商组织,一个供应商可配置多个模型,取代原来的单端点条目。可从内置的 models.dev 目录一键添加供应商(70 余家服务商、预填官方端点),也可在新的两步弹窗中手动配置,支持逐字段校验。推理参数(如 `enable_thinking`、思考类型)可按模型设置;模型选择器按供应商分组展示自定义模型。已有配置自动迁移,旧模型 id 继续有效。", - "**外部技能发现。** 可选发现来自 Claude Code、Codex 与 `.agents` 目录(用户级与工作区级)以及已安装 Claude Code 插件的技能,只读接入、默认关闭。技能激活拆分为「自动注入」与「命令」两条独立通道,可按技能分别控制;外部命令技能支持 `$ARGUMENTS` 与 `$1`–`$9` 参数替换。", - "**附加工作目录。** 工作区可通过右键菜单附加额外目录,文件工具可以在这些目录内读写,工作区选择器会内联展示附加路径。", - "**Unity 对象预览直接读盘。** Unity 不序列化的文件(Markdown、纯文本、源码、二进制)改为直接从磁盘预览,Unity 尚未导入的资产(例如符号链接目录下 AI 生成的文件)也能正常预览。预览折叠改为可选,资产检视器中保持展开。(#114)", - "**聊天选中复制。** 在消息中选中文本后右键,菜单首项为「复制选中内容」。", - "**视图日志栏开关。** 视图窗口的日志栏默认隐藏,可在显示设置中开启,设置跨窗口同步。" - ] - }, - { - "title": "v0.6.0(修复)", - "items": [ - "Windows 命令行工具体验:托管 Python 的环境变量只作用于 Python 调用,不再影响整个命令环境;命令输出按系统 ANSI 代码页解码,修复中文(GBK)输出乱码;超长输出截断改为保留开头和结尾,不再只留开头。", - "延迟加载的工具改用 Anthropic 原生 tool reference 与 Codex 原生 tool search 装载,取代原有的 meta-tool 激活方式。", - "内置的 Unity Profiler 采样技能默认改为摘要注入,Agent 现在能自动发现并按需加载;此前默认不注入。", - "辅助窗口(计划审阅、diff 审查、各导入窗口等)改走预热的窗口池,打开更快。", - "界面语言包按需加载。", - "会话与知识库数据库在空闲页占比过高时自动 VACUUM,回收磁盘空间。", - "右键菜单统一加上图标并对齐布局。", - "插件开关即时生效于列表,不再等待后端往返。", - "设置页中聚焦的数字输入不再被滚轮误改。" - ] - }, - { - "title": "v0.6.0(移除)", - "items": [ - "移除单端点的自定义模型配置方式,由多模型供应商弹窗取代;已有自定义端点自动迁移。" - ] - }, - { - "title": "v0.5.8(新增)", - "items": [ - "**独立计划审阅窗口。** 可在显示设置中选择将计划审批呈现在审批卡或独立窗口;选择独立窗口后会自动打开计划审阅窗口,可审阅 Markdown 计划、批准并开始实现,或附带说明退回修改。" - ] - }, - { - "title": "v0.5.8(修复)", - "items": [ - "**已解决 Windows 上 DeepSeek 请求间歇性 HTTP 400。** 将 `schannel` 从 0.1.28 升级到 0.1.29,避免 TLS 1.3 重新协商期间重复发送待处理请求数据并破坏较大的 JSON 请求体,解决 [issue #48](https://github.com/r1n7aro/Locus/issues/48) 集中记录的 `400 Bad Request: Failed to parse the request body as JSON` 问题。([PR #110](https://github.com/r1n7aro/Locus/pull/110))", - "**计划审批流程。** 审批卡现在以 Markdown 展示计划,退回说明会随“退回修改”一并发送,批准后的计划与退回反馈会以正确状态保留在会话记录中。空闲会话选择 `/plan` 后会立即进入持续性规划模式。", - "启用 Fast 模式时,支持 Fast 的 Codex 模型会在模型标签中显示 `Fast` 状态。", - "**精确编辑工具契约。** `edit` 与 `knowledge_edit` 的公开工具定义现按每次一处精确替换执行。`knowledge_read` 可原样返回 `summary`、`body` 或 `maintenanceRules` 分区,保留空白与空内容,供后续编辑逐字匹配目标分区;已有的历史批量文件编辑调用继续兼容。" - ] - }, { "title": "v0.5.7(新增)", "items": [ @@ -353,7 +69,7 @@ "**按文件撤回。** 变更面板、diff 审查窗口及新增的行右键菜单支持把单个文件恢复到本轮修改前的快照,不影响撤销栈;若该文件之后还有编辑,会先询问再回滚。(#100)", "**模型请求自动重试。** 连接错误、超时、HTTP 5xx 与 429 限流自动重试,429 遵循 `Retry-After`;仅在尚未流式产出任何内容前重试;次数可在通用设置调整(默认 3,设 0 关闭)。(#101)", "**内联 `` 标签转入思考通道。** chat-completions 与 OpenRouter 路径上,流式正文中的 `` 片段会从消息正文剥离并作为思考过程展示(默认开启)。", - "**子代理限制。** 通用设置提供 `subagent` 最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。", + "**子代理限制。** 通用设置新增 `task` 子代理最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。", "**`/dream` 记忆整理技能。** 内置技能:合并重复记忆、修正过期事实、精简记忆索引。" ] }, @@ -459,11 +175,11 @@ "downloadChannels": [ { "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe" }, { "label": "Windows x64(系统 Python/Git)", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe" }, { "label": "GitHub Releases", @@ -473,293 +189,9 @@ }, "en": { "title": "Update available", - "summary": "Locus v0.8.2 (2026-09-05)", + "summary": "Locus v0.5.7 (2026-07-10)", "changelogUrl": "/en/overview/latest-version", "changes": [ - { - "title": "v0.8.2 (Added)", - "items": [ - "Added GPT-6 Astra to ChatGPT subscription models, with reasoning effort and Fast mode controls. The configured context window now applies to all subscription models.", - "Added a per-session Multi-Agent control in the model selector. The selection is preserved across reloads, split panes, detached windows, and session forks.", - "The Python SDK can list, query, wait for, and cancel tasks; send messages between parent, child, and sibling Agents; and resume failed or cancelled subagents in their existing conversations. Tasks support short names and full output logs. Background execution is enabled by default on upgrade and can be disabled in Experimental settings.", - "Explorer can inspect live Unity data through bounded, read-only C# queries, alongside code and asset searches.", - "Archived sessions and Unity Inspector content now open in Workbench editor tabs. Unity selections and file attachments are sent to the most recently focused composer in the matching workspace." - ] - }, - { - "title": "v0.8.2 (Fixed)", - "items": [ - "Aligned Codex subscription requests with the current Responses protocol, including tool namespaces, WebSocket prewarming, HTTP fallback, and compressed HTTP requests. Reopened and reconnected conversations preserve canonical response items and encrypted reasoning; failed or incomplete responses stop before tool execution.", - "Corrected remote-compaction retention budgets for text and images, and applied configured subscription context limits consistently in the frontend and backend.", - "Subagents now use their configured model, provider, credentials, reasoning effort, and speed settings instead of inheriting the parent provider route.", - "Background results and Agent messages are persisted before delivery, retry without duplicate notifications, and survive foreground-round finalization. Session migrations preserve older context exports and explicitly mark missing historical fields as empty.", - "Kept Agent pages, Workbench editors, session controls, and detached windows bound to the selected workspace. File previews revalidate after disk changes while preserving unsaved edits.", - "Fixed virtual console row measurement, scrolling, and resizing with large log histories. Added runtime stall and bridge diagnostics.", - "Unity recompilation results remain available across retries and are matched to the originating operation. Plan mode now blocks recompilation, test execution, and Editor state changes while allowing read-only inspection.", - "Consolidated Unity guidance around verified edit targets, Prefab instance scope, structured asset edits through Unity APIs, and the existing authorization for the task." - ] - }, - { - "title": "v0.8.2 (Removed)", - "items": [ - "Removed the standalone get_task_status and cancel_task tools; task controls are built into the Python SDK.", - "Removed the separate legacy Inspector surface and archived-session Settings page after moving these workflows into the Workbench.", - "Removed superseded bundled Unity rule files. Upgrades clean up the retired bundled copies while preserving user Agent definitions and project overrides.", - "Removed the retired dev Agent compatibility path. Its definitions, rules, and model preferences are no longer loaded or merged into Unity; upgrades remove the bundled agent/dev directory." - ] - }, - { - "title": "v0.8.1 (Added)", - "items": [ - "**Text zoom and Markdown editing.** Ctrl+wheel text zoom is available in Markdown editors and previews, text viewers, diffs, and merge views. Workspace Markdown files now open in rendered CodeMirror mode." - ] - }, - { - "title": "v0.8.1 (Fixed)", - "items": [ - "Restored missing Workbench session editor capabilities, including compaction, interrupted-run resume, Plan mode, full-session and message-level forks, history navigation, context export and review, and pane-owned Thinking and Changes panels.", - "Scoped session panes preserve drafts, execution settings, todos, background-task updates, undo and diff state, scroll history, and session actions across editor remounts.", - "File, Knowledge, Unity, and native-drop actions remain bound to their originating workspace and session.", - "Knowledge document outlines align with the document body and available viewport.", - "Restored system resources return to the beginning of the workspace root.", - "ONNX Runtime preparation resumes partial downloads and validates package and runtime integrity.", - "Improved keyboard access for Changes panel resizing, undo selection, command lists, and close controls." - ] - }, - { - "title": "v0.8.1 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.8.0 (Added)", - "items": [ - "**Concurrent multi-workspace operation.** Multiple projects and Git worktrees can run in one Locus instance, with parallel sessions, Unity connections, Knowledge indexes, asset databases, and workspace services. Each workspace keeps an independent execution context, runtime state, and resource cache.", - "**VS Code-style split workbench.** Sessions, files, Knowledge documents, Unity assets, and Views open as editor tabs. Tabs can be reordered, split in four directions, moved between panes, or detached into native windows. Window layouts, tabs, drafts, scroll positions, and unsaved content can be restored.", - "**Development workspace tree.** Sessions, Knowledge, collaboration, and files now share one workspace tree, with single- and multi-workspace layouts, saved presets, virtual folders, mounted directories, and per-node visibility controls.", - "**Persistent Markdown editing.** Knowledge documents now use CodeMirror 6 for Live Preview and source editing, preserving selections, undo history, scroll position, drafts, and unsaved changes across document switches and split panes.", - "**Expanded Knowledge workflows.** Added `Plan` as a fifth knowledge type, writable project Skill packages under `Locus/skills`, automatic Skill refresh, document outline navigation, cached loading, and conflict-aware collaborative editing.", - "**Workspace and Unity mentions.** Chat `@` search now covers workspace files and folders as well as live Unity scene objects, with ranked results and explicit object references.", - "**Richer Unity inspection.** `unity_yaml_read` can display selected hierarchy metadata, including active state, Prefab source, world transforms, RectTransform bounds, tags, layers, and components. SubScene reads can follow the authoring Scene hierarchy, and adjustable serialized fields can render as inline property controls.", - "**Unity coordination and incremental synchronization.** A workspace change journal selects targeted imports, full refreshes, or no-op recompiles from verified file events. Experimental `unity_lock` and `unity_release` coordinate multiple Agents sharing one Editor.", - "**Runtime and provider controls.** Sub-agent defaults now include model, reasoning effort, and response speed. Custom Responses providers can enable Codex V2 remote compaction, with normalized reasoning replay for supported DeepSeek V4 routes.", - "**Session SDK and diagnostics.** The Python SDK can list running sessions and send sourced input to another active run. Debug mode adds DevTools control, CDP port discovery, WebView bridge diagnostics, and bounded log batching." - ] - }, - { - "title": "v0.8.0 (Fixed)", - "items": [ - "Strengthened isolation for session events, Unity services, MCP, C# analysis, asset databases, Knowledge, diff/merge state, Views, and caches across workspaces.", - "Switching workspace scopes now refreshes the Unity plugin install or update notice. Late status checks and transient failures no longer overwrite newer event-driven notices.", - "Preserved streaming sessions, input drafts, pending confirmations, queued attachments, image previews, and unsaved files while moving tabs, transferring windows, or remounting editors.", - "Failed, cancelled, or backend-revoked optimistic sends now restore complete local-file attachments and absolute paths to the composer.", - "Failed or timed-out window transfers now leave the tab and editor state safely in the source window.", - "Manual context compaction can queue behind an active run and executes before queued follow-up input. Child Agent sessions remain independently controllable.", - "Responses API citations now persist through session storage and context export. Incremental UTF-8 decoding preserves multibyte characters split across streaming chunks.", - "Streaming Markdown, syntax highlighting, collapsed tool interaction, and tool file previews remain stable while content grows or finishes streaming.", - "Interrupted or failed sub-agents return persisted partial output. Deferred tool schemas load by exact wire name, and image tools validate model vision support before execution.", - "Unity recovery now exposes Safe Mode and Editor log paths, waits for modal-dialog transitions, and cancels interrupted Unity Test runs through the Test Framework lifecycle.", - "Collapsed tool rows use concise UI labels, while expanded rows retain exact monospace tool identifiers." - ] - }, - { - "title": "v0.8.0 (Removed)", - "items": [ - "Removed the legacy Project entry and second-level workspace bar; the Development workbench and workspace tree now provide the unified navigation model.", - "Removed the Vditor-backed Markdown editor and its legacy rendering and compatibility paths after the CodeMirror migration.", - "Removed the manual `skill_reload` tool; Locus now refreshes Skill manifests automatically after file changes." - ] - }, - { - "title": "v0.7.4 (Added)", - "items": [ - "**Configurable Codex context windows.** ChatGPT subscription models now accept context windows from 16K to 1M tokens, defaulting to 272K. Effective context and automatic compaction limits scale with the configured value, and legacy Extended Context settings migrate to 372K.", - "**Prompt cache diagnostics.** Session context usage now records cache invalidations from provider-reported usage, including model or provider changes and abnormal uncached input growth. These records are included in context exports, with optional in-app warnings available under Notifications.", - "**Prefab-aware Unity Property Tree.** `unity_yaml_read` now identifies live Editor and disk YAML sources, supports configurable array limits, merges Prefab source and Variant data, marks overridden properties, folds identical repeated Prefab instances, and returns readable semantic subasset paths.", - "**Safer structured output from `unity_execute`.** `printJson` now supports anonymous objects, stored fields, dictionaries, materialized collections, shared and cyclic references, and nested Unity objects. Deferred enumerables and target property getters remain unevaluated.", - "**Fast development installers.** `bun run build:installers` creates incremental zlib-compressed development installers. Release installers retain ThinLTO optimization and both embedded-runtime flavors." - ] - }, - { - "title": "v0.7.4 (Fixed)", - "items": [ - "**Unity recompilation lifecycle.** Recompile requests now wait for Unity's compilation-start event, persist intermediate state across domain reloads, reconcile after bridge reconnection, and report detailed timeout diagnostics.", - "**Knowledge query output.** Summary results use one line per document, detailed results use compact path-and-line headers, and frontmatter matches expose only the relevant summary or maintenance-rule value. App Skill packages are grouped under their real application roots, and Skill caches refresh after knowledge or plugin changes.", - "**Tool-call handoffs.** Provisional provider tool calls omitted from the completed response no longer appear as empty completed calls.", - "**Rendered Markdown editing.** Activating the editor from rendered content preserves the scroll position, document height, and clicked caret location.", - "**View runtime imports.** Default `.vue` imports remain stable with TypeScript 6 CommonJS interop.", - "**File-read context.** Absolute line numbers now use compact prefixes, reducing context usage and matching compaction excerpts." - ] - }, - { - "title": "v0.7.4 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.7.3 (Added)", - "items": [ - "**Codex automatic approval review.** Codex users can opt into a structured review of pending tool actions. Reviews use the latest user request and bounded local inspection data; safe actions can proceed automatically, while escalated actions show the review rationale and risk level.", - "**Dangerous command interception.** Forced deletion patterns in Bash, PowerShell, and CMD request approval by default.", - "**Four-state knowledge editing.** Knowledge documents now support inherited, disabled, confirmation-required, and automatic AI editing modes, with legacy metadata migration and consistent enforcement across knowledge and filesystem tools.", - "**Local simulated models.** Debug mode exposes deterministic streaming, tool-call, and error-response presets without network access.", - "**Atomic multi-edit batches.** The `edit` tool can apply multiple independent replacements against one original file snapshot and commits the update only when every replacement is valid.", - "**Combined Unity Test discovery.** Unity Test tools discover Edit and Play Mode tests together by default and render assembly, suite, and test paths as a tree.", - "**Staged context review.** Session context review creates a dedicated chat, exports the context asynchronously, and places the resulting file in the composer for inspection before sending.", - "**Testing workflows.** Added isolated-instance onboarding bypass and WebView stress drivers for streaming, session switching, and live tool calls.", - "**Unity Property Tree.** `unity_yaml_read` and `unity_yaml_search` now use one path-addressable property tree for scene hierarchies, components, subassets, and serialized fields, returning child paths for continued inspection when output exceeds the current budget.", - "**Agent customization.** User Agents and tool-description overlays can load from `user-agents`; the Agent panel can control environment, rule, knowledge-context, and lazy-tool prompt injections and reload changed definitions immediately.", - "**Session context usage.** A context-usage window breaks token consumption down across system prompts, runtime injections, messages, and tool results, with per-tool distribution and effective model output speed.", - "**Per-Agent model defaults.** Model and reasoning effort defaults persist independently for each Agent, while Codex and custom providers expose prompt-prefix cache lifetime controls." - ] - }, - { - "title": "v0.7.3 (Fixed)", - "items": [ - "**Abnormal web-search continuation.** Fixed Codex hosted `web_search` results being replayed as local tool calls, which could trigger duplicate follow-up turns.", - "**Windows handle leak.** Updated to the upstream-fixed Tauri/Wry runtime so window-border DPI queries no longer leak Windows device-context handles.", - "**Windows Rust test startup.** Embedded the Common Controls v6 manifest in Rust unit-test binaries, preventing `STATUS_ENTRYPOINT_NOT_FOUND` while loading `TaskDialogIndirect`.", - "**Child-process lifecycle.** Shell, Skill, development-server, and other child process trees are tracked by session, workspace, and application lifecycle and terminate with the owning operation.", - "**Read-only additional directories.** File writes, Shell working directories, and command path targets now consistently enforce read-only additional-workspace constraints.", - "**Message layout stability.** Improved message layout stability and fixed most flicker caused by streaming chat rendering, covering Markdown height reconciliation, stream-end scrolling, tool state settlement, and expansion-state retention.", - "**Parallel tool execution.** Workspace mutations use path-aware coordination, same-file edits are batched safely, independent writes can overlap, and read-only subagents can run alongside compatible tools.", - "**Hosted tools and background tasks.** Provider-hosted tool calls stay out of client function history, completed hosted rounds stop correctly, immediate async startup failures return directly, and notify-mode results arrive without status polling.", - "**Image-only chat turns.** Compaction, paging, and turn navigation retain image prompts and exclude internal reminder turns.", - "**Shell and search environment.** Search paths resolve consistently against the workspace, PowerShell guidance reflects the detected runtime, and `pwsh` is directly available from the Bash environment.", - "**Unity hot-reload feedback.** Edit feedback appears only while the hot-reload pipeline is active.", - "**Knowledge metadata refresh.** Document file metadata remains visible while save responses reconcile with the following refresh.", - "**History graph layout.** The workspace WIP lane stays anchored to HEAD ahead of descendant branch commits." - ] - }, - { - "title": "v0.7.3 (Removed)", - "items": [ - "No user-facing workflows or compatibility paths were removed." - ] - }, - { - "title": "v0.7.2 (Added)", - "items": [ - "**Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.", - "**Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks." - ] - }, - { - "title": "v0.7.2 (Fixed)", - "items": [ - "**Reduced premature session termination.** Agent runs now continue after server-tool rounds and when Codex/Responses returns `end_turn: false`, reducing cases where a session ends before the model produces its final response.", - "**Codex request compatibility.** Removed the unsupported `max_output_tokens` parameter from Codex requests, preventing the server from rejecting checkpoint-compaction requests.", - "**Codex context compaction.** Codex sessions now use Remote Compaction V2 over the streaming Responses protocol with complete session identity and routing headers. Server compaction failures preserve the original context and stop the current run, preventing incompatible checkpoint state.", - "**Compacted-session forks.** Forks created before the latest compaction reconstruct the correct active prompt window, and forks from assistant tool groups retain their matching outputs. This fixes empty fork context, failed compaction, and incorrect history selection anchors.", - "**Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.", - "**Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace mutations are coordinated by normalized file path: writes to different files can overlap, same-path writes serialize, and read-only tools bypass mutation waits. Long waits identify the blocking sessions and tools.", - "**Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.", - "**Interrupted tool history.** Resuming, forking, or continuing interrupted sessions recovers missing local tool results from recorded output and inserts explicit interruption results when necessary. A schema migration repairs terminal tool rounds in older sessions, keeping model requests and context exports valid.", - "**Persistent error notifications.** Error notifications remain visible until dismissed explicitly. Success replacement, per-operation clearing, and global clearing preserve unresolved errors.", - "**Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled.", - "**Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path." - ] - }, - { - "title": "v0.7.1 (Added)", - "items": [ - "**Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines.", - "**Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks." - ] - }, - { - "title": "v0.7.1 (Fixed)", - "items": [ - "**Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task.", - "**Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace locks are scoped to normalized project paths, allowing separate projects to execute independently. Long lock waits identify the waiting tools and blocking sessions.", - "**Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session.", - "**Interrupted tool history.** Resuming or continuing an interrupted session now records explicit interrupted results for unfinished local tool calls, preserving a valid tool-call sequence.", - "**Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled.", - "**Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path." - ] - }, - { - "title": "v0.7.0 (Added)", - "items": [ - "**Python Agent SDK.** The bundled standard-library-only `locus` package exposes models, agents, tools, workspaces, sessions, custom Python callbacks, asynchronous runs, events, cancellation, input handling, and reusable workflow orchestration.", - "**Expanded Unity automation.** Added dedicated Play/Edit Mode control, multi-level Console queries, Unity Test Framework discovery and execution, external script-editor integration, richer YAML inspection, improved viewport capture, and broader CLI parity testing.", - "**Graphics and UI debugging workflows.** Added RenderDoc and Unity Frame Debugger capture, texture analysis, and a UI Toolkit API for inspecting, querying, interacting with, and serializing live panels.", - "**Runtime debugging.** Added cooperative PlayerLoop debugging with cross-frame conditions, pause, frame stepping, inspection, and native Windows debugger discovery for CDB and WinDbg workflows.", - "**Session and workspace navigation.** Pages and sessions can open in standalone windows. Added user-turn navigation, paginated history, interrupted-run resume, context export/review, compacted-context inspection, file previews, and model usage statistics.", - "**Agent execution controls.** Added parallel tool scheduling with workspace locks, same-file edit batching, standardized `subagent` execution, optional background tasks with status/cancellation, inline todos, and local tool-failure logs.", - "**File-driven knowledge workflows.** Design, Memory, Reference, and Skill now use file-driven Markdown operations, with a unified knowledge panel, Markdown previews, canonical Skill packages, `/grill`, and `/review-context`.", - "**Codex and provider controls.** Added extended Codex context settings, optional GPT-5.6 session-title generation, native deferred tool loading for compatible custom providers, and provider-specific compaction output limits.", - "**Checkpoint compaction.** Long sessions now compact into an anchored summary plus recent verbatim context, retain structured migration/export data, and expose the checkpoint contents in the compaction viewer." - ] - }, - { - "title": "v0.7.0 (Fixed)", - "items": [ - "Hardened Codex WebSocket recovery, proxy handling, compressed and continued frames, stale request cleanup, continuation state, and compaction synchronization.", - "Unity execute requests can reattach after native bridge disconnects or domain reloads without running accepted requests twice.", - "Improved Unity YAML parsing, serialized-value fidelity, prefab/reference handling, viewport capture, and cold-path inspection safety.", - "C# diagnostics now target Unity-managed source files and append semantic warnings to hot-reload or recompile results for the current edit batch.", - "Markdown file references cache path status, handle folders correctly, and avoid repeated filesystem probes during rendering.", - "UI Toolkit panel snapshots refresh explicitly, stale panels are rejected, and JSON serialization has bounded depth, members, collections, strings, and total output.", - "Replaced native select controls with the shared dropdown implementation and reused the provider configuration flow during onboarding." - ] - }, - { - "title": "v0.7.0 (Removed)", - "items": [ - "Removed the legacy Agent Graph, `graph_view`, and `sheet` workflows. Agent delegation now uses `subagent`, and custom interactive output uses View and Skill packages.", - "Removed dedicated `knowledge_*` CRUD tools and the old standalone Todo panel. Knowledge changes use unified file-driven operations, while todos render directly in the session." - ] - }, - { - "title": "v0.6.0 (Added)", - "items": [ - "**MCP servers.** Connect external MCP servers over stdio or HTTP and use their tools from agent sessions. A new MCP settings page manages servers and their tools; MCP tool calls show confirmation cards and status in chat. Server entries can be imported from Claude Desktop, Claude Code, and Cursor configs (imported entries arrive disabled). The new `/connect` command starts a guided flow for connecting external software, picking between MCP, CLI, and HTTP channels and verifying the connection actually works.", - "**Multi-model providers and a bundled models.dev catalog.** Custom models are now grouped into providers, each hosting multiple models, replacing single custom-endpoint entries. Providers can be added from the bundled models.dev catalog (70+ services with prefilled official endpoints) or configured manually in a two-step dialog with per-field validation. Reasoning options such as `enable_thinking` and thinking type can be set per model, and the model selector groups custom models by provider. Existing configurations migrate automatically; old model ids keep working.", - "**External skill discovery.** Optionally discover read-only agent skills from Claude Code, Codex, and `.agents` directories — user-level and per-workspace — plus installed Claude Code plugins. Off by default. Skill activation is now split into separate auto-inject and command channels with per-skill controls; external command skills support `$ARGUMENTS` and `$1`–`$9` substitution.", - "**Extra working directories.** A workspace can attach additional directories through its context menu; file tools can read and edit within them, and the workspace selector shows attached paths inline.", - "**Unity object preview straight from disk.** Files Unity does not serialize (markdown, plain text, source code, binaries) now preview from disk, so previews keep working for assets Unity has not imported — such as AI-generated files under symlinked folders. Preview folding is now optional, and the asset inspector keeps previews expanded. (#114)", - "**Copy selection in chat.** Right-clicking selected text in a message offers copying the selection as the first menu item.", - "**View log bar toggle.** The log bar in view windows is hidden by default and can be enabled in display settings; the choice syncs across windows." - ] - }, - { - "title": "v0.6.0 (Fixed)", - "items": [ - "Command-tool friction on Windows: managed Python environment variables now apply only to Python invocations instead of the whole command environment; command output is decoded using the system ANSI code page, fixing garbled Chinese (GBK) output; long-output truncation keeps both head and tail instead of only the head.", - "Deferred tools now load through Anthropic native tool references and Codex native tool search, replacing the previous meta-tool activation.", - "The builtin Unity profiler sampling skill now defaults to summary injection so agents can discover it on demand; it previously shipped with injection off.", - "Helper windows (plan review, diff review, import dialogs, and others) open through a pre-warmed window pool and appear faster.", - "UI locale catalogs are code-split and loaded on demand.", - "Session and knowledge-index databases vacuum automatically once free pages dominate the file, reclaiming disk space.", - "Context menu items now carry icons with a unified layout.", - "Plugin toggles apply immediately in the plugin list instead of waiting for the backend round-trip.", - "The scroll wheel no longer changes focused number inputs in settings." - ] - }, - { - "title": "v0.6.0 (Removed)", - "items": [ - "The single-endpoint custom model configuration is gone, replaced by the multi-model provider dialog; existing custom endpoints migrate automatically." - ] - }, - { - "title": "v0.5.8 (Added)", - "items": [ - "**Standalone plan review.** Plan approvals can open automatically in a dedicated window selected from Display settings. The window supports reviewing the Markdown plan, approving implementation, or sending it back with an optional note." - ] - }, - { - "title": "v0.5.8 (Fixed)", - "items": [ - "**Resolved intermittent DeepSeek HTTP 400 failures on Windows.** Upgraded `schannel` from 0.1.28 to 0.1.29, preventing pending request data from being resent during TLS 1.3 renegotiation and corrupting large JSON bodies. This resolves the `400 Bad Request: Failed to parse the request body as JSON` failures tracked in [issue #48](https://github.com/r1n7aro/Locus/issues/48). ([PR #110](https://github.com/r1n7aro/Locus/pull/110))", - "**Plan approval flow.** Approval cards now render Markdown, attach optional feedback to Send back, and preserve approved plans or send-back feedback in the transcript with the correct lifecycle state. Selecting `/plan` in an idle session immediately enters sticky Plan mode.", - "Fast-capable Codex models now show `Fast` in their model labels while Fast mode is enabled.", - "**Exact edit tool contracts.** `edit` and `knowledge_edit` now expose one exact replacement per call. `knowledge_read` can return the stored `summary`, `body`, or `maintenanceRules` section verbatim—including whitespace and empty content—so edits can match the selected section exactly. Existing persisted batch file-edit calls remain executable." - ] - }, { "title": "v0.5.7 (Added)", "items": [ @@ -797,7 +229,7 @@ "**Per-file revert.** The changes panel, the diff review window, and a new row context menu can restore a single file to its snapshot from before the current round, without popping the undo stack. If the file has later edits, Locus asks before rolling them back. (#100)", "**Automatic retry for model requests.** Connection errors, timeouts, HTTP 5xx, and 429 rate limits retry automatically, honoring `Retry-After` on 429. Retries only happen before any output has streamed; the attempt cap is adjustable in General settings (default 3, 0 disables). (#101)", "**Inline `` tags routed to the thinking channel.** On the chat-completions and OpenRouter paths, inline `` segments in streamed replies are stripped from the message body and shown as thinking instead (enabled by default).", - "**Subagent limits.** General settings cap `subagent` nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps.", + "**Subagent limits.** General settings now cap `task` subagent nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps.", "**`/dream` memory consolidation skill.** A built-in skill that merges duplicate memories, fixes stale facts, and prunes the Memory index." ] }, @@ -903,11 +335,11 @@ "downloadChannels": [ { "label": "Windows x64", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe" }, { "label": "Windows x64 (system Python/Git)", - "url": "https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe" + "url": "https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe" }, { "label": "GitHub Releases", diff --git a/docs/development/database-garbage-collection.md b/docs/development/database-garbage-collection.md deleted file mode 100644 index 94691d7c..00000000 --- a/docs/development/database-garbage-collection.md +++ /dev/null @@ -1,21 +0,0 @@ -# 数据库空间回收 - -在 Chat 输入框单独输入 `/garbage-collection` 并发送。命令在本机后台执行,不发送给模型。它复用现有命令菜单和通知,分别显示各数据库整理前后大小与实际回收量。 - -范围: - -- 当前 Locus 实例的全局会话库,包括所有项目的会话。 -- 输入框所属 checkout 的 `Library/Locus/locus.db` 项目资源索引库。 -- 未选择项目时只处理会话库;尚未创建的项目库跳过,不创建新库。 - -实现只执行 SQLite `VACUUM` 与 WAL checkpoint/truncate,不删除记录、归档会话、重建索引库、清理知识文件或工具输出,也不修改 schema 版本。知识检索缓存不属于这个命令的范围。项目库直接使用已有连接;未加载的库以 READ_WRITE、不带 CREATE 标志打开,避免正常初始化入口触发旧缓存重建。 - -数据库操作在阻塞线程执行,复用会话/项目连接互斥锁。锁被其他操作占用时返回可重试提示,全局执行标志防止多个窗口同时发起整理。每个数据库独立报告结果,一个失败不会阻止另一个回收;陈旧的 checkout 引用会在任何整理开始前被拒绝。 - -回收量按主数据库文件与 WAL 文件总字节数的前后差值计算,不将 `freelist_count` 当作实际释放量。手动命令还会整理部分填充的数据页,所以空闲页为零也可能回收少量空间。WAL checkpoint 返回 busy 时会明确提示,不当作成功截断。 - -VACUUM 会使用额外临时空间。命令按最多两倍逻辑库大小检查数据库所在磁盘的可用空间,空间不足时退出;执行期间临时存储使用文件,避免将整个副本放入内存。运行中的写入会受到连接锁和 SQLite 锁的约束,宜在空闲时运行。 - -验证覆盖真实文件回收、WAL、并发读锁、未结束事务、部分填充页、旧项目库保留、FTS rowid 关联、消息顺序以及整理前后上下文导出一致性。此功能不更改持久化结构,因此无新增 schema 迁移。 - -SQLite 文档:[VACUUM](https://www.sqlite.org/lang_vacuum.html)、[wal_checkpoint](https://www.sqlite.org/pragma.html#pragma_wal_checkpoint)。 diff --git a/docs/development/input-diagnostics.md b/docs/development/input-diagnostics.md deleted file mode 100644 index c0aff6f5..00000000 --- a/docs/development/input-diagnostics.md +++ /dev/null @@ -1,29 +0,0 @@ -# 鼠标输入现场采集 - -适用于“画面继续更新、性能分析器没有警报,但整个窗口无法点击、光标不随控件变化”的情况。页面事件循环正常不代表原生窗口输入转发正常,性能报警无法单独排除此类问题。 - -先开启 Locus「设置 → 通用 → 调试模式」,出现问题后保留现场并执行: - -```powershell -bun run scripts/locus-input-diagnostics.ts -``` - -看到 `LOCUS_INPUT_CAPTURE_READY` 后,在故障窗口内移动鼠标、尝试点击和滚轮;默认采集 15 秒。可用 `--duration-ms 60000` 延长,多实例时用 `--browser-url http://127.0.0.1:<实际端口>` 指定。结果目录由 `LOCUS_INPUT_CAPTURE_FINISHED` 输出。 - -采集入口检查调试模式;关闭调试模式会停止页面监听及原生采样。脚本不切换焦点、不模拟点击、不刷新或修复窗口,不记录按键内容、输入值或会话文本。页面探针有自动过期清理。原生辅助脚本仅供此入口调用。 - -输出文件: - -- `manifest.json`:实例、进程、WebView2 版本与开始时间。 -- `native.ndjson`:鼠标屏幕位置、按键状态、实际命中的 HWND、窗口启用状态、输入线程的 focus/capture/menu/move-size,以及限时 WM_NULL 响应探测。 -- `dom.ndjson`:页面时间、焦点、真实事件计数、最近鼠标位置、命中元素、指针捕获和模态元素摘要。 -- `result.json`、`native-exit.json`:采集停止原因与辅助进程退出状态;原生错误另存 `native-errors.log`。 - -判断时比较同一时间段的两层证据: - -- 原生鼠标位于目标 WebView2、确有移动或按键变化,DOM 时间继续推进但输入计数不动:优先调查原生输入转发、拖放状态及 WebView2。 -- 主窗口或输入线程的 WM_NULL 超时:调查原生 UI 线程阻塞;渲染进程仍可能正常更新。 -- 鼠标命中其他窗口、主窗口被禁用,或存在 capture/menu/move-size:调查覆盖窗口、模态窗口与拖拽状态。 -- DOM 输入计数增长但交互无效:调查页面事件处理、遮罩、pointer capture 与控件状态。 - -没有 DOM 事件本身不能判定故障,用户可能没有操作;WM_NULL 能响应也不等于普通输入已正常转发。原生位置是屏幕坐标,DOM 位置是 CSS 客户区坐标,需要考虑窗口原点和缩放。此工具用于取证,不将上述线索直接当作根因。 diff --git a/docs/development/merge-prepare-performance.md b/docs/development/merge-prepare-performance.md deleted file mode 100644 index 26730fb8..00000000 --- a/docs/development/merge-prepare-performance.md +++ /dev/null @@ -1,70 +0,0 @@ -# Merge prepare 性能优化 - -## 接口与执行范围 - -已知目标文件时传 `paths`;完整替换使用 `mode="files"`,字段/对象合并使用默认 `mode="structural"`。 - -```python -job = await locus.merges.prepare( - workspace_ref=workspace_ref, - sources=[{"commits": [source_oid]}], - paths=["Assets/Scenes/Blockout.unity"], - mode="files", -) -plan = job.plan() -await plan.files.take("Assets/Scenes/Blockout.unity", version="source", commit=source_oid) -preview = await plan.preview() -``` - -路径按仓库根目录解析,支持精确文件名;资产与 meta 成对进入可选范围,不自动纳入结果。路径范围外不能执行文件、字段或对象写入。移动文件时需同时声明原路径和目标路径。省略 `paths` 保留完整目标快照行为。 - -`prepare/get` 只返回 job 标识、状态、目标 HEAD、计数和性能信息。`job.snapshot_page(kind="target" | "dependencies", offset=0, limit=100)` 分页读取快照标识;`job.changes()` 分页读取差异。结构差异在查询或选择字段/对象时才生成;清空计划和完整文件选择不会提前生成字段目录。 - -## 快照与缓存 - -- 新 job 使用 journal v2。目标文件保存工作区原始字节,保留 CRLF 等差异。 -- 范围外的干净依赖引用固定 Git blob。脏文件、未跟踪依赖、assume-unchanged/skip-worktree 文件,以及带 filter/working-tree-encoding 的依赖保存真实工作区字节。 -- 固定版本通过 `refs/locus/merge-jobs//` 保持可达。Git 版本与工作区修改覆盖共同构成冻结的依赖输入,预览不读取之后变化的工作区来替代它们。 -- 原始 blob 在仓库的 `.git/locus/merge-jobs/blobs-v2` 共享;linked worktree 使用其 common Git directory。发布采用临时文件和原子安装,重复 job 不再复制同一份内容。 -- Git 依赖按对象大小分批读取,普通批次最多约 32 MiB、1,024 个对象;单个超大对象独立处理。批量 stdin/stdout 同时推进,避免管道互等。 -- GUID 索引、引用摘要、脚本 schema 和差异目录按固定输入缓存。字段 schema 只解析相关脚本;来源树中的其他脚本不会在 prepare 阶段全量解析。 -- v1 journal 不被隐式转换,仍使用原来的 job-local blobs,并可继续读取、规划和应用。v2 的依赖描述与共享存储不会交给旧版本读取器解释。 - -## 并行与一致性 - -文件快照、内容发布、哈希校验和差异目录计算共用一个有上限的 Rayon 线程池。默认按逻辑处理器数的两倍配置,限制在 8–32 路;`LOCUS_MERGE_WORKERS=1..32` 可用于部署调优或单线程基准。大文件快照读取使用约 256 MiB 的并发字节预算,单个超过预算的文件独占预算,解析缓存继续保留其独立上限。 - -校验改为流式哈希,不创建新 blob。job/事务 journal 使用 256 KiB JSON 写缓冲,保留原子替换与同步;可重建缓存只要求原子发布。 - -并行处理不会放宽写入边界:HEAD/index/工作区目标、脏依赖和影响 Git 比较的配置仍需通过一致性检查。丢失 GUID、删除对象后仍存在的反向引用继续阻止应用。包含范围外脏代码的已应用 Unity 验证不能直接证明较窄的候选提交,仍需验证确切提交树。 - -RPC 的工作区与 Git 文件系统协调 guard 由真正执行工作的 blocking worker 持有。等待者超时/断连不会提前释放 guard。 - -## 验证与基准 - -本次 merge 回归测试通过 86 项(另有 1 项手动基准默认忽略);Python merge/worktree/assets 接口测试通过 23 项。覆盖冻结引用、旧 journal、CRLF、过滤器与配置变更、范围限制、共享 blob 并发发布、源文件缺失、取消后 guard 生命周期,以及较窄提交的验证隔离。 - -```powershell -cargo test --manifest-path src-tauri/Cargo.toml --lib merge_jobs:: -- --test-threads=8 -cargo test --manifest-path src-tauri/Cargo.toml --lib prepare_performance_baseline -- --ignored --nocapture -$env:PYTHONPATH = "python" -python -m unittest discover -s python/tests -p test_merges.py -v -python -m unittest discover -s python/tests -p test_worktrees.py -v -``` - -性能 fixture 在临时仓库中生成 1,200 个无关资产及配对 meta,加一个 32 MiB 的无关未跟踪 GLB,然后比较按路径准备和完整准备的首次/重复执行。输出 `MERGE_BENCH` JSON,包含实际调用耗时、阶段耗时、目标文件数、依赖数、worker 数、共享 blob 总字节数和响应大小。计时不作为单元测试的硬阈值,避免机器负载影响正确性测试。 - -`prepare_metrics.phases` 将来源 Git 操作、快照、目录构建和目标校验分开记录。`total_ms` 是 journal 写入前的累计时间;基准的 `prepare_ms` 覆盖整个调用,包括 journal 写入。 - -### 本机基准记录(2026-09-09) - -Windows、32 个逻辑处理器,debug 测试构建。不同并行度分别在新临时仓库运行;数字是一次采样,不代表原业务项目的耗时或固定加速比。 - -| 场景 | 1 路 | 32 路 | 32 路目标路径数 | 32 路共享 blob 总量 | 返回体 | -| --- | ---: | ---: | ---: | ---: | ---: | -| 按路径首次准备 | 1,960 ms | 1,869 ms | 2 | 238 B | 624 B | -| 按路径重复准备 | 1,828 ms | 1,669 ms | 2 | 238 B | 623 B | -| 完整首次准备 | 3,792 ms | 2,666 ms | 2,402 | 33,747,960 B | 597 B | -| 完整重复准备 | 2,313 ms | 1,585 ms | 2,402 | 33,747,960 B | 596 B | - -2 个目标路径包括该资产和不存在的配对 meta;2,400 个范围外干净依赖仍有冻结的 Git 身份。按路径准备没有复制无关 GLB。重复准备后共享 blob 总量不增长。完整首次准备的快照阶段从 2,172 ms 降到 1,436 ms;完整重复准备的快照阶段从 656 ms 降到 248 ms。按路径准备的剩余耗时主要是 Git 查询、私有版本固定和一致性检查。 diff --git a/docs/en/extensions/plugins-and-views.mdx b/docs/en/extensions/plugins-and-views.mdx index 4ca2ca41..e5f49b97 100644 --- a/docs/en/extensions/plugins-and-views.mdx +++ b/docs/en/extensions/plugins-and-views.mdx @@ -41,7 +41,7 @@ The Plugin Hub reads the official registry by default, and teams can add their o A View is a custom project editor panel that runs on Locus's own frontend: the Agent combines a Vue interface, runtime scripts, and Unity property data into a View package that runs as a standalone tool, such as a level table editor or an ability tuning panel. - **Browse**: the Views tab lists all Views of the current workspace; click a name to open it. Some Views require a Unity Editor connection. -- **Create**: type `/view` with a request in a session. The Agent composes existing canvas, graph, table and Unity controls in one Vue file. The file name supplies the defaults; optional names, icons and Unity connection requirements live inside the file. The SDK can initialize the requested directory structure. +- **Create**: type `/view` with a request in a session, and the Agent enters the View workflow to create or update a View package. - **Organize**: drag entries to reorder or drop them into folders; right-click for new folder, rename, move, or delete. Views installed by a plugin are managed by that plugin and can only be deleted by uninstalling it. - **List entry**: `Show Views in session list` in Settings > Display puts View entries into the left column of the Sessions tab. diff --git a/docs/en/knowledge/index.mdx b/docs/en/knowledge/index.mdx index 9deb88e2..3fe2847f 100644 --- a/docs/en/knowledge/index.mdx +++ b/docs/en/knowledge/index.mdx @@ -1,21 +1,20 @@ --- title: Knowledge -description: What each of the five knowledge types is for, the tree badges, and how to read the overview stats +description: What each of the four knowledge types is for, the tree badges, and how to read the overview stats --- -The Knowledge page manages the Agent's project knowledge base. Everything in it is a Markdown document, grouped into five types by purpose, and all of it participates in retrieval and injection. The Agent relies on this content to understand the project background, so you do not have to explain it again in every session. +The Knowledge page manages the Agent's project knowledge base. Everything in it is a Markdown document, grouped into four types by purpose, and all of it participates in retrieval and injection. The Agent relies on this content to understand the project background, so you do not have to explain it again in every session. ![img](/images/overview/page-tour/knowledge-types.png) -## The five types +## The four types - **Design (project docs)**: records design requirements and the factual baseline, so the Agent knows what you want. The AI can propose updates summarized from your sessions (approval required), and later tasks treat the content as the requirements basis. -- **Plan (execution plans)**: stores task plans, milestones, dependencies, and progress so the Agent can keep track of the next steps across sessions. - **Memory (long-term)**: experiential notes the AI maintains automatically, so sessions stop starting from zero. Three preset modules by default: `Project Understanding`, `Mistake Notebook`, and `User Preferences`. - **Skill (workflow)**: high-frequency workflows written down as documents, so the same kind of task needs no fresh briefing every time. Triggered with a / command or recalled automatically. - **Reference (external)**: a read-only library for material from outside the project, for when the Agent needs sources the project itself does not contain. Imports local folders, the official Unity documentation, and Feishu docs. -Maintenance of Design and Memory is covered in [Design and Memory](/en/knowledge/memory-and-design), while Skill and Reference are covered in [Skill and Reference](/en/knowledge/skills-and-references). +Maintenance of the first two types is covered in [Design and Memory](/en/knowledge/memory-and-design), the last two in [Skill and Reference](/en/knowledge/skills-and-references). ## Tree and badges diff --git a/docs/en/knowledge/injection.mdx b/docs/en/knowledge/injection.mdx index c1d5f36c..d3c372f3 100644 --- a/docs/en/knowledge/injection.mdx +++ b/docs/en/knowledge/injection.mdx @@ -17,9 +17,7 @@ Set `Inject Mode` in the document's `Config` sidebar: - **`L2 - Full Injection`**: injects the maintenance rules and the body as always-on knowledge. Fits content of controlled length that nearly every task consults. - **`L3 - Full Rule Injection`**: injects the maintenance rules and the body in full as rules. Fits high-priority long-term constraints, such as project conventions that must be followed. -Skill documents are the exception: the model can only discover a skill through its injected structure line, so this level shows as `No Injection` on skills — it turns auto recall off entirely, leaving only the slash command. - -Defaults differ by type: Design and Plan documents default to `L0 - Path Injection`, Skill documents to `L1 - Summary Injection`, and Memory and Reference documents to `Search Only`. Memory's three preset modules ship pre-tuned for their roles (Mistake Notebook at L2, User Preferences at L3, Project Understanding at L0); see [Design and Memory](/en/knowledge/memory-and-design). +Defaults differ by type: Design documents default to `L0 - Path Injection`, Skill documents to `L1 - Summary Injection`, and Memory and Reference documents to `Search Only`. Memory's three preset modules ship pre-tuned for their roles (Mistake Notebook at L2, User Preferences at L3, Project Understanding at L0); see [Design and Memory](/en/knowledge/memory-and-design). ## Summaries diff --git a/docs/en/knowledge/memory-and-design.mdx b/docs/en/knowledge/memory-and-design.mdx index 70a275df..9f8a9377 100644 --- a/docs/en/knowledge/memory-and-design.mdx +++ b/docs/en/knowledge/memory-and-design.mdx @@ -21,9 +21,7 @@ Memory is maintained automatically by the AI, with three preset modules: - **`Mistake Notebook`**: pitfalls hit and the corrected conclusions, to avoid repeating mistakes, shared at the project level. - **`User Preferences`**: your personal habits (communication language, code style preferences, and so on), scoped to the user and applied across projects. -Memory documents use the same [injection levels](/en/knowledge/injection) as every other type, and the preset modules ship pre-tuned for their roles: `Mistake Notebook` is injected in full (L2), `User Preferences` is injected as rules (L3), and `Project Understanding` injects its paths only (L0) with bodies read on demand; custom Memory documents default to `Search Only` and can be re-tuned in the config sidebar. More always-on files and longer content mean a heavier load on every request. The `Memory Dashboard` shows the `Always-on Context Load` and a maintenance token estimate; trim promptly when entries swell. Memory is the AI's experiential summary, so review it regularly and edit or delete entries that are wrong. - -Run `/dream` for a focused maintenance pass across Memory, plans, Skills, and Design. The agent judges what will help future implementation, then decides what to condense, update, preserve, or leave unchanged under existing permissions and maintenance rules; completing a plan does not require a Memory entry. Material retained in Memory is distilled into concise conclusions, lessons, or constraints, avoiding engineering details that are easy to retrieve from code. +Memory documents use the same [injection levels](/en/knowledge/injection) as every other type, and the preset modules ship pre-tuned for their roles: `Mistake Notebook` is injected in full (L2), `User Preferences` is injected as rules (L3), and `Project Understanding` injects its paths only (L0) with bodies read on demand; custom Memory documents default to `Search Only` and can be re-tuned in the config sidebar. More always-on files and longer content mean a heavier load on every request. The `Memory Dashboard` shows the `Always-on Context Load` and a maintenance token estimate; trim promptly when entries swell. Memory is the AI's experiential summary, so review it regularly and edit or delete entries that are wrong. You can also run `/dream` to start a dedicated consolidation session that merges duplicates, removes expired entries under each document's maintenance rules, and spot-checks conclusions against the current project. ## Custom Memory documents diff --git a/docs/en/overview/latest-version.mdx b/docs/en/overview/latest-version.mdx index 7fb37709..03b2f97f 100644 --- a/docs/en/overview/latest-version.mdx +++ b/docs/en/overview/latest-version.mdx @@ -1,9 +1,9 @@ --- title: "Latest Version" -description: "Locus v0.8.2 (2026-09-05)" +description: "Locus v0.5.7 (2026-07-10)" sidebarTitle: "Latest Version" -version: "0.8.2" -releasedAt: "2026-09-05" +version: "0.5.7" +releasedAt: "2026-07-10" channel: "stable" updateTitle: "Update available" changelogUrl: "/en/overview/latest-version" @@ -11,242 +11,12 @@ changelogUrl: "/en/overview/latest-version" ## Download -- [Windows x64](https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe) -- [Windows x64 (system Python/Git)](https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe) +- [Windows x64](https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe) +- [Windows x64 (system Python/Git)](https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe) - [GitHub Releases](https://github.com/r1n7aro/Locus/releases) ## Changes -### v0.8.2 (Added) - -- Added GPT-6 Astra to ChatGPT subscription models, with reasoning effort and Fast mode controls. The configured context window now applies to all subscription models. -- Added a per-session Multi-Agent control in the model selector. The selection is preserved across reloads, split panes, detached windows, and session forks. -- The Python SDK can list, query, wait for, and cancel tasks; send messages between parent, child, and sibling Agents; and resume failed or cancelled subagents in their existing conversations. Tasks support short names and full output logs. Background execution is enabled by default on upgrade and can be disabled in Experimental settings. -- Explorer can inspect live Unity data through bounded, read-only C# queries, alongside code and asset searches. -- Archived sessions and Unity Inspector content now open in Workbench editor tabs. Unity selections and file attachments are sent to the most recently focused composer in the matching workspace. - -### v0.8.2 (Fixed) - -- Aligned Codex subscription requests with the current Responses protocol, including tool namespaces, WebSocket prewarming, HTTP fallback, and compressed HTTP requests. Reopened and reconnected conversations preserve canonical response items and encrypted reasoning; failed or incomplete responses stop before tool execution. -- Corrected remote-compaction retention budgets for text and images, and applied configured subscription context limits consistently in the frontend and backend. -- Subagents now use their configured model, provider, credentials, reasoning effort, and speed settings instead of inheriting the parent provider route. -- Background results and Agent messages are persisted before delivery, retry without duplicate notifications, and survive foreground-round finalization. Session migrations preserve older context exports and explicitly mark missing historical fields as empty. -- Kept Agent pages, Workbench editors, session controls, and detached windows bound to the selected workspace. File previews revalidate after disk changes while preserving unsaved edits. -- Fixed virtual console row measurement, scrolling, and resizing with large log histories. Added runtime stall and bridge diagnostics. -- Unity recompilation results remain available across retries and are matched to the originating operation. Plan mode now blocks recompilation, test execution, and Editor state changes while allowing read-only inspection. -- Consolidated Unity guidance around verified edit targets, Prefab instance scope, structured asset edits through Unity APIs, and the existing authorization for the task. - -### v0.8.2 (Removed) - -- Removed the standalone get_task_status and cancel_task tools; task controls are built into the Python SDK. -- Removed the separate legacy Inspector surface and archived-session Settings page after moving these workflows into the Workbench. -- Removed superseded bundled Unity rule files. Upgrades clean up the retired bundled copies while preserving user Agent definitions and project overrides. -- Removed the retired dev Agent compatibility path. Its definitions, rules, and model preferences are no longer loaded or merged into Unity; upgrades remove the bundled agent/dev directory. - -### v0.8.1 (Added) - -- **Text zoom and Markdown editing.** Ctrl+wheel text zoom is available in Markdown editors and previews, text viewers, diffs, and merge views. Workspace Markdown files now open in rendered CodeMirror mode. - -### v0.8.1 (Fixed) - -- Restored missing Workbench session editor capabilities, including compaction, interrupted-run resume, Plan mode, full-session and message-level forks, history navigation, context export and review, and pane-owned Thinking and Changes panels. -- Scoped session panes preserve drafts, execution settings, todos, background-task updates, undo and diff state, scroll history, and session actions across editor remounts. -- File, Knowledge, Unity, and native-drop actions remain bound to their originating workspace and session. -- Knowledge document outlines align with the document body and available viewport. -- Restored system resources return to the beginning of the workspace root. -- ONNX Runtime preparation resumes partial downloads and validates package and runtime integrity. -- Improved keyboard access for Changes panel resizing, undo selection, command lists, and close controls. - -### v0.8.1 (Removed) - -- No user-facing workflows or compatibility paths were removed. - -### v0.8.0 (Added) - -- **Concurrent multi-workspace operation.** Multiple projects and Git worktrees can run in one Locus instance, with parallel sessions, Unity connections, Knowledge indexes, asset databases, and workspace services. Each workspace keeps an independent execution context, runtime state, and resource cache. -- **VS Code-style split workbench.** Sessions, files, Knowledge documents, Unity assets, and Views open as editor tabs. Tabs can be reordered, split in four directions, moved between panes, or detached into native windows. Window layouts, tabs, drafts, scroll positions, and unsaved content can be restored. -- **Development workspace tree.** Sessions, Knowledge, collaboration, and files now share one workspace tree, with single- and multi-workspace layouts, saved presets, virtual folders, mounted directories, and per-node visibility controls. -- **Persistent Markdown editing.** Knowledge documents now use CodeMirror 6 for Live Preview and source editing, preserving selections, undo history, scroll position, drafts, and unsaved changes across document switches and split panes. -- **Expanded Knowledge workflows.** Added `Plan` as a fifth knowledge type, writable project Skill packages under `Locus/skills`, automatic Skill refresh, document outline navigation, cached loading, and conflict-aware collaborative editing. -- **Workspace and Unity mentions.** Chat `@` search now covers workspace files and folders as well as live Unity scene objects, with ranked results and explicit object references. -- **Richer Unity inspection.** `unity_yaml_read` can display selected hierarchy metadata, including active state, Prefab source, world transforms, RectTransform bounds, tags, layers, and components. SubScene reads can follow the authoring Scene hierarchy, and adjustable serialized fields can render as inline property controls. -- **Unity coordination and incremental synchronization.** A workspace change journal selects targeted imports, full refreshes, or no-op recompiles from verified file events. Experimental `unity_lock` and `unity_release` coordinate multiple Agents sharing one Editor. -- **Runtime and provider controls.** Sub-agent defaults now include model, reasoning effort, and response speed. Custom Responses providers can enable Codex V2 remote compaction, with normalized reasoning replay for supported DeepSeek V4 routes. -- **Session SDK and diagnostics.** The Python SDK can list running sessions and send sourced input to another active run. Debug mode adds DevTools control, CDP port discovery, WebView bridge diagnostics, and bounded log batching. - -### v0.8.0 (Fixed) - -- Strengthened isolation for session events, Unity services, MCP, C# analysis, asset databases, Knowledge, diff/merge state, Views, and caches across workspaces. -- Switching workspace scopes now refreshes the Unity plugin install or update notice. Late status checks and transient failures no longer overwrite newer event-driven notices. -- Preserved streaming sessions, input drafts, pending confirmations, queued attachments, image previews, and unsaved files while moving tabs, transferring windows, or remounting editors. -- Failed, cancelled, or backend-revoked optimistic sends now restore complete local-file attachments and absolute paths to the composer. -- Failed or timed-out window transfers now leave the tab and editor state safely in the source window. -- Manual context compaction can queue behind an active run and executes before queued follow-up input. Child Agent sessions remain independently controllable. -- Responses API citations now persist through session storage and context export. Incremental UTF-8 decoding preserves multibyte characters split across streaming chunks. -- Streaming Markdown, syntax highlighting, collapsed tool interaction, and tool file previews remain stable while content grows or finishes streaming. -- Interrupted or failed sub-agents return persisted partial output. Deferred tool schemas load by exact wire name, and image tools validate model vision support before execution. -- Unity recovery now exposes Safe Mode and Editor log paths, waits for modal-dialog transitions, and cancels interrupted Unity Test runs through the Test Framework lifecycle. -- Collapsed tool rows use concise UI labels, while expanded rows retain exact monospace tool identifiers. - -### v0.8.0 (Removed) - -- Removed the legacy Project entry and second-level workspace bar; the Development workbench and workspace tree now provide the unified navigation model. -- Removed the Vditor-backed Markdown editor and its legacy rendering and compatibility paths after the CodeMirror migration. -- Removed the manual `skill_reload` tool; Locus now refreshes Skill manifests automatically after file changes. - -### v0.7.4 (Added) - -- **Configurable Codex context windows.** ChatGPT subscription models now accept context windows from 16K to 1M tokens, defaulting to 272K. Effective context and automatic compaction limits scale with the configured value, and legacy Extended Context settings migrate to 372K. -- **Prompt cache diagnostics.** Session context usage now records cache invalidations from provider-reported usage, including model or provider changes and abnormal uncached input growth. These records are included in context exports, with optional in-app warnings available under Notifications. -- **Prefab-aware Unity Property Tree.** `unity_yaml_read` now identifies live Editor and disk YAML sources, supports configurable array limits, merges Prefab source and Variant data, marks overridden properties, folds identical repeated Prefab instances, and returns readable semantic subasset paths. -- **Safer structured output from `unity_execute`.** `printJson` now supports anonymous objects, stored fields, dictionaries, materialized collections, shared and cyclic references, and nested Unity objects. Deferred enumerables and target property getters remain unevaluated. -- **Fast development installers.** `bun run build:installers` creates incremental zlib-compressed development installers. Release installers retain ThinLTO optimization and both embedded-runtime flavors. - -### v0.7.4 (Fixed) - -- **Unity recompilation lifecycle.** Recompile requests now wait for Unity's compilation-start event, persist intermediate state across domain reloads, reconcile after bridge reconnection, and report detailed timeout diagnostics. -- **Knowledge query output.** Summary results use one line per document, detailed results use compact path-and-line headers, and frontmatter matches expose only the relevant summary or maintenance-rule value. App Skill packages are grouped under their real application roots, and Skill caches refresh after knowledge or plugin changes. -- **Tool-call handoffs.** Provisional provider tool calls omitted from the completed response no longer appear as empty completed calls. -- **Rendered Markdown editing.** Activating the editor from rendered content preserves the scroll position, document height, and clicked caret location. -- **View runtime imports.** Default `.vue` imports remain stable with TypeScript 6 CommonJS interop. -- **File-read context.** Absolute line numbers now use compact prefixes, reducing context usage and matching compaction excerpts. - -### v0.7.4 (Removed) - -- No user-facing workflows or compatibility paths were removed. - -### v0.7.3 (Added) - -- **Codex automatic approval review.** Codex users can opt into a structured review of pending tool actions. Reviews use the latest user request and bounded local inspection data; safe actions can proceed automatically, while escalated actions show the review rationale and risk level. -- **Dangerous command interception.** Forced deletion patterns in Bash, PowerShell, and CMD request approval by default. -- **Four-state knowledge editing.** Knowledge documents now support inherited, disabled, confirmation-required, and automatic AI editing modes, with legacy metadata migration and consistent enforcement across knowledge and filesystem tools. -- **Local simulated models.** Debug mode exposes deterministic streaming, tool-call, and error-response presets without network access. -- **Atomic multi-edit batches.** The `edit` tool can apply multiple independent replacements against one original file snapshot and commits the update only when every replacement is valid. -- **Combined Unity Test discovery.** Unity Test tools discover Edit and Play Mode tests together by default and render assembly, suite, and test paths as a tree. -- **Staged context review.** Session context review creates a dedicated chat, exports the context asynchronously, and places the resulting file in the composer for inspection before sending. -- **Testing workflows.** Added isolated-instance onboarding bypass and WebView stress drivers for streaming, session switching, and live tool calls. -- **Unity Property Tree.** `unity_yaml_read` and `unity_yaml_search` now use one path-addressable property tree for scene hierarchies, components, subassets, and serialized fields, returning child paths for continued inspection when output exceeds the current budget. -- **Agent customization.** User Agents and tool-description overlays can load from `user-agents`; the Agent panel can control environment, rule, knowledge-context, and lazy-tool prompt injections and reload changed definitions immediately. -- **Session context usage.** A context-usage window breaks token consumption down across system prompts, runtime injections, messages, and tool results, with per-tool distribution and effective model output speed. -- **Per-Agent model defaults.** Model and reasoning effort defaults persist independently for each Agent, while Codex and custom providers expose prompt-prefix cache lifetime controls. - -### v0.7.3 (Fixed) - -- **Abnormal web-search continuation.** Fixed Codex hosted `web_search` results being replayed as local tool calls, which could trigger duplicate follow-up turns. -- **Windows handle leak.** Updated to the upstream-fixed Tauri/Wry runtime so window-border DPI queries no longer leak Windows device-context handles. -- **Windows Rust test startup.** Embedded the Common Controls v6 manifest in Rust unit-test binaries, preventing `STATUS_ENTRYPOINT_NOT_FOUND` while loading `TaskDialogIndirect`. -- **Child-process lifecycle.** Shell, Skill, development-server, and other child process trees are tracked by session, workspace, and application lifecycle and terminate with the owning operation. -- **Read-only additional directories.** File writes, Shell working directories, and command path targets now consistently enforce read-only additional-workspace constraints. -- **Message layout stability.** Improved message layout stability and fixed most flicker caused by streaming chat rendering, covering Markdown height reconciliation, stream-end scrolling, tool state settlement, and expansion-state retention. -- **Parallel tool execution.** Workspace mutations use path-aware coordination, same-file edits are batched safely, independent writes can overlap, and read-only subagents can run alongside compatible tools. -- **Hosted tools and background tasks.** Provider-hosted tool calls stay out of client function history, completed hosted rounds stop correctly, immediate async startup failures return directly, and notify-mode results arrive without status polling. -- **Image-only chat turns.** Compaction, paging, and turn navigation retain image prompts and exclude internal reminder turns. -- **Shell and search environment.** Search paths resolve consistently against the workspace, PowerShell guidance reflects the detected runtime, and `pwsh` is directly available from the Bash environment. -- **Unity hot-reload feedback.** Edit feedback appears only while the hot-reload pipeline is active. -- **Knowledge metadata refresh.** Document file metadata remains visible while save responses reconcile with the following refresh. -- **History graph layout.** The workspace WIP lane stays anchored to HEAD ahead of descendant branch commits. - -### v0.7.3 (Removed) - -- No user-facing workflows or compatibility paths were removed. - -### v0.7.2 (Added) - -- **Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines. -- **Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks. - -### v0.7.2 (Fixed) - -- **Reduced premature session termination.** Agent runs now continue after server-tool rounds and when Codex/Responses returns `end_turn: false`, reducing cases where a session ends before the model produces its final response. -- **Codex request compatibility.** Removed the unsupported `max_output_tokens` parameter from Codex requests, preventing the server from rejecting checkpoint-compaction requests. -- **Codex context compaction.** Codex sessions now use Remote Compaction V2 over the streaming Responses protocol with complete session identity and routing headers. Server compaction failures preserve the original context and stop the current run, preventing incompatible checkpoint state. -- **Compacted-session forks.** Forks created before the latest compaction reconstruct the correct active prompt window, and forks from assistant tool groups retain their matching outputs. This fixes empty fork context, failed compaction, and incorrect history selection anchors. -- **Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task. -- **Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace mutations are coordinated by normalized file path: writes to different files can overlap, same-path writes serialize, and read-only tools bypass mutation waits. Long waits identify the blocking sessions and tools. -- **Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session. -- **Interrupted tool history.** Resuming, forking, or continuing interrupted sessions recovers missing local tool results from recorded output and inserts explicit interruption results when necessary. A schema migration repairs terminal tool rounds in older sessions, keeping model requests and context exports valid. -- **Persistent error notifications.** Error notifications remain visible until dismissed explicitly. Success replacement, per-operation clearing, and global clearing preserve unresolved errors. -- **Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled. -- **Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path. - -### v0.7.1 (Added) - -- **Live background task updates.** Async and notify tool calls now update their original tool block as execution progresses. Shell output streams live, final results persist in session history, and background shell and Unity Test runs continue until completion or cancellation without synchronous execution deadlines. -- **Built-in Unity project-file generation.** The Locus Unity plugin can generate complete `.sln` and `.csproj` files directly from Unity's `CompilationPipeline` without Visual Studio, Rider, or VS Code integration packages. Generated workspaces retain project references, compilation defines, analyzers, and Unity project-generation callbacks. - -### v0.7.1 (Fixed) - -- **Nested subagent stack overflows.** Each child agent now runs its full loop in an independent Tokio task, separating the parent tool loop, tool execution, and child LLM loop onto distinct task stack boundaries. Ending the parent execution also aborts the child task. -- **Concurrent agent scheduling stalls.** Foreground subagents in mixed tool rounds complete before local sibling tools run. Workspace locks are scoped to normalized project paths, allowing separate projects to execute independently. Long lock waits identify the waiting tools and blocking sessions. -- **Unity parallel-edit deadlocks.** Completed asset changes are imported whenever any overlapping edit session ends, while remaining sessions continue normally. This prevents finished files from remaining outside the AssetDatabase behind a long-running sibling session. -- **Interrupted tool history.** Resuming or continuing an interrupted session now records explicit interrupted results for unfinished local tool calls, preserving a valid tool-call sequence. -- **Unity C# snippet compilation.** Common `System.IO` types now use explicit aliases in `unity_execute` and `unity_run_states`, preventing Unity Mono's internal `MonoLinqHelper.ToArray` from conflicting with LINQ `ToArray` when non-public access is enabled. -- **Unity YAML inspection guidance.** When a direct read is redirected from a Unity YAML asset, Locus now recommends both semantic YAML tools and `unity_execute` for Editor-side C# inspection, while retaining the explicit raw-read retry path. - -### v0.7.0 (Added) - -- **Python Agent SDK.** The bundled standard-library-only `locus` package exposes models, agents, tools, workspaces, sessions, custom Python callbacks, asynchronous runs, events, cancellation, input handling, and reusable workflow orchestration. -- **Expanded Unity automation.** Added dedicated Play/Edit Mode control, multi-level Console queries, Unity Test Framework discovery and execution, external script-editor integration, richer YAML inspection, improved viewport capture, and broader CLI parity testing. -- **Graphics and UI debugging workflows.** Added RenderDoc and Unity Frame Debugger capture, texture analysis, and a UI Toolkit API for inspecting, querying, interacting with, and serializing live panels. -- **Runtime debugging.** Added cooperative PlayerLoop debugging with cross-frame conditions, pause, frame stepping, inspection, and native Windows debugger discovery for CDB and WinDbg workflows. -- **Session and workspace navigation.** Pages and sessions can open in standalone windows. Added user-turn navigation, paginated history, interrupted-run resume, context export/review, compacted-context inspection, file previews, and model usage statistics. -- **Agent execution controls.** Added parallel tool scheduling with workspace locks, same-file edit batching, standardized `subagent` execution, optional background tasks with status/cancellation, inline todos, and local tool-failure logs. -- **File-driven knowledge workflows.** Design, Memory, Reference, and Skill now use file-driven Markdown operations, with a unified knowledge panel, Markdown previews, canonical Skill packages, `/grill`, and `/review-context`. -- **Codex and provider controls.** Added extended Codex context settings, optional GPT-5.6 session-title generation, native deferred tool loading for compatible custom providers, and provider-specific compaction output limits. -- **Checkpoint compaction.** Long sessions now compact into an anchored summary plus recent verbatim context, retain structured migration/export data, and expose the checkpoint contents in the compaction viewer. - -### v0.7.0 (Fixed) - -- Hardened Codex WebSocket recovery, proxy handling, compressed and continued frames, stale request cleanup, continuation state, and compaction synchronization. -- Unity execute requests can reattach after native bridge disconnects or domain reloads without running accepted requests twice. -- Improved Unity YAML parsing, serialized-value fidelity, prefab/reference handling, viewport capture, and cold-path inspection safety. -- C# diagnostics now target Unity-managed source files and append semantic warnings to hot-reload or recompile results for the current edit batch. -- Markdown file references cache path status, handle folders correctly, and avoid repeated filesystem probes during rendering. -- UI Toolkit panel snapshots refresh explicitly, stale panels are rejected, and JSON serialization has bounded depth, members, collections, strings, and total output. -- Replaced native select controls with the shared dropdown implementation and reused the provider configuration flow during onboarding. - -### v0.7.0 (Removed) - -- Removed the legacy Agent Graph, `graph_view`, and `sheet` workflows. Agent delegation now uses `subagent`, and custom interactive output uses View and Skill packages. -- Removed dedicated `knowledge_*` CRUD tools and the old standalone Todo panel. Knowledge changes use unified file-driven operations, while todos render directly in the session. - -### v0.6.0 (Added) - -- **MCP servers.** Connect external MCP servers over stdio or HTTP and use their tools from agent sessions. A new MCP settings page manages servers and their tools; MCP tool calls show confirmation cards and status in chat. Server entries can be imported from Claude Desktop, Claude Code, and Cursor configs (imported entries arrive disabled). The new `/connect` command starts a guided flow for connecting external software, picking between MCP, CLI, and HTTP channels and verifying the connection actually works. -- **Multi-model providers and a bundled models.dev catalog.** Custom models are now grouped into providers, each hosting multiple models, replacing single custom-endpoint entries. Providers can be added from the bundled models.dev catalog (70+ services with prefilled official endpoints) or configured manually in a two-step dialog with per-field validation. Reasoning options such as `enable_thinking` and thinking type can be set per model, and the model selector groups custom models by provider. Existing configurations migrate automatically; old model ids keep working. -- **External skill discovery.** Optionally discover read-only agent skills from Claude Code, Codex, and `.agents` directories — user-level and per-workspace — plus installed Claude Code plugins. Off by default. Skill activation is now split into separate auto-inject and command channels with per-skill controls; external command skills support `$ARGUMENTS` and `$1`–`$9` substitution. -- **Extra working directories.** A workspace can attach additional directories through its context menu; file tools can read and edit within them, and the workspace selector shows attached paths inline. -- **Unity object preview straight from disk.** Files Unity does not serialize (markdown, plain text, source code, binaries) now preview from disk, so previews keep working for assets Unity has not imported — such as AI-generated files under symlinked folders. Preview folding is now optional, and the asset inspector keeps previews expanded. (#114) -- **Copy selection in chat.** Right-clicking selected text in a message offers copying the selection as the first menu item. -- **View log bar toggle.** The log bar in view windows is hidden by default and can be enabled in display settings; the choice syncs across windows. - -### v0.6.0 (Fixed) - -- Command-tool friction on Windows: managed Python environment variables now apply only to Python invocations instead of the whole command environment; command output is decoded using the system ANSI code page, fixing garbled Chinese (GBK) output; long-output truncation keeps both head and tail instead of only the head. -- Deferred tools now load through Anthropic native tool references and Codex native tool search, replacing the previous meta-tool activation. -- The builtin Unity profiler sampling skill now defaults to summary injection so agents can discover it on demand; it previously shipped with injection off. -- Helper windows (plan review, diff review, import dialogs, and others) open through a pre-warmed window pool and appear faster. -- UI locale catalogs are code-split and loaded on demand. -- Session and knowledge-index databases vacuum automatically once free pages dominate the file, reclaiming disk space. -- Context menu items now carry icons with a unified layout. -- Plugin toggles apply immediately in the plugin list instead of waiting for the backend round-trip. -- The scroll wheel no longer changes focused number inputs in settings. - -### v0.6.0 (Removed) - -- The single-endpoint custom model configuration is gone, replaced by the multi-model provider dialog; existing custom endpoints migrate automatically. - -### v0.5.8 (Added) - -- **Standalone plan review.** Plan approvals can open automatically in a dedicated window selected from Display settings. The window supports reviewing the Markdown plan, approving implementation, or sending it back with an optional note. - -### v0.5.8 (Fixed) - -- **Resolved intermittent DeepSeek HTTP 400 failures on Windows.** Upgraded `schannel` from 0.1.28 to 0.1.29, preventing pending request data from being resent during TLS 1.3 renegotiation and corrupting large JSON bodies. This resolves the `400 Bad Request: Failed to parse the request body as JSON` failures tracked in [issue #48](https://github.com/r1n7aro/Locus/issues/48). ([PR #110](https://github.com/r1n7aro/Locus/pull/110)) -- **Plan approval flow.** Approval cards now render Markdown, attach optional feedback to Send back, and preserve approved plans or send-back feedback in the transcript with the correct lifecycle state. Selecting `/plan` in an idle session immediately enters sticky Plan mode. -- Fast-capable Codex models now show `Fast` in their model labels while Fast mode is enabled. -- **Exact edit tool contracts.** `edit` and `knowledge_edit` now expose one exact replacement per call. `knowledge_read` can return the stored `summary`, `body`, or `maintenanceRules` section verbatim—including whitespace and empty content—so edits can match the selected section exactly. Existing persisted batch file-edit calls remain executable. - ### v0.5.7 (Added) - **GPT-5.6 models and Fast mode.** ChatGPT subscriptions now include GPT-5.6 Sol, Terra, and Luna with a 353,400-token Codex runtime context budget and reasoning levels up to Max. The model picker also offers Fast mode for faster responses with increased subscription usage. @@ -275,7 +45,7 @@ changelogUrl: "/en/overview/latest-version" - **Per-file revert.** The changes panel, the diff review window, and a new row context menu can restore a single file to its snapshot from before the current round, without popping the undo stack. If the file has later edits, Locus asks before rolling them back. (#100) - **Automatic retry for model requests.** Connection errors, timeouts, HTTP 5xx, and 429 rate limits retry automatically, honoring `Retry-After` on 429. Retries only happen before any output has streamed; the attempt cap is adjustable in General settings (default 3, 0 disables). (#101) - **Inline `` tags routed to the thinking channel.** On the chat-completions and OpenRouter paths, inline `` segments in streamed replies are stripped from the message body and shown as thinking instead (enabled by default). -- **Subagent limits.** General settings cap `subagent` nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps. +- **Subagent limits.** General settings now cap `task` subagent nesting depth and per-session concurrency (default depth 1). Calls over the limit return an error explaining the current caps. - **`/dream` memory consolidation skill.** A built-in skill that merges duplicate memories, fixes stale facts, and prunes the Memory index. ### v0.5.5 (Fixed) diff --git a/docs/en/product/agent-governance.mdx b/docs/en/product/agent-governance.mdx index 3155630f..c277c573 100644 --- a/docs/en/product/agent-governance.mdx +++ b/docs/en/product/agent-governance.mdx @@ -10,18 +10,11 @@ Locus is built for sustained use, not one-off Q&A. That's why models, rules, too - Multi-model access: OpenRouter, Claude subscription, Claude Agent SDK, OpenAI Codex, custom endpoints - Plan mode and Build mode -- Sub-agent / `subagent` tool +- Sub-agent / task tools - Tool execution confirmation, with batch confirm - Per-round undo tracking for file changes - Raw context export - A visual dashboard for the Agent's system prompt, env, rules, runtime injections, and tool schemas -- Agents can add, update, and toggle workspace rules through the Python SDK without opening settings - -## Workspace Rules - -Select the built-in Agent with `await locus.get_agent("unity")`. Use `list_rules()` to inspect rules, `read_rule(key)` to read Markdown, `save_rule(file_name, content)` to add or update a rule, and `set_rule_enabled(key, False)` to disable one. Pass `True` to re-enable it. - -The SDK defaults to the Python session's checkout and also accepts `workspace_ref=` or `worktree=`. Rule content and enablement are stored under that workspace's `Locus/agent//`. Editing an inherited rule creates a workspace override; installed defaults and other workspaces stay unchanged. Changes appear in the existing Agent rule list and apply on the next model request, including the current run's next tool round. ## What This Solves diff --git a/docs/en/sessions/index.mdx b/docs/en/sessions/index.mdx index d186c430..1a4d5e94 100644 --- a/docs/en/sessions/index.mdx +++ b/docs/en/sessions/index.mdx @@ -25,12 +25,10 @@ The Sessions tab is the main place where you work with the Agent. | --- | --- | | `/clear` | Clear the current session and start a new conversation | | `/compact` | Compact the current context and summarize history | -| `/garbage-collection` | Reclaim unused space in the session and current project databases, keeping all data | | `/fork` | Copy the current session and switch to the copy | | `/undo` | Undo the previous conversation turn | | `/unity-console` | Attach current Unity Console messages | -| `/console-error` | Attach only current Unity Console errors | -| `/plan` | Enter plan mode (Unity sessions only) | +| `/plan` | Enter plan mode (Dev sessions only) | Installed Skills can register their own slash commands, such as `/view` and `/plugin`. diff --git a/docs/en/sessions/permissions.mdx b/docs/en/sessions/permissions.mdx index 5415ee52..b27e2343 100644 --- a/docs/en/sessions/permissions.mdx +++ b/docs/en/sessions/permissions.mdx @@ -17,7 +17,7 @@ The Agent reads and modifies your project through tool calls. Settings > Tool Pe ## How the layers stack - **Global mode**: `Auto` lets every tool call through; the rules below only apply in `Ask` mode. -- **Per-tool permissions**: in `Ask` mode, each tool can be set to `Auto` or `Ask` individually. Without an override, defaults apply: read-type tools (`read`, `grep`, searches and queries) run automatically, while modifying and executing tools (`write`, `edit`, `bash`, `web_fetch`, `unity_execute`, `unity_run_states`, `subagent`) require confirmation. +- **Per-tool permissions**: in `Ask` mode, each tool can be set to `Auto` or `Ask` individually. Without an override, defaults apply: read-type tools (`read`, `grep`, searches and queries) run automatically, while modifying and executing tools (`write`, `edit`, `bash`, `web_fetch`, `unity_execute`, `unity_run_states`, `task`) require confirmation. - **Behavior approvals**: extra gates that work independently of the global mode, described below. ## Approval cards diff --git a/docs/en/sessions/plan-mode.mdx b/docs/en/sessions/plan-mode.mdx index 92ee0c97..826a4e4b 100644 --- a/docs/en/sessions/plan-mode.mdx +++ b/docs/en/sessions/plan-mode.mdx @@ -19,7 +19,7 @@ Typical cases for plan mode: ## Entering and exiting -Type `/plan` in the composer with your task description (available in Unity sessions only). A sticky banner appears at the top of the conversation reading `Plan mode (read-only)`, with an `Exit plan mode` button to leave manually at any time. +Type `/plan` in the composer with your task description (available in Dev sessions only). A sticky banner appears at the top of the conversation reading `Plan mode (read-only)`, with an `Exit plan mode` button to leave manually at any time. Settings > Default Models has a `Plan Mode Model` slot: the session switches to it automatically when entering plan mode, so you can plan with a stronger reasoning model and execute with a faster one. diff --git a/docs/en/settings/general.mdx b/docs/en/settings/general.mdx index 48e75b98..2422f2e1 100644 --- a/docs/en/settings/general.mdx +++ b/docs/en/settings/general.mdx @@ -14,7 +14,6 @@ The `General` group in Settings collects interface and environment configuration - **`Close Behavior`**: closing the main window either runs `Exit App` or `Minimize to Tray`. - **`Local Data Storage`**: where sessions and memory files live (Knowledge content stays in the project directory). `Open Directory` or `Change Location`; a move finishes after restart. - **`Temporary Files`**: large tool outputs and runtime temp files. `Clear` frees space; historical sessions still open afterwards, and cleared large tool outputs show as `Full output deleted`. -- **`Session File Undo`**: records each round of Agent file changes for review and undo. Turning it off stops automatic Git snapshots; writes with known file paths still coordinate access to the same file, and Unity execution keeps its required serialization. - **`Git Runtime`**: the Git that Locus uses for version control, undo, and change analysis. Choose the managed Git or one installed on your system. - **`Python Runtime`**: the interpreter the bash tool uses for `python` and `pip`. Managed Python installs packages into the data directory instead of your system environment. - **`Reset All Settings`**: clears the configuration and re-enters the onboarding flow. diff --git a/docs/en/settings/models.mdx b/docs/en/settings/models.mdx index 844a74c4..e0c1bbbd 100644 --- a/docs/en/settings/models.mdx +++ b/docs/en/settings/models.mdx @@ -10,7 +10,7 @@ Locus needs a remote AI service as its reasoning engine, and the model's quality ## Subscription accounts - **`Claude Subscription`**: click `Sign In`, log in to your Claude account in the browser, then copy the authorization code shown after approval and paste it back into Locus. If Claude Code is installed, `Import from Claude Code` reuses its login. Once signed in, `Remaining quota` shows the `5-hour limit` and weekly windows. -- **`ChatGPT Subscription (Device Auth)`**: click `Sign in with ChatGPT`, visit the link in your browser, and enter the code to authorize. Compatible with ChatGPT Pro / Plus plans. `Import from Codex CLI` is also available. After sign-in, quota shows the `Short window` and `Long window` remaining. `Context window` defaults to 272K and accepts values from 16K to 1M; the automatic compaction threshold scales with it. +- **`ChatGPT Subscription (Device Auth)`**: click `Sign in with ChatGPT`, visit the link in your browser, and enter the code to authorize. Compatible with ChatGPT Pro / Plus plans. `Import from Codex CLI` is also available. After sign-in, quota shows the `Short window` and `Long window` remaining. - **`Claude Code CLI`**: Locus only calls the system `claude` command; Claude Code manages its own login state. If the CLI is detected but not logged in, run `claude` in a terminal and complete `/login`. `Test connection` sends a one-word probe through the CLI to verify the endpoint, credentials, and proxy a real run would use. Models from this source stay out of the model list until you turn on `Enable Claude Code CLI models` (experimental) in the `Default Models` tab. - **`OpenRouter`**: paste an API key. A unified gateway for Claude, GPT, Gemini, and more. @@ -37,7 +37,7 @@ The `Default Models` tab assigns models per scenario; unset slots follow your cu - **`Main Chat Model`**: the default for the main chat session. - **`Plan Mode Model`**: applied automatically when switching to plan mode, so plan design can use a stronger reasoning model. See [Plan mode](/en/sessions/plan-mode). -- **`Sub-agent Models`**: per-subagent model, reasoning-effort, and response-speed overrides used when the Agent dispatches sub-tasks. Unset options inherit the current session; speed can explicitly use Standard or Fast. +- **`Sub-agent Models`**: per-subagent overrides used when the Agent dispatches sub-tasks; unset sub-agents inherit the session model. Sub-tasks are usually more mechanical, and a faster model there cuts cost noticeably. ## Privacy boundary diff --git a/docs/en/unity/index.mdx b/docs/en/unity/index.mdx index 01726be8..e99c075e 100644 --- a/docs/en/unity/index.mdx +++ b/docs/en/unity/index.mdx @@ -41,33 +41,6 @@ Quick actions: Two companion menu items send editor content to Locus: with an asset selected, use `Assets > Send to Locus`; with a scene object selected, use `GameObject > Send to Locus`. The selection appears in the Locus composer as a reference. -Editor extensions can also call the public API and choose whether the references go to the focused session or a new session: - -```csharp -using Locus; - -LocusEditorWindow.SendToLocus(SendToLocusMode.FocusedSession); -LocusEditorWindow.SendToLocus(SendToLocusMode.NewSession); -``` - -Omitting the argument uses `FocusedSession`. `NewSession` switches to a new session draft, attaches the current Unity selection there, and leaves the existing session unchanged. - -Pass local files and folders explicitly with `LocusFileAttachment`: - -```csharp -LocusEditorWindow.SendToLocus( - new[] - { - new LocusFileAttachment( - replayPath, - typeLabel: "Replay", - source: "replay-timeline") - }, - SendToLocusMode.NewSession); -``` - -Paths must exist when the API is called. Invalid paths are ignored, and the API returns `false` when none remain. - ## Tuanjie engine Locus recognizes the Tuanjie engine (the Chinese edition of Unity) automatically: launch discovery, process detection, and the connection flow are identical to Unity, with no extra configuration. diff --git a/docs/extensions/plugins-and-views.mdx b/docs/extensions/plugins-and-views.mdx index 9fa051f1..4a20eee5 100644 --- a/docs/extensions/plugins-and-views.mdx +++ b/docs/extensions/plugins-and-views.mdx @@ -41,7 +41,7 @@ description: 插件的安装、管理与自定义视图面板 视图(View)是通过 Locus 自身前端运行的自定义项目编辑器面板:Agent 可以把 Vue 界面、运行脚本和 Unity 属性数据组合为一个 View package,作为独立工具运行,例如关卡配置表编辑器、技能数值面板。 - **查看**:顶部「视图」页列出当前工作区的全部视图,点击名称即可打开;部分视图需要 Unity 编辑器连接。 -- **创建**:在会话中输入 `/view` 并描述需求,Agent 使用一个 Vue 文件组合现有画布、图编辑器、表格和 Unity 控件;不填配置时直接使用文件名,需要自定义名称、图标或 Unity 连接要求时写在文件内。SDK 可按需初始化目录结构。 +- **创建**:在会话中输入 `/view` 并描述需求,Agent 会进入 View 工作流创建或更新视图。 - **整理**:拖拽条目调整顺序或移入文件夹,右键条目可新建文件夹、重命名、移动或删除。由插件安装的视图随插件管理,需卸载插件后才能删除。 - **列表入口**:「设置 → 显示」的`会话列表中显示视图`可让视图入口出现在会话页左侧。 diff --git a/docs/images/overview/install-and-setup/git-config.png b/docs/images/overview/install-and-setup/git-config.png index cef80637..9ba60c7e 100644 Binary files a/docs/images/overview/install-and-setup/git-config.png and b/docs/images/overview/install-and-setup/git-config.png differ diff --git a/docs/knowledge/index.mdx b/docs/knowledge/index.mdx index 90257427..0320cfe8 100644 --- a/docs/knowledge/index.mdx +++ b/docs/knowledge/index.mdx @@ -1,21 +1,20 @@ --- title: 知识 -description: 五类知识各自的分工、目录树徽标与总览统计的读法 +description: 四类知识各自的分工、目录树徽标与总览统计的读法 --- -「知识」页面管理 Agent 的项目知识库。所有知识以 Markdown 文档形式存放,按用途分为五类,统一参与检索与注入。Agent 依赖这些内容理解项目背景,不需要在每次会话里重新解释。 +「知识」页面管理 Agent 的项目知识库。所有知识以 Markdown 文档形式存放,按用途分为四类,统一参与检索与注入。Agent 依赖这些内容理解项目背景,不需要在每次会话里重新解释。 ![img](/images/overview/page-tour/knowledge-types.png) -## 五类知识 +## 四类知识 - **Design(项目设计)**:记录项目设计需求与事实基准,解决「Agent 不知道你要什么」的问题。AI 可从会话中总结更新(需审批),后续任务会把其中内容视为需求依据。 -- **Plan(执行计划)**:保存任务计划、里程碑、依赖与进度,帮助 Agent 在跨会话执行中持续跟踪下一步工作。 - **Memory(长期记忆)**:由 AI 自动维护的经验性信息,解决「每次会话都从零开始」的问题。默认预设`项目理解`、`错题本`、`用户偏好`三个模块。 - **Skill(标准流程)**:把高频工作流固化为文档,解决「同类任务每次都要重新交代」的问题。可通过 / 指令或自动召回触发。 - **Reference(参考资料)**:外部只读资料库,解决「Agent 需要项目之外的资料」的问题。支持导入本地文件夹、Unity 官方文档与飞书文档。 -Design 与 Memory 的维护方式见 [Design 与 Memory](/knowledge/memory-and-design),Skill 与 Reference 见 [Skill 与 Reference](/knowledge/skills-and-references)。 +前两类的维护方式见 [Design 与 Memory](/knowledge/memory-and-design),后两类见 [Skill 与 Reference](/knowledge/skills-and-references)。 ## 目录树与徽标 diff --git a/docs/knowledge/injection.mdx b/docs/knowledge/injection.mdx index dd888560..0fc67752 100644 --- a/docs/knowledge/injection.mdx +++ b/docs/knowledge/injection.mdx @@ -17,9 +17,7 @@ Agent 获取知识有两条路:常驻注入与检索。常驻注入的内容 - **`L2 - 全文注入`**:将维护规则与正文作为常驻知识注入。适合篇幅可控、几乎每个任务都要参照的内容。 - **`L3 - 全文规则注入`**:将维护规则与正文完整注入为规则,适合高优先级的长期约束,例如必须遵守的项目规范。 -Skill 文档是例外:模型只能通过注入的结构行发现 Skill,因此这一档在 Skill 上显示为`不注入`——等于关闭自动召回,只能通过指令触发使用。 - -默认档位按类型区分:Design 与 Plan 文档默认 `L0 - 路径注入`,Skill 文档默认 `L1 - 摘要注入`,Memory 与 Reference 文档默认`仅搜索`。Memory 的三个预设模块出厂时已按用途调好档位(错题本 L2、用户偏好 L3、项目理解 L0),见 [Design 与 Memory](/knowledge/memory-and-design)。 +默认档位按类型区分:Design 文档默认 `L0 - 路径注入`,Skill 文档默认 `L1 - 摘要注入`,Memory 与 Reference 文档默认`仅搜索`。Memory 的三个预设模块出厂时已按用途调好档位(错题本 L2、用户偏好 L3、项目理解 L0),见 [Design 与 Memory](/knowledge/memory-and-design)。 ## 摘要 diff --git a/docs/knowledge/memory-and-design.mdx b/docs/knowledge/memory-and-design.mdx index 4fe0d55b..946b60ff 100644 --- a/docs/knowledge/memory-and-design.mdx +++ b/docs/knowledge/memory-and-design.mdx @@ -21,9 +21,7 @@ Memory 由 AI 自动维护,默认预设三个模块: - **`错题本`**:踩过的坑与修正后的结论,避免重复犯错,项目级共享。 - **`用户偏好`**:你的个人习惯(沟通语言、代码风格偏好等),作用域为用户级,跨项目生效。 -Memory 文档与其他类型使用同一套[注入档位](/knowledge/injection),预设模块出厂时已按用途调好:`错题本`全文注入(L2),`用户偏好`作为规则注入(L3),`项目理解`仅注入路径(L0)、正文按需读取;自定义 Memory 文档默认`仅搜索`,可在配置侧栏自行调档。常驻注入的文件越多、内容越长,每次请求的负担越高。`Memory 仪表盘`显示`常驻上下文负担`与维护 token 估算,条目膨胀时应及时精简。Memory 是 AI 的经验性总结,建议定期检查,手动修改或删除不准确的条目。 - -运行 `/dream` 可以集中整理 Memory、计划、Skill 和 Design。Agent 会判断哪些内容对后续实现有复用价值,再按现有权限和维护规则决定精简、更新、保留或不作改动;计划完成不意味着一定要写入 Memory。进入 Memory 的内容会压缩为简洁的结论、经验或约束,避免重复记录容易从代码检索到的工程细节。 +Memory 文档与其他类型使用同一套[注入档位](/knowledge/injection),预设模块出厂时已按用途调好:`错题本`全文注入(L2),`用户偏好`作为规则注入(L3),`项目理解`仅注入路径(L0)、正文按需读取;自定义 Memory 文档默认`仅搜索`,可在配置侧栏自行调档。常驻注入的文件越多、内容越长,每次请求的负担越高。`Memory 仪表盘`显示`常驻上下文负担`与维护 token 估算,条目膨胀时应及时精简。Memory 是 AI 的经验性总结,建议定期检查,手动修改或删除不准确的条目;也可以用 `/dream` 指令发起一次专门的记忆整理会话,按维护规则合并重复、删除过期条目,并对照当前工程抽查结论是否仍然成立。 ## 自定义 Memory 文档 diff --git a/docs/overview/in-progress.mdx b/docs/overview/in-progress.mdx index f80939a4..ce2333cc 100644 --- a/docs/overview/in-progress.mdx +++ b/docs/overview/in-progress.mdx @@ -15,7 +15,7 @@ description: 已在积极实施与迭代的能力方向。 ## 知识与检索 -`Design / Plan / Memory / Skill / Reference` 五类文档已统一在同一个工作区内,正在持续完善导入、检索、注入预览和检索配置等环节。 +`Design / Memory / Skill / Reference` 四类文档已统一在同一个工作区内,正在持续完善导入、检索、注入预览和检索配置等环节。 ## Git 与语义 Diff diff --git a/docs/overview/latest-version.mdx b/docs/overview/latest-version.mdx index 4b1c687d..fee8f255 100644 --- a/docs/overview/latest-version.mdx +++ b/docs/overview/latest-version.mdx @@ -1,9 +1,9 @@ --- title: "当前版本" -description: "Locus v0.8.2 (2026-09-05)" +description: "Locus v0.5.7 (2026-07-10)" sidebarTitle: "当前版本" -version: "0.8.2" -releasedAt: "2026-09-05" +version: "0.5.7" +releasedAt: "2026-07-10" channel: "stable" updateTitle: "发现新版本" changelogUrl: "/overview/latest-version" @@ -11,242 +11,12 @@ changelogUrl: "/overview/latest-version" ## 下载 -- [Windows x64](https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-setup.exe) -- [Windows x64(系统 Python/Git)](https://github.com/r1n7aro/Locus/releases/download/v0.8.2/locus_0.8.2_x64-without_embed_python_git-setup.exe) +- [Windows x64](https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-setup.exe) +- [Windows x64(系统 Python/Git)](https://github.com/r1n7aro/Locus/releases/download/v0.5.7/locus_0.5.7_x64-without_embed_python_git-setup.exe) - [GitHub Releases](https://github.com/r1n7aro/Locus/releases) ## 变更列表 -### v0.8.2(新增) - -- ChatGPT 订阅模型新增 GPT-6 Astra,支持思考强度与 Fast 模式;配置的上下文窗口现适用于全部订阅模型。 -- 模型选择器新增会话级 Multi-Agent 控制,选择状态会随会话重载、分屏、独立窗口和会话分叉保留。 -- Python SDK 支持任务列表、查询、等待与取消,父子及同级 Agent 间消息通信,以及在原会话内续跑失败或取消的子 Agent。任务支持短名称和完整输出日志。升级后默认启用后台执行,可在实验性设置中关闭。 -- Explorer 可通过有界、只读的 C# 查询调查实时 Unity 数据,并结合代码与资产搜索返回结果。 -- 归档会话与 Unity Inspector 内容统一在工作台编辑器标签中打开;Unity 选中对象和文件附件会发送到对应工作区最近聚焦的输入框。 - -### v0.8.2(修复) - -- 对齐 Codex 订阅的 Responses 协议,支持工具命名空间、WebSocket 预热、HTTP 回退及请求压缩。会话重新打开或重连后保留原始响应项与加密推理内容;失败或不完整的响应会在执行工具前停止。 -- 修正远程压缩对文本和图片的保留预算,并统一前后端对订阅模型上下文配置的应用。 -- 子 Agent 使用自身配置的模型、提供方、凭据、思考强度和速度设置,修复模型名称已切换但请求仍走父 Agent 提供方的问题。 -- 后台结果和 Agent 消息在投递前持久化,重试不会重复通知,前台轮次结束也不会覆盖后台结果。会话迁移保留旧上下文导出能力,历史缺失字段显式写为 empty。 -- Agent 页面、工作台编辑器、会话操作和独立窗口保持绑定所选工作区;磁盘文件变化后重新校验预览,同时保留未保存的编辑。 -- 修复大量日志下控制台虚拟列表的行高测量、滚动和窗口缩放,并补充运行时卡顿与桥接诊断。 -- Unity 重编译结果在重试后仍可读取,并与发起操作正确关联。Plan 模式禁止重编译、测试执行和 Editor 状态变更,同时保留只读调查。 -- 收敛 Unity 操作规则,明确已验证的编辑目标、Prefab 实例范围、通过 Unity API 修改结构化资产,以及沿用任务中已有授权。 - -### v0.8.2(移除) - -- 移除独立的 get_task_status 和 cancel_task 工具,任务控制统一使用 Python SDK 内置接口。 -- Inspector 与归档会话工作流迁入工作台后,移除旧独立 Inspector 界面和设置中的归档会话页。 -- 移除已合并的内置 Unity 规则文件;升级安装时清理旧内置副本,保留用户 Agent 定义与项目覆盖规则。 -- 移除旧 dev Agent 兼容路径,其定义、规则和模型偏好不再加载或合并到 Unity;升级安装时清理内置 agent/dev 目录。 - -### v0.8.1(新增) - -- **文本缩放与 Markdown 编辑。** Markdown 编辑器与预览、文本查看器、Diff 和 Merge 支持 Ctrl+滚轮缩放;工作区 Markdown 文件默认使用 CodeMirror 渲染态编辑。 - -### v0.8.1(修复) - -- 修复工作台会话编辑器的功能缺失,恢复上下文压缩、中断续跑、Plan 模式、整会话与指定消息分叉、历史导航、上下文导出与审查,以及归属当前分屏的思考和文件修改面板。 -- 分屏会话在编辑器重新挂载后继续保留草稿、执行配置、Todo、后台任务状态、撤回与 Diff 状态、滚动历史和会话操作。 -- 文件、知识、Unity 和原生拖放操作始终绑定其来源工作区与会话。 -- 知识文档大纲会对齐正文起点,并按可用视口计算高度。 -- 重新显示的系统资源会回到工作区根节点首位。 -- ONNX Runtime 准备流程支持断点续传,并校验下载包与运行时文件完整性。 -- 文件修改面板缩放、撤回选择、命令列表和关闭控件补齐键盘操作能力。 - -### v0.8.1(移除) - -- 本版本没有移除面向用户的工作流或兼容路径。 - -### v0.8.0(新增) - -- **多工作区同时运行。** 可在同一 Locus 实例中打开多个项目与 Git worktree,并行运行会话、Unity、知识索引、资产数据库及工作区服务。每个工作区保持独立的执行上下文、运行状态与资源缓存。 -- **VS Code 式分屏工作台。** 会话、文件、知识文档、Unity 资产和 View 统一以编辑器标签打开;标签可拖动排序、四向分屏、跨分屏移动或拖出原生窗口。窗口、分屏、标签、草稿、滚动位置及未保存内容支持恢复。 -- **开发工作区树。** 会话、知识、协作与文件统一进入一棵工作区树,支持单工作区与多工作区显示、树预设、虚拟文件夹、目录挂载及节点显隐。 -- **持久化 Markdown 编辑。** 知识文档迁移到 CodeMirror 6,实时预览与源码模式共享同一编辑器;文档切换和分屏期间保留选区、撤销历史、滚动位置、草稿与未保存修改。 -- **知识工作流扩展。** 新增第五类知识 `Plan`;项目可在 `Locus/skills` 下维护可写 Skill Package;文件变化后自动刷新 Skill;同时加入文档大纲、正文缓存和冲突感知的协同编辑。 -- **工作区与 Unity 引用搜索。** Chat 的 `@` 搜索覆盖工作区文件、文件夹及实时 Unity 场景对象,并提供排序后的结果和明确对象引用。 -- **更完整的 Unity 检查。** `unity_yaml_read` 可选择显示激活状态、Prefab 来源、世界变换、RectTransform 范围、Tag、Layer 和组件等层级字段;SubScene 可继续读取其 Authoring Scene;可调序列化字段可渲染为内联属性控件。 -- **Unity 协作与增量同步。** Workspace Change Journal 根据可验证的文件事件选择定向导入、全量刷新或跳过重编译;实验性 `unity_lock` 与 `unity_release` 可协调多个 Agent 共用一个 Editor。 -- **运行时与供应商控制。** 子 Agent 默认值扩展为模型、思考强度和响应速度;自定义 Responses 供应商可启用 Codex V2 远程压缩;支持的 DeepSeek V4 路由会规范化推理内容回放。 -- **会话 SDK 与诊断。** Python SDK 可列出运行中的会话,并向另一个活动运行发送带来源信息的输入。调试模式加入 DevTools 控制、CDP 端口发现、WebView Bridge 诊断和有界日志批处理。 - -### v0.8.0(修复) - -- 加强多工作区之间的会话事件、Unity 服务、MCP、C# 分析、资产数据库、知识、Diff/Merge、View 和缓存隔离。 -- 切换工作区作用域后会刷新 Unity 插件的安装或更新提示;较晚完成的状态检查与临时失败不会覆盖较新的事件状态。 -- 标签移动、窗口交接及编辑器重新挂载期间,会保留流式会话、输入草稿、待确认操作、排队附件、图片预览和未保存文件。 -- 发送失败、取消或被后端撤回的乐观消息会把完整本地文件附件与绝对路径恢复到输入框。 -- 目标窗口创建失败或交接超时时,标签及编辑状态会安全保留在原窗口。 -- 手动上下文压缩可在当前运行后排队,并优先于后续排队输入执行;子 Agent 会话可独立控制。 -- Responses API 的引用会写入会话存储及上下文导出;增量 UTF-8 解码会保留跨流式分块的多字节字符。 -- 流式 Markdown、语法高亮、折叠工具交互和工具文件预览在内容增长及流结束时保持稳定。 -- 中断或失败的子 Agent 会返回已经持久化的部分输出;延迟工具按精确 wire name 加载;图片工具会在执行前检查模型的图像理解能力。 -- Unity 恢复流程会显示 Safe Mode 与 Editor 日志路径,等待弹窗状态切换,并通过 Test Framework 生命周期取消中断的 Unity Test。 -- 折叠工具调用使用简洁界面标签,展开后继续显示精确的等宽工具标识符。 - -### v0.8.0(移除) - -- 移除旧一级“项目”入口与第二层工作区栏,统一由“开发”工作台和工作区树承载。 -- CodeMirror 迁移完成后,移除 Vditor 编辑器及其旧渲染和兼容路径。 -- 移除手动 `skill_reload` 工具,Skill 文件变化后由 Locus 自动刷新清单。 - -### v0.7.4(新增) - -- **可配置的 Codex 上下文窗口。** ChatGPT 订阅模型支持 16K 至 1M Tokens,默认 272K;有效上下文与自动压缩阈值随配置同步调整,旧版“扩展上下文”设置会迁移为 372K。 -- **提示词缓存诊断。** 会话上下文用量会根据服务端统计记录缓存失效,包括模型或提供方切换、异常未缓存输入增长;诊断记录会写入上下文导出,并可在通知设置中启用应用内警告。 -- **Prefab 感知的 Unity Property Tree。** `unity_yaml_read` 会标明实时 Editor 或磁盘 YAML 来源,支持配置数组展开数量,合并 Prefab 源与 Variant 数据,标记覆盖属性,折叠相同的重复 Prefab 实例,并返回可读的子资源语义路径。 -- **更安全的 `unity_execute` 结构化输出。** `printJson` 支持匿名对象、存储字段、字典、已物化集合、共享与循环引用及嵌套 Unity 对象;延迟枚举器与目标属性 getter 保持未执行状态。 -- **快速开发安装包。** `bun run build:installers` 可生成采用增量编译和 zlib 压缩的开发安装包;发布安装包继续使用 ThinLTO,并生成两种运行时版本。 - -### v0.7.4(修复) - -- **Unity 重编译生命周期。** 重编译请求会等待 Unity 发出编译开始事件,在 Domain Reload 期间持久化中间状态,连接恢复后继续核对结果,并提供完整的超时诊断。 -- **知识查询输出。** 摘要模式每篇文档占一行,详细模式使用紧凑的路径与行号标题;Frontmatter 命中仅返回相关摘要或维护规则。应用 Skill 包会归入真实应用目录,知识或插件变化后会立即刷新 Skill 缓存。 -- **工具调用交接。** Provider 预告后未出现在最终响应中的工具调用,不再显示为空的已完成调用。 -- **渲染态 Markdown 编辑。** 从渲染内容进入编辑时会保留滚动位置、文档高度和点击位置对应的光标。 -- **View 运行时导入。** TypeScript 6 CommonJS 互操作下的 `.vue` 默认导入保持稳定。 -- **文件读取上下文。** 绝对行号改用紧凑前缀,减少上下文占用,并与压缩摘录格式保持一致。 - -### v0.7.4(移除) - -- 本版本没有移除面向用户的工作流或兼容路径。 - -### v0.7.3(新增) - -- **Codex 自动审批审查。** Codex 用户可选择启用待批准操作的结构化审查。审查仅使用最近一条用户请求与受限的本地检查信息;安全操作可自动继续,需要人工判断时会显示风险级别与审查理由。 -- **危险命令拦截。** Bash、PowerShell 和 CMD 中的强制删除命令默认请求批准。 -- **知识文档四态编辑。** 知识文档支持继承、禁止 AI 编辑、用户确认后编辑和自动编辑,并迁移旧元数据,在知识工具与文件工具中统一执行约束。 -- **本地模拟模型。** Debug 模式提供确定性的流式回复、工具调用与错误回复预设,全程本地运行。 -- **原子批量编辑。** `edit` 可基于同一份原始文件快照执行多处独立替换,全部校验成功后一次写入。 -- **Unity Test 联合发现。** Unity Test 工具默认同时发现 Edit 和 Play Mode 测试,并按模式、程序集、套件和测试输出树状结构。 -- **上下文审查附件。** 会话回顾会创建独立聊天、异步导出上下文,并将导出文件放入输入区供发送前检查。 -- **测试工作流。** 新增隔离实例跳过首次引导,以及聊天流式渲染、会话切换和实时工具调用的 WebView 压力测试。 -- **Unity Property Tree。** `unity_yaml_read` 和 `unity_yaml_search` 统一使用可逐层展开、可按路径续读的属性树,覆盖场景层级、组件、子资源与序列化字段,并在超出输出预算时返回可继续读取的子路径。 -- **Agent 定制。** 支持从 `user-agents` 加载用户 Agent 与工具描述覆盖,在 Agent 面板中控制环境、规则、知识上下文及延迟工具清单等提示词注入项,并在配置变化后即时重载。 -- **会话上下文用量。** 新增上下文用量窗口,按系统提示、运行时注入、会话消息和工具结果拆分 token 占用,并显示工具调用分布与模型有效输出速度。 -- **每 Agent 模型默认值。** 模型和推理强度可按 Agent 独立保存;Codex 与自定义供应商可设置提示词前缀缓存有效期。 - -### v0.7.3(修复) - -- **Web 搜索异常续轮。** 修复 Codex 托管 `web_search` 结果被重复回放为本地工具调用、进而触发异常重复续轮的问题。 -- **Windows 句柄泄漏。** 更新到包含上游修复的 Tauri/Wry 运行时,避免窗口边框 DPI 查询持续泄漏 Windows 设备上下文句柄。 -- **Windows Rust 测试启动。** 为 Rust 单元测试二进制嵌入 Common Controls v6 清单,修复加载 `TaskDialogIndirect` 时触发 `STATUS_ENTRYPOINT_NOT_FOUND` 的问题。 -- **子进程生命周期。** Shell、Skill、开发服务器及其他子进程按会话、工作区和应用生命周期统一管理;取消会话、切换工作区或退出应用时会终止对应进程树。 -- **只读附加目录。** 文件写入、Shell 工作目录和命令路径统一遵守附加工作目录的只读约束。 -- **消息界面布局稳定性。** 增强消息界面的布局稳定性,修复了大部分会话流式渲染造成的闪烁问题,覆盖 Markdown 高度对账、流结束滚动、工具状态收敛与展开状态保留。 -- **并行工具执行。** 工作区写入按路径协调,同文件编辑安全合并,独立写入可并行执行,只读子 Agent 可与兼容工具同时运行。 -- **托管工具与后台任务。** 服务端托管工具不会作为本地函数历史重复回放;托管轮次可正确结束;异步启动失败会直接返回;notify 结果会自动送达。 -- **纯图片聊天轮次。** 上下文压缩、历史分页与轮次导航会保留图片提示,并排除内部提醒轮次。 -- **Shell 与搜索环境。** 搜索路径统一按工作区解析,PowerShell 提示与实际运行时保持一致,Bash 环境可直接调用 `pwsh`。 -- **Unity 热重载反馈。** 编辑状态仅在热重载管线启用时显示。 -- **知识元数据刷新。** 保存响应与后续刷新交接期间,文档文件元数据保持可见。 -- **历史图布局。** 工作区 WIP 主线会优先连接 HEAD,避免被后代分支占用。 - -### v0.7.3(移除) - -- 本版本未移除面向用户的工作流或兼容路径。 - -### v0.7.2(新增) - -- **后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。 -- **内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。 - -### v0.7.2(修复) - -- **减少会话提前异常中断。** 服务端工具轮次完成后,以及 Codex/Responses 返回 `end_turn: false` 时,Agent 会继续生成后续回复,减少会话在最终答复前提前结束的情况。 -- **Codex 请求兼容性。** 移除 Codex 服务端不支持的 `max_output_tokens` 参数,避免 checkpoint 上下文压缩请求被服务端拒绝。 -- **Codex 上下文压缩。** Codex 会话改用 Remote Compaction V2 流式协议,并携带完整会话标识与路由信息;服务端压缩失败时保留原上下文并停止当前运行,避免写入不兼容的压缩状态。 -- **压缩会话分叉。** 从压缩前的历史位置创建分叉时,Locus 会重建对应的活动上下文窗口;从工具调用组分叉时同时保留其工具输出,修复分叉后上下文为空、压缩失败或选择定位错误。 -- **subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。 -- **并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区变更按规范化文件路径协调:不同文件可并行写入,同一路径按顺序执行,读取类工具无需等待;长时间等待会显示占用会话与工具。 -- **Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。 -- **中断工具历史。** 恢复、分叉或继续中断会话时,缺失的本地工具结果会从已记录输出恢复,无法恢复时写入明确的中断结果;旧会话会通过迁移补齐终止工具轮次,保持模型请求与上下文导出的工具调用序列完整。 -- **错误通知保留。** 错误通知会持续显示,直到用户主动关闭;成功状态替换、按操作清理与全局清理会保留尚未处理的错误。 -- **Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。 -- **Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。 - -### v0.7.1(新增) - -- **后台任务实时状态。** `async` 和 `notify` 工具调用会在原工具块中持续更新执行状态。Shell 输出可实时显示,最终结果会写入会话历史;后台 Shell 与 Unity Test 任务会持续运行至完成或取消,不再应用同步执行超时。 -- **内置 Unity 项目文件生成器。** Locus Unity 插件可直接根据 Unity `CompilationPipeline` 生成完整的 `.sln` 和 `.csproj`,无需安装 Visual Studio、Rider 或 VS Code 集成包;生成结果保留项目引用、编译定义、分析器和 Unity 项目生成回调。 - -### v0.7.1(修复) - -- **subagent 栈溢出。** 子 Agent 的完整运行循环改为使用独立 Tokio 任务,使父工具循环、工具执行与子 LLM 循环拥有分离的任务栈;父任务结束时会同步终止子任务。 -- **并发 Agent 调度卡住。** 同一工具轮次中的前台 subagent 会先完成,再执行本地同级工具。工作区锁按规范化项目路径隔离,不同项目可独立运行;长时间锁等待会显示等待工具与占用会话。 -- **Unity 并行编辑死锁。** 任一重叠编辑会话结束时,已经完成的资源变更会立即导入,其余会话继续运行,避免完成文件因同级长任务持续停留在 AssetDatabase 之外。 -- **中断工具历史。** 恢复或继续中断会话时,未完成的本地工具调用会写入明确的中断结果,保持工具调用序列完整。 -- **Unity C# 动态代码编译。** `unity_execute` 和 `unity_run_states` 使用显式别名提供常用 `System.IO` 类型,避免启用非公开访问时 Unity Mono 内部 `MonoLinqHelper.ToArray` 与 LINQ `ToArray` 冲突。 -- **Unity YAML 检查引导。** 直接读取 Unity YAML 资源被重定向时,Locus 会同时推荐语义化 YAML 工具和通过 `unity_execute` 在 Editor 内运行 C# 检查,并保留明确的原始内容重试入口。 - -### v0.7.0(新增) - -- **Python Agent SDK。** 内置仅依赖标准库的 `locus` 包,覆盖模型、Agent、工具、工作区、会话、自定义 Python 回调、异步运行、事件、取消、问答及可复用 workflow 编排。 -- **Unity 自动化扩展。** 新增运行态切换、Console 多级筛选、Unity Test Framework 测试发现与执行、外部脚本编辑器接入、更完整的 YAML 检查、视口捕获及 CLI 一致性测试。 -- **图形与 UI 调试工作流。** 新增 RenderDoc、Unity Frame Debugger、纹理分析,以及用于检查、查询、交互和序列化实时面板的 UI Toolkit API。 -- **运行时调试。** 新增 PlayerLoop 协作调试,可跨帧等待条件、暂停、逐帧执行和检查状态;同时支持发现 CDB、WinDbg 等 Windows 原生调试器。 -- **会话与工作区导航。** 页面和会话可在独立窗口打开。新增用户轮次导航、分页历史、中断续接、上下文导出与回顾、压缩上下文查看、文件预览和模型调用统计。 -- **Agent 执行控制。** 新增带工作区锁的并行工具调度、同文件编辑合并、标准化 `subagent`、可选后台任务及状态/取消接口、会话内 Todo 和本地工具失败日志。 -- **文件驱动的知识工作流。** Design、Memory、Reference、Skill 统一采用文件驱动的 Markdown 操作,并加入统一知识面板、Markdown 预览、规范化 Skill Package、`/grill` 与 `/review-context`。 -- **Codex 与供应商控制。** 新增 Codex 扩展上下文、可选 GPT-5.6 会话标题生成、兼容供应商的原生延迟工具加载,以及按供应商生效的压缩输出限制。 -- **Checkpoint 上下文压缩。** 长会话压缩为锚定摘要与近期完整上下文,迁移和导出保留结构化数据,压缩查看器可直接展示 checkpoint 内容。 - -### v0.7.0(修复) - -- 强化 Codex WebSocket 恢复、代理连接、压缩与续帧处理、失效请求清理、会话续接状态和上下文压缩同步。 -- Unity 执行请求可在 Native Bridge 断线或域重载后重新附着,并通过幂等执行避免已接受请求重复运行。 -- 改进 Unity YAML 解析、序列化值还原、Prefab 与引用处理、视口捕获和冷路径检查安全性。 -- C# 诊断限定为 Unity 托管源码,并在 hot reload 或 recompile 结果中追加当前编辑批次的语义警告。 -- Markdown 文件引用缓存路径状态,正确处理文件夹,并减少渲染期间的重复文件系统查询。 -- UI Toolkit 面板快照支持显式刷新并拒绝失效面板;JSON 序列化限制深度、成员、集合、字符串及总输出长度。 -- 原生选择器统一迁移到公共下拉控件,新手引导复用供应商配置流程。 - -### v0.7.0(移除) - -- 移除旧 Agent Graph、`graph_view` 与 `sheet` 工作流。Agent 委托统一使用 `subagent`,自定义交互输出由 View 和 Skill Package 承载。 -- 移除独立 `knowledge_*` CRUD 工具和旧 Todo 面板。知识修改统一走文件驱动操作,Todo 直接显示在会话中。 - -### v0.6.0(新增) - -- **MCP 服务器接入。** 支持通过 stdio 或 HTTP 连接外部 MCP 服务器,并在 Agent 会话中使用其工具。新增 MCP 设置页管理服务器及其工具;MCP 工具调用在聊天中有确认卡片与状态展示。可从 Claude Desktop、Claude Code、Cursor 的配置导入服务器条目(导入后默认停用)。新增 `/connect` 命令:引导式接入外部软件,在 MCP / CLI / HTTP 三种通道中选型并实测连通。 -- **多模型供应商与内置 models.dev 目录。** 自定义模型改为按供应商组织,一个供应商可配置多个模型,取代原来的单端点条目。可从内置的 models.dev 目录一键添加供应商(70 余家服务商、预填官方端点),也可在新的两步弹窗中手动配置,支持逐字段校验。推理参数(如 `enable_thinking`、思考类型)可按模型设置;模型选择器按供应商分组展示自定义模型。已有配置自动迁移,旧模型 id 继续有效。 -- **外部技能发现。** 可选发现来自 Claude Code、Codex 与 `.agents` 目录(用户级与工作区级)以及已安装 Claude Code 插件的技能,只读接入、默认关闭。技能激活拆分为「自动注入」与「命令」两条独立通道,可按技能分别控制;外部命令技能支持 `$ARGUMENTS` 与 `$1`–`$9` 参数替换。 -- **附加工作目录。** 工作区可通过右键菜单附加额外目录,文件工具可以在这些目录内读写,工作区选择器会内联展示附加路径。 -- **Unity 对象预览直接读盘。** Unity 不序列化的文件(Markdown、纯文本、源码、二进制)改为直接从磁盘预览,Unity 尚未导入的资产(例如符号链接目录下 AI 生成的文件)也能正常预览。预览折叠改为可选,资产检视器中保持展开。(#114) -- **聊天选中复制。** 在消息中选中文本后右键,菜单首项为「复制选中内容」。 -- **视图日志栏开关。** 视图窗口的日志栏默认隐藏,可在显示设置中开启,设置跨窗口同步。 - -### v0.6.0(修复) - -- Windows 命令行工具体验:托管 Python 的环境变量只作用于 Python 调用,不再影响整个命令环境;命令输出按系统 ANSI 代码页解码,修复中文(GBK)输出乱码;超长输出截断改为保留开头和结尾,不再只留开头。 -- 延迟加载的工具改用 Anthropic 原生 tool reference 与 Codex 原生 tool search 装载,取代原有的 meta-tool 激活方式。 -- 内置的 Unity Profiler 采样技能默认改为摘要注入,Agent 现在能自动发现并按需加载;此前默认不注入。 -- 辅助窗口(计划审阅、diff 审查、各导入窗口等)改走预热的窗口池,打开更快。 -- 界面语言包按需加载。 -- 会话与知识库数据库在空闲页占比过高时自动 VACUUM,回收磁盘空间。 -- 右键菜单统一加上图标并对齐布局。 -- 插件开关即时生效于列表,不再等待后端往返。 -- 设置页中聚焦的数字输入不再被滚轮误改。 - -### v0.6.0(移除) - -- 移除单端点的自定义模型配置方式,由多模型供应商弹窗取代;已有自定义端点自动迁移。 - -### v0.5.8(新增) - -- **独立计划审阅窗口。** 可在显示设置中选择将计划审批呈现在审批卡或独立窗口;选择独立窗口后会自动打开计划审阅窗口,可审阅 Markdown 计划、批准并开始实现,或附带说明退回修改。 - -### v0.5.8(修复) - -- **已解决 Windows 上 DeepSeek 请求间歇性 HTTP 400。** 将 `schannel` 从 0.1.28 升级到 0.1.29,避免 TLS 1.3 重新协商期间重复发送待处理请求数据并破坏较大的 JSON 请求体,解决 [issue #48](https://github.com/r1n7aro/Locus/issues/48) 集中记录的 `400 Bad Request: Failed to parse the request body as JSON` 问题。([PR #110](https://github.com/r1n7aro/Locus/pull/110)) -- **计划审批流程。** 审批卡现在以 Markdown 展示计划,退回说明会随“退回修改”一并发送,批准后的计划与退回反馈会以正确状态保留在会话记录中。空闲会话选择 `/plan` 后会立即进入持续性规划模式。 -- 启用 Fast 模式时,支持 Fast 的 Codex 模型会在模型标签中显示 `Fast` 状态。 -- **精确编辑工具契约。** `edit` 与 `knowledge_edit` 的公开工具定义现按每次一处精确替换执行。`knowledge_read` 可原样返回 `summary`、`body` 或 `maintenanceRules` 分区,保留空白与空内容,供后续编辑逐字匹配目标分区;已有的历史批量文件编辑调用继续兼容。 - ### v0.5.7(新增) - **GPT-5.6 系列与 Fast 模式。** ChatGPT 订阅新增 GPT-5.6 Sol、Terra、Luna,支持 353,400 token 的 Codex 运行时上下文与最高 Max 推理级别;模型选择器新增 Fast 模式,可提高响应速度,同时增加订阅用量。 @@ -275,7 +45,7 @@ changelogUrl: "/overview/latest-version" - **按文件撤回。** 变更面板、diff 审查窗口及新增的行右键菜单支持把单个文件恢复到本轮修改前的快照,不影响撤销栈;若该文件之后还有编辑,会先询问再回滚。(#100) - **模型请求自动重试。** 连接错误、超时、HTTP 5xx 与 429 限流自动重试,429 遵循 `Retry-After`;仅在尚未流式产出任何内容前重试;次数可在通用设置调整(默认 3,设 0 关闭)。(#101) - **内联 `` 标签转入思考通道。** chat-completions 与 OpenRouter 路径上,流式正文中的 `` 片段会从消息正文剥离并作为思考过程展示(默认开启)。 -- **子代理限制。** 通用设置提供 `subagent` 最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。 +- **子代理限制。** 通用设置新增 `task` 子代理最大嵌套深度与单会话最大并发(默认深度 1);超限调用会返回错误并说明当前限制。 - **`/dream` 记忆整理技能。** 内置技能:合并重复记忆、修正过期事实、精简记忆索引。 ### v0.5.5(修复) diff --git a/docs/package.json b/docs/package.json index 05797d9a..b954433f 100644 --- a/docs/package.json +++ b/docs/package.json @@ -12,6 +12,6 @@ "build": "bun run validate" }, "devDependencies": { - "mint": "^4.2.804" + "mint": "^4.2.523" } } diff --git a/docs/product/agent-governance.mdx b/docs/product/agent-governance.mdx index c8971216..71eebcad 100644 --- a/docs/product/agent-governance.mdx +++ b/docs/product/agent-governance.mdx @@ -10,18 +10,11 @@ Locus 面向的不是一次性问答,而是可持续使用的开发代理。 - 多模型接入:OpenRouter、Claude 订阅、Claude Agent SDK、OpenAI Codex、自定义端点 - Plan 模式与 Build 模式 -- 子 Agent / `subagent` 工具 +- 子 agent / task 工具 - 工具执行确认与批量确认 - 每轮文件改动的 undo 跟踪 - 原始上下文导出 - Agent system prompt、env、规则、运行时注入、tool schema 的可视化仪表盘 -- 工作区规则可由 Agent 通过 Python SDK 自行添加、更新和启停,无需手动打开设置 - -## 工作区规则 - -通过 `await locus.get_agent("unity")` 获取内置 Agent 后,使用 `list_rules()` 查询规则,`read_rule(key)` 读取内容,`save_rule(file_name, content)` 新增或更新规则,`set_rule_enabled(key, False)` 停用规则,传入 `True` 可重新启用。 - -SDK 默认使用 Python 会话所在的工作区,也可传入 `workspace_ref=` 或 `worktree=`。内容和启停选择保存在该工作区的 `Locus/agent//` 下。应用默认规则可以在该工作区停用;编辑其内容时会创建工作区覆盖,应用默认文件和其他工作区保持不变。更新会反映到现有 Agent 规则列表,并在下一次模型请求中生效,包括当前运行的下一轮工具调用之后。 ## 这组能力解决什么问题 diff --git a/docs/product/codemirror-markdown-editor-migration-plan.md b/docs/product/codemirror-markdown-editor-migration-plan.md deleted file mode 100644 index d1f3c367..00000000 --- a/docs/product/codemirror-markdown-editor-migration-plan.md +++ /dev/null @@ -1,828 +0,0 @@ -# CodeMirror Markdown 编辑器完整迁移计划 - -状态:迁移已完成,进入持续性能回归 - -日期:2026-08-29 - -完成日期:2026-08-30 - -范围:知识文档打开链路 / Markdown 编辑内核 / Live Preview / 多文档状态缓存 / 自动保存与外部编辑合并 / Vditor 退出 - -后续公共能力抽取:2026-09-15 将文档身份、会话缓存、文本差异/冲突算法和工作区文件加载保存流程下沉为公共基础设施,保留 CodeMirror 与知识分段保存适配器。接口、CSV/YAML 视图协议及后续实施范围见 [CSV 文档编辑计划](./csv-document-editor-plan.md)。 - -## 实施与验收结果 - -- 知识文档的实时预览与源码模式已经统一到一个持久 CodeMirror 6 `EditorView`;点击、失焦、模式切换与文档切换均保留编辑器 DOM。 -- 本地输入热路径传递 CodeMirror `Text` / `ChangeSet`,自动保存、手动保存、rebase 与会话切换边界才生成完整字符串。 -- 外部全文同步与自动保存共用有界多 hunk diff;长文档采用线性扫描、稳定锚点和受限唯一上下文,避免高重复内容进入平方级路径。 -- 文档正文、目录与历史读取已经拆分;正文缓存、目录缓存、in-flight 合并、epoch 失效、共享 workspace 事件监听和相邻文档预取已经落地。 -- A → B → A 会话保留草稿、base、dirty、conflict、selection、undo 与 scroll;保存回包按不可变资源身份和 revision 回到发起会话。 -- Live Preview 覆盖基础 Markdown、GFM table、KaTeX、workspace 图片、Knowledge/workspace/file/View/Unity 引用;危险输入、解析失败、选区相交与超大块稳定回退源码。 -- 生产依赖、源码、Vite 配置与构建产物中已经清除旧编辑器及其静态资源复制链;生产 `dist` 总体积约 12.6 MB,CodeMirror 独立 chunk 为 588.06 kB / gzip 207.93 kB。 -- 独立发布审查发现并关闭了多点外部变更破坏 undo、Preview 卸载丢草稿、目录旧保存回包劫持、checkout generation 复用旧会话、目录子树缓存失效、历史 enrichment 越过 epoch、引用缺少产品动作等边界。 - -2026-08-30 隔离 WebView2 验收样本: - -| 指标 | 结果 | -| --- | ---: | -| 冷文档点击到正文 EditorView 挂载 | 67.4 ms | -| 冷文档点击到首帧 | 74.7 ms | -| 已挂载正文点击到焦点 | 0.6 ms | -| 普通段落聚焦高度变化 | 0 px | -| 30 次缓存文档往返 | p50 26.5 ms / p95 45.4 ms / max 54.2 ms | -| 往返期间正文 EditorView DOM 替换 | 0 次 | -| 往返期间正文 EditorView 数量降为 0 | 0 次 | -| 1,077,316 B / 12,019 行文档点击到正文 | 119.5 ms | -| 1 MB 文档首个输入事件 | 0.7 ms | -| 1 MB 文档可见 `.cm-line` | 11 个 | -| Preview 卸载重挂后的 undo / 外层 scroll | 正确恢复 / 0 px 误差 | -| Performance trace CLS | 0.00 | -| 20 次切换强制重排总量 | 34 ms;首轮为 639 ms | -| 控制台 error / warn | 0 | - -仓库结构基准的普通输入 transaction:100 KB p95 1.95 ms,1 MB p95 2.49 ms;1 MB 外部 diff 7.10 ms,1 MB 高重复文本首尾多点 diff 2.94 ms;20 文档结构往返 p50 97.0 ms / p95 111.5 ms,EditorView DOM 全程稳定。验证入口为 `bun run locus:test:markdown-editor`;隔离截图与 trace 保存在 `artifacts/`。 - -自动化验证:369 个 Vitest 文件、2165 项测试通过,应用类型检查、测试类型检查、Vite 生产构建、Rust 快速读取/事件聚焦测试与 `cargo fmt --check` 通过。 - -## 最终决策 - -Locus 的知识文档编辑器完整迁移到 CodeMirror 6。 - -- 可编辑知识文档始终保留 CodeMirror 编辑面,点击正文只执行聚焦和选区更新。 -- “实时预览”与“源码”共用同一个 EditorView,通过 Compartment 和 decorations 切换显示能力。 -- 每个可见 Markdown 字段持有稳定 EditorView;每个文档字段持有独立 EditorState、选区、撤销历史和滚动位置。 -- 文档切换使用 workspace-scoped 文档缓存与 EditorState LRU,缓存命中时直接显示,后台完成轻量校验。 -- Agent、文件监听和保存回包产生的外部更新转换为 CodeMirror transaction,选区通过 ChangeSet 自动映射。 -- 知识正文读取走快速路径,Git 提交信息延迟加载,列表与正文请求按 workspace 和资源身份去重。 -- 最终版本删除 Vditor 包、静态资源复制、Vditor 专属样式、激活时 DOM 交换逻辑和对应测试。 -- MarkdownRenderer 继续服务 Chat、工具结果和其他只读渲染场景;知识编辑面使用 CodeMirror Live Preview。 - -迁移期间允许存在仅供开发验证的引擎开关。发布切换完成后删除该开关,产品设置中只保留“实时预览 / 源码”视图选择。 - -## 当前基线与根因 - -### 已测编辑器基线 - -2026-08-29 的隔离 WebView2 样本测量得到: - -| 场景 | 当前结果 | 直接原因 | -| --- | ---: | --- | -| 473 B 文档首次点击进入编辑 | 434–597 ms | 点击后才创建完整 Vditor 实例 | -| 同实例热激活 | 3.9–6.2 ms | 运行时和资源已经进入内存 | -| 冷启动增量堆内存 | 约 9.7 MB | Vditor 初始化多个编辑子系统与 Lute 运行时 | -| 预览消失到编辑器可用 | 约 433 ms | MarkdownRenderer DOM 先移除,Vditor 后异步 ready | -| Vditor 发布资源 | 约 23.7 MB | dist 包含编辑器、主题、图标、解析运行时和附属资源 | - -这些数字用于确定问题形态。阶段 0 会在固定语料和固定机器上重新建立可重复的 p50 / p95 基线。 - -### 当前编辑路径 - -BaseMarkdownEditor.vue 在 rendered + deferRenderedEditor 下采用两套 DOM: - -~~~text -未聚焦:MarkdownRenderer / SemanticCodeRenderer - │ 点击 - ▼ -移除预览 DOM → 创建 Vditor IR → after 回调 → 恢复焦点、滚动和插入点 - │ 失焦 - ▼ -销毁 Vditor → 重新创建预览 DOM -~~~ - -闪烁来自编辑面整体替换、冷初始化和高度重新计算。markdownEditorActivation.ts 与 markdownEditorLayout.ts 当前承担几何快照、滚动恢复和 Vditor 内联样式覆盖,这些逻辑只能缩短视觉空档,无法消除双编辑面切换。 - -### 当前文档打开路径 - -打开延迟还包含知识数据链的等待: - -- DevelopmentWorkbench.vue 通过 v-show 常驻每个知识标签的完整 KnowledgeView。 -- 每个 KnowledgeView 创建自己的知识状态与监听,多个标签会重复加载同一 workspace 的列表、目录和状态。 -- embedded 知识标签只传 selectedDocumentId;KnowledgeView 需要等待 documents 中出现对应摘要,随后才读取正文。 -- useKnowledgeState.ts 首轮刷新并发加载 Design、Memory、Reference、Skill 等全部类型及目录。 -- Skill 和 Reference 正文读取传 includeHistory: true;Rust 在正文响应路径同步执行 git log -1 --follow。 -- 当前只有摘要 warmup,缺少 workspace-scoped 正文缓存、请求去重与相邻文档预取。 - -CodeMirror 替换可以消除编辑器冷启动,知识加载链需要同时收敛才能达到打开文档的低延迟目标。 - -### 当前文档会话风险 - -- KnowledgePreview 在文档 ID 或类型变化时强制重置三个字段草稿、dirty 集合、冲突和自动保存状态。 -- 快速切换可以让未保存草稿失去所属会话。 -- 旧文档保存完成后的 Promise 仍可能进入当前 KnowledgePreview 的 rebase 路径。 -- updateSection、updateMeta 和 updateDocumentEdits 的排队闭包在实际执行时读取当前 selectedDocument type,切换选择后存在跨文档路由风险。 -- contentKey 缺少 workspace、window 和 pane 身份;同路径文档在多 workspace、多分屏场景下可能共享错误状态。 -- modelValue 外部更新目前依赖整段 setValue 和手工焦点恢复;长文档会产生完整字符串和完整 DOM 转换。 - -迁移先建立不可变资源身份、保存路由和会话缓存,再切换编辑内核。 - -## 产品体验契约 - -### 打开文档 - -1. 点击知识树节点后立即更新选中态和标题状态。 -2. 正文缓存命中时在下一帧显示缓存内容,同时后台校验版本。 -3. 正文缓存未命中时保持工作区几何稳定,快速正文响应到达后一次提交新文档。 -4. Git 作者与提交时间独立补齐,属性行预留稳定位置。 -5. 过期请求只写入自身缓存,不覆盖当前选择。 - -### 开始编辑 - -1. 实时预览模式下 CodeMirror 已经挂载。 -2. 点击只改变焦点、选区和当前语法节点 decorations。 -3. EditorView DOM 节点、滚动容器和正文根高度保持连续。 -4. 输入法组合、拖放、粘贴、撤销和保存快捷键由同一 transaction 管线处理。 - -### 多文档切换 - -1. 每个文档的 summary、maintenanceRules、body 分别恢复选区、滚动位置和撤销历史。 -2. 未保存 session 始终保留并固定在缓存中,保存完成或用户明确放弃后才允许淘汰。 -3. 返回最近文档时复用 EditorState;EditorView 只为新资源执行 setState。 -4. 同一文档在不同 pane 中保留独立选区和滚动状态,文本更新通过 transaction 同步。 -5. 路径重命名把 session 原子 rekey 到新资源身份。 - -### 外部编辑与协同 - -1. Agent 修改、knowledge-changed、保存回包都携带 workspace、type、document ID、path、section 和 revision。 -2. 非重叠变化转换为最小 ChangeSet,并标记 Transaction.remote 和 addToHistory(false)。 -3. 本地选区、IME composition 和当前视口通过 changes mapping 保持稳定。 -4. 重叠变化进入现有冲突 UI,对应文档 session 暂停自动保存。 -5. 保存请求绑定发起时的目标和 local revision;回包只确认该 revision 之前的内容,继续输入保持 dirty。 - -### 视图模式 - -- 实时预览:单一 CodeMirror 编辑面,光标附近展示 Markdown 标记,其余可见区域使用排版和 widgets。 -- 源码:同一 EditorView 保留完整 Markdown 标记、语法高亮、选区、历史和滚动。 -- 只读:同一扩展体系启用 EditorState.readOnly 与 EditorView.editable(false),链接和安全 widgets 保留可访问交互。 -- 非 Markdown 引用文件:继续使用语义代码预览,或按语言能力进入 CodeMirror source 配置。 - -现有 localStorage key 与 rendered / native 持久值继续兼容,减少无关迁移: - -| 持久值 | CodeMirror 行为 | -| --- | --- | -| rendered | Live Preview | -| native | Source | - -编辑器内部使用 live / source 语义,storage adapter 负责映射。产品切换完成后仍可保留旧持久值读取,现有用户设置直接生效。 - -## 目标架构 - -~~~text -DevelopmentWorkbench / KnowledgeView - │ - ├─ KnowledgeRepository(每 workspace 一份) - │ ├─ 摘要与目录缓存 - │ ├─ 正文 LRU、in-flight 去重、版本校验 - │ ├─ knowledge-changed 事件路由 - │ └─ 快速正文 / 延迟 Git 元数据 - │ - └─ KnowledgeDocumentSession(每资源一份) - ├─ summary / rules / body buffers - ├─ base revision / local revision / dirty / conflicts - ├─ 自动保存目标与请求序号 - └─ pane-scoped MarkdownEditorSession - │ - ▼ - BaseMarkdownEditor façade - │ - ▼ - Persistent EditorView - ├─ EditorState + history - ├─ Markdown / readOnly / mode Compartments - ├─ transaction router - ├─ Live Preview ViewPlugin - └─ selection / scroll snapshot -~~~ - -### 分层职责 - -| 层 | 职责 | 生命周期 | -| --- | --- | --- | -| KnowledgeRepository | 文档发现、读取、缓存、失效、事件与请求去重 | workspace | -| KnowledgeDocumentSession | 草稿、base、dirty、冲突、自动保存和 revision | document | -| MarkdownEditorSessionCache | EditorState、历史、选区、滚动和内存预算 | window + pane | -| BaseMarkdownEditor | Vue 生命周期、DOM host、props/事件兼容 | visible field | -| CodeMirror extensions | 输入、快捷键、主题、Markdown、预览和 widgets | EditorState | -| MarkdownRenderer | Chat 与只读 Markdown 场景 | renderer consumer | - -### 资源身份 - -文档与编辑器状态使用结构化 key,路径只承担资源定位: - -~~~ts -interface KnowledgeResourceKey { - projectOrWorkspaceKey: string; - checkoutId: string; - workspaceGeneration: number; - type: KnowledgeDocumentType; - documentId: string; - path: string; -} - -interface MarkdownEditorSessionKey { - windowId: string; - paneId: string; - resource: KnowledgeResourceKey; - section: "summary" | "maintenanceRules" | "body"; -} -~~~ - -projectOrWorkspaceKey 表达知识资源的稳定所有权,checkoutId + workspaceGeneration 表达本次读取和事件路由的运行时作用域。documentId 在该资源所有权内作为主要身份,type + normalized path 作为校验和无稳定 ID 时的回退。保存、重命名、删除、外部事件与缓存失效都传完整 key。 - -### 文档会话 - -~~~ts -interface KnowledgeDocumentSession { - key: KnowledgeResourceKey; - baseRevision: string; - localRevision: number; - acknowledgedLocalRevision: number; - sections: Record; - dirtySections: Set; - conflicts: Record; - pendingSave: SaveRequestIdentity | null; -} -~~~ - -- MarkdownBuffer 的实时权威文本使用 CodeMirror Text。 -- dirty 判断比较 revision,输入热路径不执行整篇 toString。 -- 自动保存定时器触发时才生成目标 section 的字符串快照和 edit operations。 -- summary、rules、body 共享文档 session,保留独立 EditorState。 -- 关闭隐藏 tab 时文档 session继续存在;脏 session保持 pinned。 -- 保存成功按 request 的 targetKey 和 startedLocalRevision 确认。 - -### EditorState LRU - -缓存分为两层: - -- 文档正文 LRU:workspace-scoped,保存 KnowledgeDocument DTO、基础文件 metadata、版本与读取时间。 -- EditorState LRU:window/pane-scoped,保存每个 section 的 EditorState、scroll snapshot、lastUsedAt 和估算权重。 - -初始策略: - -- 每个 pane 保留最近 12 个干净 section state。 -- 全窗口采用 32 MiB 软预算,以正文长度、历史深度和 widget 状态估算权重。 -- dirty、saving、conflicted 和当前可见 state 固定保留。 -- 超预算时依次丢弃干净 state 的撤销历史、复杂 widget cache、最后淘汰完整 state。 -- 淘汰完整 state 前保存轻量 cursor/scroll;再次打开从正文缓存创建新 state。 -- 限额通过基准测试校准,最终值写入单一常量和测试。 - -文档切换流程: - -1. 提交当前 view.state 与 EditorView.scrollSnapshot。 -2. 将当前 state 写回 session cache。 -3. 取得目标 state;缓存缺失时从 MarkdownBuffer 创建。 -4. 对目标 state 同步 mode、readOnly、placeholder、theme 等 compartments。 -5. 调用同一个 EditorView.setState。 -6. 使用 scroll snapshot 恢复视口,并在 requestMeasure 写阶段完成尺寸同步。 - -setState 只用于无派生关系的文档切换。当前文档的输入、外部变化、模式切换和属性变化全部使用 dispatch。 - -### Vue 数据契约迁移 - -现有 modelValue / update:modelValue 在迁移早期作为兼容层保留。最终知识编辑路径使用 session 驱动: - -~~~ts -interface MarkdownEditorBinding { - key: MarkdownEditorSessionKey; - initialText: string; - revision: string; - readOnly: boolean; - mode: "live" | "source"; -} - -interface MarkdownEditorChangeEvent { - key: MarkdownEditorSessionKey; - origin: "local" | "remote" | "restore" | "reconfigure"; - localRevision: number; - changes: readonly MarkdownTextChange[]; -} -~~~ - -- transaction 热路径发送增量变化和 revision。 -- KnowledgeDocumentSession 在 autosave、导出、冲突计算时读取完整快照。 -- 兼容 v-model 不再驱动当前 EditorView 回写,避免输入 → Vue string → props → setValue 循环。 -- 目录配置编辑器与正文编辑器完成 session 接入后删除 syncWhileFocused。 - -## CodeMirror 依赖与构建 - -采用直接包依赖,避免引入包含多余默认能力的聚合配置: - -- @codemirror/state -- @codemirror/view -- @codemirror/commands -- @codemirror/language -- @codemirror/search -- @codemirror/lang-markdown -- @codemirror/lang-json -- @codemirror/lang-python -- @lezer/markdown -- @lezer/highlight - -实现要求: - -- 扩展列表显式组装,控制 history、keymap、search、lineWrapping、placeholder 和 syntaxHighlighting。 -- Markdown 核心随知识页面加载,知识页进入时完成预热;点击正文时不执行 dynamic import。 -- fenced code language 按语言懒加载,首包不包含完整语言集合。 -- 当前知识引用支持的 JSON / Python 使用 language compartment;JSON pretty print 变为明确格式化命令,原始文本始终是编辑权威值。 -- Vite 为 CodeMirror 形成稳定 markdown-editor chunk,并记录 gzip / brotli 与解析耗时。 -- bun.lock 只保留一组兼容的 @codemirror/state、view 和 @lezer/common 实例。 -- dark/light 主题使用 Locus token,主题切换通过 CSS 和 theme compartment 生效。 -- spellcheck、tab size、line wrapping、键盘映射和 readOnly 使用 CodeMirror API 配置。 - -## Live Preview 设计 - -### 核心原则 - -- Lezer syntax tree 作为语法位置来源。 -- ViewPlugin 只遍历 EditorView.visibleRanges 及小幅 overscan。 -- decorations 在 docChanged、viewportChanged、selectionSet 或 syntax tree 更新时增量重算。 -- 当前选区相交的语法节点展示源码标记;其余节点应用排版、mark、replace 或 widget。 -- 同一 EditorView 内完成源码显隐,编辑面和滚动容器保持原实例。 -- WidgetType 实现 eq、updateDOM 和 destroy,稳定复用 DOM 与 Vue 子组件。 -- block widgets 预留高度,异步图片、数学公式和 Unity 预览完成后使用 requestMeasure 协调布局。 -- 大文档只构建可见区域 decorations;超大单行、超大表格和解析超时采用局部源码呈现。 - -### 当前语法块激活 - -用户点击已渲染节点时: - -1. widget 或 decoration 根据 DOM 位置映射到文档 range。 -2. transaction 设置 selection,并更新 active syntax ranges。 -3. 目标块在同一帧展开 Markdown 标记。 -4. CodeMirror 将 selection 映射到新布局并保持 scroll anchor。 -5. 输入直接进入原 EditorView。 - -这个流程替代 captureMarkdownEditorActivation、预览 DOM 移除、Vditor after 和双 requestAnimationFrame 恢复。 - -### 功能矩阵 - -| 能力 | 实现方式 | 切换默认前要求 | -| --- | --- | --- | -| 标题 | line decoration + 标记显隐 | 必须 | -| 粗体、斜体、删除线 | mark decoration + delimiter reveal | 必须 | -| 行内代码 | mark decoration + delimiter reveal | 必须 | -| 有序/无序列表 | line decoration + marker widget | 必须 | -| 任务列表 | checkbox WidgetType + transaction toggle | 必须 | -| 引用、分隔线 | line/block decoration | 必须 | -| 链接 | 文本 mark + 安全点击;编辑时展开目标 | 必须 | -| fenced code | block decoration + Markdown nested language | 必须 | -| GFM 表格 | 非活动表格 widget;活动表格源码编辑 | 必须 | -| 数学公式 | KaTeX widget;活动公式源码编辑 | 必须 | -| 图片 | 解析后的 image widget、状态缓存和尺寸占位 | 必须 | -| 文件/知识/workspace 引用 | inline widget + 现有打开/拖拽动作 | 必须 | -| Unity Asset / Scene Object 引用 | inline 或 Vue widget adapter | 必须 | -| Unity property fence | 复用解析器与 Vue block widget | 必须 | -| View reference block | Vue block widget + 打开动作 | 必须 | -| 搜索命中 | CodeMirror search decoration + scrollIntoView | 必须 | -| 非 Markdown 代码引用 | source language 或 SemanticCodeRenderer | 必须 | - -### 与 MarkdownRenderer 的共享 - -MarkdownRenderer 继续是全局只读渲染层。迁移会抽取以下纯逻辑供两侧复用: - -- Markdown 链接与本地资源地址解析。 -- 图片 source 解析与加载状态缓存。 -- 数学公式解析与 KaTeX 安全渲染。 -- 文件、知识、workspace、Unity 和 View 引用识别。 -- Unity property fence 解析。 -- 安全 URL、外部打开和拖拽 payload 构造。 - -Live Preview 直接消费结构化 token / model,避免把整篇 Markdown 先转 HTML 再反向定位源码。复杂 Vue widget 通过通用 VueWidgetHost 挂载,并在 WidgetType.destroy 中可靠卸载。 - -### 排版与布局 - -- 复用 --bg-color、--panel-bg、--border-color、--text-color、--text-secondary、--accent-color 等现有 token。 -- 编辑器正文沿用 KnowledgePreview 当前 14px 字号、行高、正文宽度和边距节奏。 -- summary 与 maintenanceRules 使用 compact auto-grow 配置和明确上限。 -- 现有连续文档页与外层滚动容器先保持布局语义,body 的滚动所有权只在基准证明 viewport DOM 无法保持有界时调整。 -- 1 MB auto-grow 正文必须实测 visibleRanges、DOM 行数和快速滚动;需要内层滚动时沿用 IDE pane 语法并保持正文宽度与页面结构。 -- live 与 source 共用边框、背景、focus-visible 和滚动条样式。 -- Markdown 文档内容保持轻量排版,widgets 的交互视觉沿用 MarkdownRenderer 现有文内引用语法。 -- 模式切换、聚焦和失焦不触发编辑器根节点高度动画。 - -## 知识文档加载与缓存 - -### Workspace-scoped KnowledgeRepository - -当前每个 KnowledgeView 内部拥有一套 useKnowledgeState。迁移后按 workspaceRef 复用仓库: - -- 一个 workspace 只注册一次 knowledge-changed 与 plugins-changed 监听。 -- documents、directories、overview、正文缓存和 in-flight 请求在同 workspace 内共享。 -- KnowledgeView 保留本地 selection、sidebar 和 search 展示状态。 -- 根知识页按需加载类型树;embedded 文档标签直接走目标文档快速路径。 -- 多个 pane 读取同一文档复用同一个正文 Promise 和缓存条目。 -- workspace generation 变化后整体失效,旧 generation 回包只进入丢弃路径。 -- knowledge-changed payload 补齐 type、documentId、path、change kind 与 revision;本地保存回声可以精确确认目标缓存和 session。 - -### Embedded fast path - -DevelopmentWorkbench 向 KnowledgeView 传递完整目标: - -~~~ts -interface EmbeddedKnowledgeTarget { - id: string; - type: KnowledgeDocumentType; - path: string; - workspaceRef: WorkspaceRef; -} -~~~ - -embedded 文档打开顺序: - -1. 使用完整 target 查询正文缓存。 -2. 缓存命中时创建/恢复 KnowledgeDocumentSession。 -3. 缓存缺失时直接 knowledge_read full,includeHistory=false。 -4. 文档显示后按需加载所属类型摘要与祖先目录。 -5. 根知识树数据在后台共享加载,正文显示不等待五类列表。 - -### 后端响应拆分 - -正文快速响应包含: - -- KnowledgeDocument 内容。 -- 文件大小、行数、字符数、token 估算、modifiedAt 等本地可得 metadata。 -- 可用于前端校验的 content revision。 - -Git enrichment 独立调用并返回: - -- lastCommitAuthor -- lastCommitAt -- 对应 workspace generation、type、path 和 content revision - -Rust 的 git log --follow 离开 knowledge_read 正文关键路径。历史请求按 repo + normalized path 去重并短期缓存;选择变化后允许任务完成并写缓存,UI 只接收身份匹配的结果。 - -### 正文缓存策略 - -- key:workspace generation + type + documentId/path。 -- version:后端 content revision,modifiedAt 作为兼容校验。 -- 策略:cache-first + background revalidate。 -- knowledge-changed 精确失效目标文档、所属目录摘要和相关 metadata。 -- 当前 dirty session 收到外部变化时进入 rebase,缓存更新不会覆盖本地 buffer。 -- 保存成功写入 authoritative document 与 revision,并确认对应 local revision。 -- 删除立即移除缓存并关闭对应 session。 -- 重命名原子迁移 cache key、session key、in-flight bookkeeping 和打开标签资源。 -- 空闲时只预取当前节点相邻 1–2 个文档,受 workspace I/O 与缓存预算限制。 -- 当前 selectionSeq、旧面板保持可见和正文成功后原子提交的语义继续保留;缓存只缩短等待,不引入中间空面板。 - -## 保存、撤销与外部更新 - -### 保存目标 - -所有编辑 API 在入队前捕获不可变目标: - -~~~ts -interface KnowledgeMutationTarget { - workspaceRef: WorkspaceRef; - type: KnowledgeDocumentType; - id: string; - path: string; - documentRevision: string; - localRevision: number; -} -~~~ - -updateSection、updateMeta、updateDocumentEdits 和 rename 都使用 target.type,排队闭包不读取当前 selectedDocument 或 activeType。 - -自动保存期间编辑器继续可输入。saveLoading 只更新保存状态与高风险元数据控件,正文和目录 Markdown 字段保持原 EditorView 与当前 focus。 - -### 回包路由 - -- 每个 save 请求拥有 requestId。 -- 回包先写 KnowledgeRepository 中 target key 的 authoritative revision。 -- 发起 session 仍存在时,根据 startedLocalRevision 执行 acknowledge 或 rebase。 -- 当前 UI 选择只决定是否重绘属性,不决定回包归属。 -- 同文档较旧回包无法覆盖更新 revision。 -- 路径重命名由后端结果触发单次 rekey。 - -### CodeMirror transaction 来源 - -| 来源 | annotation | 历史策略 | -| --- | --- | --- | -| 键盘、IME、粘贴、拖放 | local userEvent | 进入当前文档历史 | -| Agent / knowledge-changed | Transaction.remote(true) | addToHistory(false) | -| 保存 authoritative normalize | remote + saveAck | addToHistory(false) | -| 文档恢复 | restore | 使用缓存 state,不创建历史项 | -| live/source 切换 | Compartment reconfigure | 文本历史保持原样 | -| 冲突选择“保留本地/采用远端” | explicit command | 独立可撤销历史组 | - -同一文档多 pane 时,把 ChangeSet 转发给其他 EditorView,并附 remote annotation。每个 pane 保留自己的 selection,正文保持一致。 - -## 分阶段实施 - -### 阶段 0:冻结契约与建立基线 - -工作项: - -- 建立 1 KB、100 KB、1 MB、复杂表格/图片/数学/Unity 引用四组固定语料。 -- 增加开发性能标记:tree click、cache hit、content response、editor first paint、focus ready、first input。 -- 记录冷启动、缓存切换、20 文档往返、长文档输入、模式切换和外部 patch 的 p50 / p95。 -- 为 BaseMarkdownEditor 当前 props、事件、保存快捷键、粘贴规则、换行归一化、readOnly 和三 section 布局补齐契约测试。 -- 为快速切换期间的草稿保留、保存回包归属和 target type 捕获增加失败测试。 -- 添加仅开发可用的 editor engine switch,默认继续使用当前引擎。 - -退出条件: - -- 基准脚本或 DevTools 操作步骤可重复。 -- 根因场景拥有自动化失败用例。 -- 现有协同编辑测试纳入基线。 - -### 阶段 1:建立知识仓库与文档会话 - -工作项: - -- 将 useKnowledgeState 的共享数据、事件和请求提升为 workspace-scoped KnowledgeRepository。 -- KnowledgeView 使用局部 selection view model,多个标签共享 repository。 -- DevelopmentWorkbench 传完整 EmbeddedKnowledgeTarget。 -- embedded 文档直接读正文,类型树与其他目录后台加载。 -- 新增正文 LRU、in-flight 去重、workspace generation 失效和相邻文档预取。 -- 将 Git history 从正文读取拆到异步 enrichment。 -- 引入 KnowledgeDocumentSession,草稿、dirty、conflict、autosave 绑定资源 key。 -- 所有 mutation 在排队前捕获完整 target,保存回包路由到发起 session。 -- knowledge-changed 事件增加精确目标与 revision,本地保存回声只刷新对应资源。 - -退出条件: - -- embedded 文档正文不等待五类 documents/directories。 -- 同 workspace 打开多个知识标签只执行一组共享列表请求和事件监听。 -- 快速 A → B → A 切换保留 A 草稿。 -- A 的保存回包无法修改 B。 -- Skill / Reference 正文响应关键路径不执行 git log。 -- 目录自动保存期间 EditorView identity、focus 和输入保持连续。 -- 一次本地保存回声不会按知识标签数量放大全类型刷新。 - -### 阶段 2:CodeMirror 源码编辑内核 - -工作项: - -- 安装直接 CodeMirror / Lezer 依赖并配置独立 chunk。 -- 新增 CodeMirror state factory、extensions、theme、transaction router 和 session cache。 -- BaseMarkdownEditor 保留外部名称,内部可选择 CodeMirror 实现。 -- 实现 source 模式、history、搜索、line wrapping、placeholder、readOnly、Mod-S、纯文本优先粘贴和换行归一化。 -- 接入 summary、maintenanceRules、body 与目录配置字段。 -- 当前文档 props 更新转换为最小 ChangeSet。 -- document switch 保存并恢复 EditorState、selection、history 和 scroll snapshot。 -- 输入热路径切换为增量事件,自动保存时生成完整文本。 -- hidden 知识标签暂停 editor view plugin 与异步 widget;最近可见 view 采用有限 warm pool,其余只保留 EditorState。 - -退出条件: - -- source 模式覆盖当前 native textarea 行为。 -- 点击已挂载编辑器在同一帧获得输入能力。 -- A → B → A 的撤销栈、选区和滚动互相隔离。 -- 100 KB 与 1 MB 输入达到性能门槛。 -- IME composition、粘贴、撤销和保存快捷键通过自动化与实机验证。 - -### 阶段 3:Live Preview 基础能力 - -工作项: - -- 基于 Lezer tree 与 visibleRanges 建立 selection-aware decorations。 -- 完成标题、强调、删除线、行内代码、列表、任务列表、引用、分隔线、链接和 fenced code。 -- live/source 通过 Compartment reconfigure 切换。 -- 点击 decoration 或 widget 直接设置 CodeMirror selection 并展开当前语法块。 -- 搜索命中迁入 CodeMirror decorations,移除 KnowledgePreview 中编辑面与 preview-rendered-search 的切换。 -- readOnly 配置复用同一 live extension。 - -退出条件: - -- 实时预览点击前后 EditorView DOM identity 保持一致。 -- 聚焦、失焦、模式切换没有空白帧。 -- 基础 Markdown 语料与 MarkdownRenderer 视觉语义一致。 -- 搜索命中可滚动定位并可立即继续编辑。 - -### 阶段 4:复杂块与 Locus 语义对齐 - -工作项: - -- 完成 GFM table、KaTeX、image、file/knowledge/workspace 引用。 -- 完成 Unity Asset、Scene Object、Unity property fence 和 View reference widgets。 -- 抽取 MarkdownRenderer 与 Live Preview 共用的解析、资源解析、安全和交互模型。 -- 实现 VueWidgetHost 生命周期、异步缓存、尺寸占位和错误 fallback。 -- 为复杂表格、超长单行、超大 fenced block 提供局部 source fallback。 -- 完成 dark/light、窄 pane、缩放、复制选择、键盘导航和屏幕阅读器语义。 - -退出条件: - -- 当前知识预览能显示的 Markdown 与 Locus 扩展语义均有 CodeMirror 路径。 -- 异步 widget 加载不改变当前 selection,不产生整页跳动。 -- widget 销毁后没有 Vue 实例、监听器和对象 URL 泄漏。 - -### 阶段 5:默认切换与稳定性验证 - -工作项: - -- 开发引擎开关默认改为 CodeMirror,运行完整测试与固定语料基准。 -- 使用 bun run locus:test:app -- --skip-onboarding 启动隔离实例。 -- 在 WebView2 DevTools 验证长任务、heap snapshot、DOM 节点、layout shift 和 20 文档切换。 -- 验证多 workspace、分屏、隐藏 tab、只读 Reference、Skill、Design、Memory 和目录配置。 -- 验证 Agent 连续编辑、本地继续输入、冲突处理、保存失败、重命名与删除。 -- CodeMirror 路径稳定后删除开发回退入口。 - -退出条件: - -- 所有功能与性能门槛通过。 -- 连续使用和切换测试没有数据丢失、跨文档保存、选区跳转和内存持续增长。 -- 发布路径只使用 CodeMirror。 - -### 阶段 6:删除 Vditor - -删除项: - -- package.json 与 bun.lock 中的 vditor。 -- vite.config.ts 中 vendor/vditor 静态复制。 -- vite-plugin-static-copy;该插件当前只服务 Vditor,确认无新增消费者后同时删除。 -- BaseMarkdownEditor.vue 中 Vditor import、图标 marker、cdn、IR DOM 查询、setValue、clearStack 和 destroy 逻辑。 -- 全部 .vditor、.vditor-ir、.vditor-reset、.vditor-content 与 toolbar 专属 CSS。 -- markdownEditorActivation.ts 及其测试。 -- markdownEditorLayout.ts 中 Vditor DOM 覆盖;保留的通用布局逻辑迁入 CodeMirror theme/layout。 -- deferRenderedEditor、syncWhileFocused 和 activationMinHeight 兼容 props。 -- Vditor 专属 source/layout/activation 测试断言。 -- dist/vendor/vditor 构建产物。 - -diff-match-patch 已被 knowledgeCollaborativeEditing.ts 直接使用,继续作为协同 rebase 的显式依赖。 - -完成检查: - -~~~powershell -rg -n "vditor|Vditor" src vite.config.ts package.json bun.lock -bun run test -bun run typecheck:test -bun run typecheck -bun run build -~~~ - -第一条命令在列出的生产与依赖文件中返回零结果。 - -## 文件级改造地图 - -| 当前文件 | 计划动作 | -| --- | --- | -| src/components/ui/BaseMarkdownEditor.vue | 保留组件入口,替换为 CodeMirror host 与 binding | -| src/components/ui/markdownEditorActivation.ts | Live Preview 稳定后删除 | -| src/components/ui/markdownEditorLayout.ts | 删除 Vditor DOM override,迁移通用尺寸策略 | -| src/components/ui/markdownEditorFormatting.ts | 保留换行/粘贴纯函数,增加 ChangeSet 转换 | -| src/components/ui/markdownEditorViewMode.ts | rendered/native 兼容迁移到 live/source | -| src/components/ui/markdown-editor/* | 新增 state、extensions、session cache、live preview、widgets、theme | -| src/components/knowledge/KnowledgePreview.vue | 接入 document session,移除双预览分支与 per-document 草稿重置 | -| src/components/knowledge/KnowledgeDirectoryPreview.vue | 接入 CodeMirror session 与统一模式 | -| src/components/KnowledgeView.vue | 接入共享 repository、完整 embedded target 与局部 selection | -| src/components/workbench/DevelopmentWorkbench.vue | 传 target/window/pane/visible 身份,限制隐藏编辑 view 生命周期 | -| src/composables/useKnowledgeState.ts | 拆分 repository 与 view state,修正 mutation target 和回包路由 | -| src/services/knowledge.ts | 增加快速正文与 history enrichment 调用 | -| src-tauri/src/commands/knowledge.rs | 暴露 metadata enrichment 或等价分段接口 | -| src-tauri/src/knowledge_store.rs | 将 git log 移出正文关键路径,返回 content revision | -| src/components/MarkdownRenderer.vue | 继续服务只读场景,抽取可复用解析/交互模型 | -| package.json / bun.lock | 加 CodeMirror,最终删 Vditor 与仅供其使用的复制插件 | -| vite.config.ts | 删除 Vditor vendor copy,增加稳定 CodeMirror chunk 策略 | - -建议新增模块: - -~~~text -src/components/ui/markdown-editor/ -├─ codeMirrorMarkdownExtensions.ts -├─ markdownEditorBinding.ts -├─ markdownEditorSessionCache.ts -├─ markdownEditorTransactions.ts -├─ markdownLivePreview.ts -├─ markdownLivePreviewTheme.ts -└─ widgets/ - ├─ MarkdownCheckboxWidget.ts - ├─ MarkdownImageWidget.ts - ├─ MarkdownMathWidget.ts - ├─ MarkdownReferenceWidget.ts - └─ VueWidgetHost.ts - -src/composables/knowledge/ -├─ knowledgeRepository.ts -├─ knowledgeDocumentCache.ts -├─ knowledgeDocumentSession.ts -└─ knowledgeMutationRouting.ts -~~~ - -实际拆分应保持模块单一职责,并避免把 CodeMirror 类型扩散到知识 IPC 和持久化类型。 - -## 测试计划 - -### 单元测试 - -- MarkdownEditorSessionKey 在 workspace、window、pane、document 和 section 之间隔离。 -- LRU 淘汰顺序、软预算、dirty pin、rename rekey 和 delete 清理。 -- document switch 保存与恢复 selection、history、scroll。 -- external string diff 转 ChangeSet,selection mapping 正确。 -- Transaction.remote、addToHistory(false) 和本地 undo 边界正确。 -- rendered/native storage adapter 到 live/source 行为映射。 -- Live Preview decorations 只覆盖 visibleRanges。 -- 当前 selection 相交节点展示 Markdown delimiter。 -- task checkbox、link、table、math、image 和引用 widget 生成正确 transaction。 -- request dedupe、cache invalidation、workspace generation 与 stale response。 -- save target 捕获、旧回包路由和 continued typing rebase。 - -### 组件测试 - -- focus 前后 .cm-editor 节点 identity 相同。 -- live/source 前后 .cm-editor 节点 identity 相同。 -- summary、rules、body 拥有独立 session。 -- readOnly 不产生文档 change,链接与允许的 widgets 可操作。 -- KnowledgePreview 切 A → B → A 保留未保存草稿。 -- A save resolve 期间切到 B,B 内容保持不变。 -- knowledge-changed 在聚焦输入时应用非重叠 patch 并保持 selection。 -- 搜索高亮保留编辑面并滚动到匹配。 -- hidden tab 暂停 view,恢复后 state 完整。 - -### 集成与手工矩阵 - -| 维度 | 样本 | -| --- | --- | -| 类型 | Design / Memory / Reference / Skill / 目录配置 | -| 权限 | 可编辑 / AI maintained / 只读 / 外部来源 | -| 模式 | live / source | -| 主题 | light / dark | -| 输入 | 英文 / 中文 IME / 日文 IME / emoji / 合成字符 | -| 内容规模 | 1 KB / 100 KB / 1 MB / 超长单行 | -| 语法 | 标题、列表、表格、代码、数学、图片、Locus refs、Unity widgets | -| 切换 | 树内切换 / workbench tab / pane / workspace | -| 外部变化 | Agent edit / filesystem event / save ack / rename / delete | - -测试命令统一使用: - -~~~powershell -bun run test -bun run typecheck:test -bun run typecheck -bun run build -~~~ - -桌面实测使用: - -~~~powershell -bun run locus:test:app -- --skip-onboarding -~~~ - -## 性能门槛 - -在固定 Windows / WebView2 环境、release-like 前端构建和固定语料上采集至少 30 次,报告 p50 / p95: - -| 指标 | 验收门槛 | -| --- | ---: | -| 已显示 live 文档点击到可输入 | p95 ≤ 16 ms | -| cached 文档选择到编辑器完成首帧 | p95 ≤ 50 ms | -| uncached 正文响应到编辑器完成首帧 | p95 ≤ 32 ms | -| live/source 模式切换 | p95 ≤ 16 ms | -| 100 KB 文档普通输入 transaction | p95 ≤ 16 ms | -| 1 MB 文档普通输入 transaction | p95 ≤ 32 ms | -| 外部 1 KB 非重叠 patch 应用 | p95 ≤ 16 ms | -| 标准语料编辑器引起的主线程长任务 | 0 个超过 50 ms | -| 聚焦/失焦编辑器根高度变化 | 0 px | -| 20 文档往返后的脏草稿丢失 | 0 | -| 20 文档往返后的跨文档 undo/save | 0 | - -内存门槛: - -- 冷打开一个小型知识文档的编辑器增量 heap 明显低于当前约 9.7 MB 基线。 -- 20 文档往返后 heap 在 LRU 淘汰和 GC 后回到预算允许范围。 -- hidden tab 数量增加时,EditorView DOM、MutationObserver、ResizeObserver 和 Vue widget 数量保持有界。 -- 删除或淘汰 session 后,对应 EditorState、widget、对象 URL 和事件回调可被回收。 - -性能门槛发生环境波动时保留绝对门槛,同时报告相对当前主分支的改善比例。 - -## 风险与控制 - -| 风险 | 控制 | -| --- | --- | -| Live Preview 源码位置与 widget DOM 映射复杂 | Lezer range 为唯一来源;功能按语法族分阶段进入 | -| table / math / Unity block 改变高度 | 稳定 WidgetType key、尺寸占位、requestMeasure、活动块 source fallback | -| IME composition 被外部 patch 打断 | composition 期间排队远端变化,compositionend 后映射并提交 | -| 大文档每次输入生成完整字符串 | session 以 CodeMirror Text 为权威,autosave 时才 materialize | -| 多标签常驻增加内存 | workspace repository 共享、有限 warm view、EditorState weighted LRU | -| 脏 session 被淘汰 | dirty/saving/conflicted 状态固定保留 | -| 保存回包写入当前文档 | immutable target + requestId + local revision 路由 | -| workspace 切换复用旧缓存 | workspace generation 进入 key,旧 generation 回包丢弃 | -| CodeMirror 包出现重复 core 实例 | 直接依赖、bun.lock 检查、构建期依赖树断言 | -| 与 MarkdownRenderer 样式分叉 | 共用 token、解析模型和固定视觉语料截图 | -| 复杂扩展阻塞首次打开 | 核心同步预热,语言与重型 widgets 按可见块懒加载 | - -## 完成定义 - -满足以下全部条件后,迁移完成: - -- 知识文档 live 与 source 全部使用 CodeMirror。 -- 点击正文、失焦、模式切换和文档切换期间没有预览/编辑 DOM 交换和空白帧。 -- 每个文档 section 的草稿、选区、滚动与撤销历史独立恢复。 -- 快速切换、Agent 外部编辑和保存回包通过文档身份与 revision 安全路由。 -- embedded 文档正文打开不等待全类型树,也不等待 Git history。 -- 正文缓存、请求去重、精确失效和 workspace generation 隔离生效。 -- 当前知识 Markdown 与 Locus 扩展语义达到功能矩阵要求。 -- 性能、内存、IME、readOnly、multi-pane 和 multi-workspace 验收通过。 -- 生产依赖、源码、Vite 配置与构建产物中不存在 Vditor。 -- 全量 Vitest、测试类型检查、应用类型检查和构建通过。 - -## 官方技术依据 - -- CodeMirror Reference Manual:https://codemirror.net/docs/ref/ -- CodeMirror System Guide:https://codemirror.net/docs/guide/ -- Decorations 示例:https://codemirror.net/examples/decoration/ -- Configuration / Compartment 示例:https://codemirror.net/examples/config/ -- Split View 状态同步示例:https://codemirror.net/examples/split/ -- Collaborative Editing 示例:https://codemirror.net/examples/collab/ - -CodeMirror 官方文档确认 EditorState 为不可变值、EditorView 支持 setState 与 transaction 更新、Compartment 支持局部重配置、编辑器只绘制 viewport 周边内容、decorations 可以基于 visibleRanges 增量计算。这些能力直接对应 Locus 的持久编辑面、多文档状态恢复、Live Preview 和外部 patch 映射需求。 diff --git a/docs/product/csv-document-editor-plan.md b/docs/product/csv-document-editor-plan.md deleted file mode 100644 index 90ccaacc..00000000 --- a/docs/product/csv-document-editor-plan.md +++ /dev/null @@ -1,212 +0,0 @@ -# CSV 文档编辑与公共文档基础设施计划 - -日期:2026-09-15 - -状态:CSV 编辑器、YAML 视图协议与知识目录接入已实施。根据实际试用反馈,界面改为满幅工作表,取消常驻工具栏,操作集中到右键菜单;WebView2 输入与文件保存验收通过。完整应用类型检查仍有一个本次范围外的错误,真实 Unity Editor 重新导入尚未实测。 - -## 本次验证结果 - -2026-09-15 当前共享工作区验证: - -| 检查 | 结果 | -| --- | --- | -| CSV、公共基础设施、工作区文件、知识目录、工作台路由 Vitest | 12 个文件、223 项测试通过 | -| CSV Rust 单元测试 | 5 项通过:原文保存/知识扫描、视图协议、配套重命名/复制与 Unity GUID | -| WebView2 网格实际输入 | 15 项通过:直接键入、中文 IME、Enter/Tab、区域选择、粘贴、撤销重做、额外输入框边框检查 | -| WebView2 完整编辑器与原生文件读写 | 10 项通过:空文件、右键插入、保存后撤销、源码往返、独立 YAML 保存 | -| `bun run docs:validate` | 通过 | -| `bun run vite build` | 通过;现有大 chunk 提示仍存在 | -| `bun run typecheck` / 完整构建的类型检查前置步骤 | `src/services/sharedWorkbenchWindow.ts:54`:`number` 不能赋给 `Timeout`;该文件未由本任务修改 | -| `bun run typecheck:test` | 通过 | -| 本次修改文件的 `git diff --check` | 通过 | - -实测使用 Windows 的隔离 Locus / WebView2 开发实例(Vite,未压缩,1100 × 700 网格),fixture 位于该实例的工作区和 `Assets/CsvTests`;保留正式 Locus 与用户的其他工作区。网格性能样本为 10 列字符串、CRLF:1 万单元格解析约 2 ms,解析加刷新约 327 ms;10 万单元格解析约 18 ms,解析加刷新约 678 ms。滚动到底部时分别渲染 58 / 80 行(1566 / 2160 个含行号的单元格),空白列也计入渲染。这是本机单次开发实例数据,不是硬件无关的性能保证。 - -独立 Vite 打包通过不等同于完整构建通过。Unity 范围的当前验证覆盖普通 `Assets` 文件读写、配套 `.meta` 保留/复制规则;未把它当作已完成真实 Editor 重导入验收。 - -## 范围与已确认决策 - -- 同时支持普通工作区文件、Locus 文档/知识目录和 Unity `Assets` 中的 CSV。 -- `items.csv` 是唯一的单元格数据源;同目录的 `items.csv.view` 保存视图配置,内容采用 YAML。 -- 不使用 `items.csv.meta` 保存 Locus 视图配置。Unity 的资源 `.meta` 文件保持由 Unity 管理;`items.csv.view` 被 Unity 导入后也可能拥有自己的 `.meta`。 -- 首版是一份 CSV 对应一张数据表,集成在现有工作台标签页中,支持分栏与浮动窗口。 -- 用户随后授权完整实施;公共基础设施、CSV UI、CSV/YAML 编解码、知识库格式扩展均已接入。 -- 不改变现有会话数据库结构;若后续扩展涉及持久化 schema,另行提供明确迁移与旧数据导出验证。 - -## 现有基础与接入范围 - -| 现有实现 | 当前能力或限制 | CSV 接入要求 | -| --- | --- | --- | -| `src/components/ui/BaseMarkdownEditor.vue` | CodeMirror 6,源码/实时预览、选区与撤销历史 | 保留为源码适配器,表格使用独立网格适配器 | -| `src/components/workbench/WorkspaceFilePreview.vue` | 文件读取、保存、冲突选择、位置跳转、跨窗口文本草稿 | 复用公共文件会话,增加 CSV 路由、网格视图状态传递 | -| `src/composables/useFileChangeRevalidation.ts` | 共享工作区文件事件、激活/焦点探测与防抖 | 同时关注 CSV 和 `.csv.view`,分别跟踪数据与视图版本 | -| `src/components/knowledge/knowledgeEditorWorkspaceSession.ts` | 知识草稿、冲突、字段与 Markdown EditorState 缓存 | 复用公共身份与缓存;保留知识业务保存策略 | -| `src/components/knowledge/knowledgeCollaborativeEditing.ts` | 有界文本 diff、三方 rebase、带唯一上下文的编辑操作 | 通用算法下沉,知识正文的空白规范化留在适配器 | -| `src-tauri/src/commands/workspace_explorer.rs` | 内容哈希校验、原子文件替换;当前 UTF-8 文本编辑上限 1 MiB | CSV 单独确定容量与编码策略;保留工作区权限、generation/materialization 校验 | -| `src/components/workbench/DevelopmentWorkbench.vue` | 资产中的 Markdown 已分流到文档编辑器 | CSV 从资产入口进入同一文档编辑链路 | -| `src-tauri/src/knowledge_store.rs` | 路径、扫描、frontmatter、目录移动/删除假定 Markdown | 增加文档格式维度并覆盖完整生命周期,不能仅放开扩展名 | - -知识库的分类与文件格式应分离:例如 design/reference 是分类,markdown/csv 是格式。CSV 不能写入 Markdown frontmatter;首版标题可由文件名提供。知识管理属性需要由知识索引/目录配置的明确扩展承载,不放入 CSV 数据或视图配置。只读来源继续遵守现有约束。 - -## 表格库评估 - -以下候选比较来自官方文档与仓库代码调研;最终采用 Tabulator 6.5.2,已完成 Locus WebView2 实测。没有宣称对所有候选库做过运行时对比。 - -| 库 | 能力与授权 | 判断 | -| --- | --- | --- | -| Tabulator | MIT;单元格编辑、区域选择、剪贴板、交互历史、Spreadsheet 模式 | 优先验证;按需组合网格能力,适合 CSV 数据编辑 | -| Jspreadsheet CE | MIT;电子表格交互、Vue 封装、工作表撤销重做 | 主要备选;对比行列操作、输入法和样式适配成本 | -| Handsontable | Vue 3 支持;商业用途需对应付费许可 | 如接受授权成本,可进入对比 | -| RevoGrid | MIT 核心、Vue 与虚拟滚动;History、智能填充等在 Pro 列表 | 大表候选,先核清免费版与 Pro 边界 | - -最终组合:Tabulator 6.5.2 + Papa Parse 5.7.0 + YAML 2.9.1 + Locus 文档模型。采用普通 Grid 模式,通过工作表投影层与自定义编辑器提供电子表格交互。 - -- 网格库只负责显示、选择、键盘和编辑交互,不能成为持久化数据的唯一来源。 -- Papa Parse 负责分隔符探测和剪贴板 TSV 解析/输出;Locus 词法模型保留 CSV 每个字段的原始写法及记录结束符,只重新编码修改过的字段。 -- 库的原生导出、空行裁剪、自动类型转换、公式处理必须经适配层约束。 -- 列增删、批量粘贴作为单次撤销操作等能力,需要单独验证;不假设库的交互历史覆盖所有结构操作。 -- Tabulator 的 Spreadsheet 模式不支持部分改变行列布局的模块,也不提供单元格公式计算;首版不需要公式,但仍须比较普通 Grid 模式与 Spreadsheet 模式的适配成本。 -- 已锁定依赖版本。首版不引入多工作表、合并单元格、公式引擎、图表或 XLSX 往返保存。 - -## 编辑与界面 - -- CSV 默认显示表格;“表格 / 源码”切换放入右键菜单,两种模式共享同一草稿和保存基线。 -- 列标使用 A、B、C…,行号从 1 开始;首条 CSV 记录仍位于第 1 行。初始至少投影 26 列、100 行(大表按总容量裁剪),接近边缘时继续扩展。投影中的空白格不写入 CSV,直接输入才扩展真实数据。 -- 单击选择后直接键入替换内容,支持中文 IME;双击或 F2 编辑原内容,Enter/Tab 提交并移动,Shift 反向移动,Alt+Enter 输入换行,Escape 取消。编辑控件填满单元格,内部无额外框线。 -- 支持单元格编辑、方向键/Tab 导航、区域选择、Excel 多格复制粘贴、行列增删、撤销重做、查找替换。 -- 支持列宽、冻结列、隐藏列、自动换行及“首行为表头”;兼容无表头、空表头和重复表头。 -- 排序、筛选、隐藏列与显示列顺序属于视图操作。保存 CSV 时仍包含所有记录和源顺序;真正重排数据是单独的数据操作。 -- 数据保存沿用 Ctrl+S、标签页 dirty、关闭确认和外部冲突选择。 -- 按用户要求删除整行工具栏。插入/删除行列、清空、剪贴板、撤销重做、排序、查找、源码与视图设置使用 `BaseContextMenu`;低频面板复用 `BaseButton`、`BaseCheckbox`。保留满幅网格、连续 surface 和全局颜色、边框、字体 token。 -- 不增加说明性顶部卡片、弱语义 badge 或常驻推荐信息;格式/编码等低频选项进入二级菜单。 -- 普通表格、知识入口和 Unity 资产入口使用同一编辑器核心,避免三套状态与保存实现。 - -## CSV 数据与编码 - -- 以字符串二维数组及记录边界为数据模型;内部行列 ID 不写入 CSV。 -- 不自动转换 `00123`、长整数、日期、布尔字符串、空白或以 `=` 开头的原文,不执行公式。 -- 保留分隔符、UTF-8 BOM、换行、引号内换行、空行、末尾空字段、末尾换行及不等长记录。 -- 仅查看或调整视图不能重写 CSV。网格展示补齐的空单元格不能自动变成磁盘中的新字段或新行。 -- 常规 parse/unparse 可能规范化引号,不能宣称字节无损。若要求单元格编辑仅产生局部 Git diff,适配层需保留原始记录/字段区间,只重写受影响部分;结构编辑另行确定保真边界。 -- 通用文本换行工具服务现有源码编辑器,它不是 CSV 无损编解码器;CSV 的引号字段内部换行须由 CSV 适配层保留。 -- 解析失败时保留原文和草稿,显示错误位置并提供源码修复,不静默补齐或覆盖文件。 -- 默认先处理 UTF-8/UTF-8 BOM。GBK、UTF-16 等需要明确的解码与回写策略,不自动替换非法字符后保存。 -- 128 KiB 以上的文件加载/源码解析使用 Worker;虚拟滚动限制 DOM。单元格内键入由本地 textarea 处理,只在提交时更新词法文档和撤销快照。当前上限为 UTF-8 16 MiB、50 万矩形单元格、1 万列,超过上限保留源码入口;未支持 GBK/UTF-16 回写。 - -## YAML 视图文件 - -`items.csv.view` 的示例结构: - -```yaml -schema: locus.csv-view.v1 -headerRows: 1 -rowHeight: 28 -wrapText: false -frozenColumns: 1 - -columns: - c1: - sourceIndex: 0 - header: "id" - width: 100 - c2: - sourceIndex: 1 - header: "name" - width: 220 - -columnOrder: - - c1 - - c2 -``` - -- 列配置用稳定 ID 到配置的映射;ID 只在创建列时生成,不能每次保存重建。示例 ID 仅用于说明。 -- 显示顺序单独存储,调整顺序不搬动整块列配置。`sourceIndex` 是源文件绑定位置,不代表显示顺序。 -- ID 仅存在于视图侧,无法单独解决外部改表后的身份匹配。结合位置、表头与重复表头出现次序/结构指纹重新匹配;无表头或匹配有歧义时,仅受影响列恢复默认布局,不能错绑到另一列。 -- 保存列宽、隐藏状态、冻结、换行、显示顺序等持久视图配置;选择区、光标、滚动位置、临时编辑状态保存在本机工作台会话。 -- 缺少 `.view` 时采用默认布局,仅在首次实际调整视图时创建;CSV 单独存在仍完整可用。 -- 使用简单 YAML 映射/序列/标量,固定字段顺序、两空格缩进、LF 换行和字符串转义;拒绝重复键、非法字段值和不支持的 schema。 -- 固定序列化顺序,不写保存时间等高频字段,不把第三方库的私有状态对象直接落盘。 -- 损坏、有 Git 冲突标记或版本不支持时保留原文件,可暂用默认视图;未经用户处理不能自动以默认配置覆盖它。 -- 首版只有 v1;后续格式升级需要明确、可重复执行的迁移,不能由旧客户端静默降级重写。 - -Git 默认对 JSON/YAML 都进行文本三方合并,不会按列 ID 做语义合并。YAML 块式写法减少结构标点,使 diff 更易审查;稳定布局和数据结构比格式本身更重要。双方修改同一列宽、同时插列或首次各自创建 `.view` 仍可能冲突。首版不依赖自定义 Git merge driver,不用自动拼接代替冲突处理。 - -## 保存、冲突与文件生命周期 - -- CSV 数据和 `.view` 分别记录版本、dirty 和保存结果。 -- 列宽等独立调整防抖保存;涉及尚未保存的列增删时,相关视图结构延迟到 CSV 保存成功后写入。 -- 两个文件分别校验内容版本并原子替换,但两次替换不是跨文件原子事务。CSV 成功而 `.view` 失败时,保留待重试视图并明确结果,不能回滚或覆盖已确认的新数据。 -- 并发文件变更使用现有工作区监听与版本机制。干净草稿刷新;存在本地修改时保留草稿并呈现冲突选择。 -- 保存回包只更新发起资源;保存期间继续输入必须保留,只有当前草稿全部保存后才能允许关闭。 -- 代码复用不等于复用业务语义:通用文本 rebase 不能代替 CSV 行列语义合并或 YAML schema 校验。 -- CSV 编辑器的移动/重命名/复制联动 `.view`,目标冲突预检,部分失败尝试回滚。移动同时携带现有 `.meta` / `.view.meta` 保留 GUID;复制仅复制数据和视图,由 Unity 为副本生成新 GUID。当前使用配套文件操作,不宣称已调用或验证 Unity AssetDatabase 的移动流程。 -- 知识目录移动/删除联动 `.view`;知识树、正文索引和注入只包含 CSV 正文。普通文件树仍可把 `.csv.view` 当作文本文件查看,不将它识别为可执行 View。 -- 外部单独移动 CSV 导致 `.view` 缺失时使用默认布局,不凭文件名猜测并挪动无关配置。 - -## 公共基础设施边界 - -本次抽取的入口与消费者: - -| 公共模块 | 责任 | 已接入消费者 | -| --- | --- | --- | -| `src/composables/useDocumentFileSession.ts` | 格式无关的加载、草稿/基线、dirty、保存回包、过期请求隔离、错误状态;适配器注入编解码与 I/O | `WorkspaceFilePreview.vue`、`WorkspaceCsvEditor.vue` | -| `src/document/documentIdentity.ts` | checkout、generation、materialization epoch 与资源身份组成无歧义会话键 | 工作区文件、知识正文和目录会话 | -| `src/document/documentSessionCache.ts` | 通用 LRU、草稿/冲突钉住、软容量、更新 pin 状态不改变访问顺序 | 知识草稿缓存、Markdown EditorState 缓存、CSV 草稿/撤销/选区缓存 | -| `src/document/documentText.ts` | 保留原始字符串的有界 diff/hunk、三方冲突描述、唯一上下文编辑操作 | 知识协作编辑、CodeMirror 外部更新 transaction | -| `src/document/textDocumentFormat.ts` | 显式换行检测/规范化/回写,不裁剪末尾空白 | 现有工作区源码/Markdown 文件适配器 | - -既有公共模块继续复用:`useFileChangeRevalidation`、`boundedTextDiff`、共享 workspace 事件、基础控件和主题 token。知识分类、分段保存、自动保存策略、frontmatter、目录权限,以及 CodeMirror selection/undo 的具体表示继续留在各自适配器中。 - -公共文件会话要求传入不可变草稿与快照;它不依赖 CodeMirror、CSV、YAML、Tauri IPC 或文件类型。`modelDraft` 只在加载/保存等同步边界更新,输入时只更新草稿。`save()` 返回 true 表示当前草稿已经保存,保存期间继续输入时返回 false 并保留 dirty,避免关闭时丢失后续输入。 - -## 实施阶段 - -### 阶段 0:公共能力抽取(本次) - -- [x] 写入完整方案和选型依据,固定 CSV + YAML `.csv.view` 决策。 -- [x] 抽取公共身份、会话缓存、无损字符串差异/合并与显式换行工具。 -- [x] 抽取文件会话生命周期,接回现有工作区文件编辑器。 -- [x] 知识协作与 CodeMirror 适配器使用同一公共文本差异算法,保留原有知识空白规则。 -- [x] 完成边界测试、Markdown/知识/工作区文件回归、Vite 打包与文档校验。 -- [ ] 全仓应用/测试类型检查与完整构建无错误:本次范围外的阻塞见“本次验证结果”。 - -### 阶段 1:网格选型验证 - -- [x] 完成候选调研,选择 Tabulator,实际验证中文 IME、区域粘贴、结构撤销和焦点;样式复用 Locus token。 -- [x] 测试 1 万/10 万单元格档位和虚拟滚动,记录环境与数据;实际分栏可同时打开 CSV。 -- [x] 锁定依赖版本、普通 Grid 模式与容量。完整构建的 KnowledgeView chunk 约 843 kB / gzip 215 kB;共享工作区无法据此把整个 chunk 增量归因于 CSV。 - -### 阶段 2:CSV 数据与 `.view` 协议 - -- [x] CSV codec、原始字段/记录保留、源数据与显示映射,解析失败转源码修复。 -- [x] YAML schema 校验、确定性序列化、版本策略和列绑定。 -- [x] 数据/视图独立保存状态、内容哈希校验,视图写入失败保留 dirty 并允许重试。 -- [x] CSV 编辑器配套移动/复制与知识目录移动/删除,知识树排除 `.view`。 - -### 阶段 3:统一编辑入口 - -- [x] 表格/源码共用草稿,接入工作台、知识和资产文件入口。 -- [x] 知识 CSV 的索引、创建、原文读取及目录操作;标题来自文件名,管理属性继承目录配置,不写 frontmatter。 -- [x] 现有工作区文件快照以可选 `csv` 字段兼容扩展,包含 YAML 草稿和矩形选区/滚动;CSV 缓存保留未保存数据与撤销历史。 -- [x] 复用现有控件及主题 token,实际验证键盘/焦点,移除工具栏和内部输入框边框。 - -### 阶段 4:端到端验收 - -- [x] 特殊 CSV 往返:引号、逗号、嵌入换行、BOM、空白、尾部空字段、不等长记录、无/重复表头。 -- [x] 仅查看或修改视图时 CSV 字节不变;打开不存在的 `.view` 不创建文件,扩展数据本身也不强制创建视图文件。 -- [x] 公共会话覆盖保存时继续输入/旧请求隔离;CSV 测试覆盖外部冲突、无效视图保护、视图失败后重试和草稿丢弃。 -- [x] CSV 草稿缓存和快照接入工作台生命周期;实际验证分栏、源码往返及选区,自动测试校验过期磁盘基线拒绝导入。 -- [ ] Unity 中 CSV 保存后正确重新导入;资产移动/重命名保留 GUID 和附属文件关系。 -- [x] 实测 1 万/10 万单元格与 DOM 数量,设置 16 MiB / 50 万矩形单元格限制。 - -测试统一使用 `bun run test`,类型检查使用 `bun run typecheck`、`bun run typecheck:test`。WebView2 验证使用隔离实例 `bun run locus:test:app`;需要 Unity 集成时使用仓库 CLI driver,只操作本次测试资源。 - -## 调研来源 - -- [Tabulator 授权与能力](https://www.tabulator.info/alternatives/handsontable/)、[区域编辑](https://www.tabulator.info/docs/6.x/range/)、[Spreadsheet 模式限制](https://www.tabulator.info/docs/6.x/spreadsheet/) -- [Jspreadsheet CE](https://bossanova.uk/jspreadsheet/)、[撤销历史](https://bossanova.uk/jspreadsheet/docs/history) -- [Handsontable Vue 3 与授权](https://github.com/handsontable/handsontable/blob/develop/wrappers/vue3/README.md) -- [RevoGrid Vue](https://rv-grid.com/vue-data-grid)、[Pro 功能](https://rv-grid.com/pro/) -- [Papa Parse 文档](https://www.papaparse.com/docs) -- [Git 合并属性](https://git-scm.com/docs/gitattributes)、[YAML 1.2.2](https://yaml.org/spec/1.2.2/) -- [Unity 资源元数据](https://docs.unity3d.com/6000.0/Documentation/Manual/AssetMetadata.html) diff --git a/docs/product/csv-frozen-range-compatibility.md b/docs/product/csv-frozen-range-compatibility.md deleted file mode 100644 index a961ec4f..00000000 --- a/docs/product/csv-frozen-range-compatibility.md +++ /dev/null @@ -1,43 +0,0 @@ -# CSV 冻结列与范围选择修复 - -日期:2026-09-16。保留 Tabulator 6.5.2 与现有 CSV 数据、剪贴板、历史和视图模型。 - -## 原因与改动 - -Tabulator 的横向虚拟渲染窗口只索引非冻结列,但原生范围边框用该窗口裁剪完整列坐标。范围在冻结区或跨冻结区时,滚动后的边框可能消失或错位。原生自动滚动也只避让行号栏,没有避让整个冻结前缀。 - -- `csvRangeSelection.ts` 在当前 CsvGrid 实例构建前适配范围模块,保留原有选区模型、事件和公开 API。根据完整可见列宽计算坐标,将范围边框分别裁剪到冻结区和滚动区,使用当前窗口的绘制帧更新位置。 -- 普通方向键和 Tabulator 的 Ctrl 跳转统一避让全部冻结列;移动到冻结单元格时不改变水平滚动位置。 -- 隐藏列仍保留冻结前缀成员身份,避免 Tabulator 遇到隐藏的非冻结定义后把后续冻结列错误地当成右侧冻结列。 -- 表格 DOM 移入共享浮动窗口后,鼠标松开和窗口失焦监听跟随当前所属文档,防止松手后仍继续扩选。 -- 边框层显示在冻结单元格与合并层上方,复用现有 `--accent-color` 和选中样式;不新增界面文案或控件。 - -适配范围是 Locus 当前的平面、从左到右、连续左冻结列布局。不是全局关闭警告,也没有修改 `node_modules`;不支持的冻结布局仍保留上游诊断。适配依赖 Tabulator 6.5 内部范围接口,升级该库时需要重跑以下验证。 - -## 验证 - -相关 Vitest 共 **72 项通过**,其中新增 4 项回归覆盖冻结选区、键盘可见性、隐藏/重排/缩放以及浮动窗口鼠标松开。`bun run typecheck:test` 通过,实际 CsvGrid 的 Vite 生产验证入口构建通过。 - -隔离 Locus `\locus-app-test-`、WebView2 `153.0.4234.32` 中,用生产构建执行 **19 项检查**: - -- 冻结 0、1、3 列时,水平滚动后的鼠标正反向拖选与复制内容。 -- 边框几何与冻结层的实际绘制顺序,垂直滚动移出视口后的隐藏。 -- Shift 扩选、Ctrl+Shift 跳转及目标列可见性。 -- 跨冻结区粘贴、删除,前导零、长整数、公式形文本保持字符串。 -- 隐藏首列、修改列宽与 150% 缩放后的冻结位置及选区对齐。 -- 没有冻结/范围选择兼容警告或未捕获异常。 - -另外用真实共享浮动窗口验证 DOM 搬移、F2 编辑与 Enter 提交、跨冻结区拖选、松手后移动鼠标不再改变选区,结果通过。鼠标和键盘通过 CDP 原生输入派发;剪贴板数据通过页面 ClipboardEvent 注入,不读写系统剪贴板。 - -## 复现 - -按[验证工程说明](../../scripts/univer-oss-validation/README.md)启动隔离实例与生产预览服务,明确选择测试实例的 CDP 地址和页面 ID,然后在验证工程目录运行: - -```powershell -bun verify-frozen.ts -bun baseline-window.ts -``` - -开发宿主可加第三个参数 `http://127.0.0.1:14921`;默认生产预览为 `http://127.0.0.1:14922`。 - -本地证据保存在验证工程的 `results/tabulator-frozen-selection.json`、`results/tabulator-frozen-selection.png` 与 `results/tabulator-shared-window.json`。结果目录由 `.gitignore` 排除。 diff --git a/docs/product/csv-grid-comparison.md b/docs/product/csv-grid-comparison.md deleted file mode 100644 index cd21ba25..00000000 --- a/docs/product/csv-grid-comparison.md +++ /dev/null @@ -1,86 +0,0 @@ -# 当前 Tabulator 与 Univer OSS 对照 - -日期:2026-09-16。 - -后续更新:下文记录的是冻结选区修复前的对照状态。冻结列、范围边框与浮动窗口松手问题已完成[专项修复与验证](./csv-frozen-range-compatibility.md);本页性能数字仍是此前的同环境测量,没有重新标记成修复后数据。 - -结论:**当前 Tabulator 更适合轻量 CSV 编辑与现有 Locus 工作台;Univer 的优势集中在宽表滚动和完整工作表交互。不能为了普遍提速而直接换成 Univer。** - -当前需求若主要是几十至一百列的 Unity 配置表,优先保留现有网格并处理冻结/范围选择的兼容问题。若后续核心需求是数百至上千列、复杂合并与更多电子表格能力,再承担 Univer 的独立窗口运行时和数据适配成本更有依据。 - -## 同环境测量 - -- 隔离 Locus:`\locus-app-test-`,WebView2 `153.0.4234.32`,Windows。 -- 两个独立生产构建入口,同一窗口,视口 1400×900、网格区 1400×866,冻结 2 列、实数据列宽 140px、默认行高 28px;使用相同的字符串 CSV。 -- Tabulator 对照直接引用当前 `src/components/csv/CsvGrid.vue`,包含现有水平虚拟渲染、行增量更新与合并层,没有拿未经优化的 Tabulator 默认示例作对照。 -- Univer OSS 0.25.1 使用上一轮验证后的文本格式保护,并保留同一份 CSV 文档模型。两边真实数据外均留 8 列、20 行左右的有限编辑空白。 -- 每个形状三轮,交替两种引擎,页面重新加载以隔离状态。共 24 轮;建表取三轮中位数,修改取每轮五次、共十五次中位数;滚动取每轮二十次、共六十次中位数。 -- CSV 文本已在内存;建表包括 CSV 解析、投影和渲染就绪,修改包括共同的 `applyCsvCellEdits` 数据更新与网格更新。渲染、滚动和修改等待两次 requestAnimationFrame,因此不是纯计算耗时,也不是 FPS。 -- 不包含磁盘读写、JS 资源下载、正式编辑器外层文件会话/冲突处理、Locus 撤销历史。Univer 自身命令历史仍启用;这些数据不能当作完整产品逐键输入延迟。 - -| 数据形状 | Tabulator 建表 | Univer 建表 | Tabulator 滚动 | Univer 滚动 | Tabulator 单格更新 | Univer 单格更新 | -| --- | ---: | ---: | ---: | ---: | ---: | ---: | -| 100 行 × 20 列 | 85 ms | 472 ms | 14 ms | 20 ms | 12 ms | 43 ms | -| 5000 行 × 20 列(10 万格) | 129 ms | 494 ms | 64 ms | 50 ms | 12 ms | 47 ms | -| 1000 行 × 100 列(10 万格) | 207 ms | 516 ms | 174 ms | 85 ms | 12 ms | 54 ms | -| 100 行 × 1000 列(10 万格) | 3122 ms | 507 ms | 278 ms | 65 ms | 65 ms | 53 ms | - -同样 10 万格,形状对表现影响很大: - -- 20 列长表,Tabulator 建表约快 3.8 倍,单格更新也明显更快;Univer 滚动略快。 -- 100 列表,Tabulator 建表和单格更新仍更快;Univer 在跨区域滚动上约快 2 倍。 -- 1000 列宽表,Univer 建表约快 6.2 倍,滚动约快 4.3 倍,更新也略快。 -- 宽表三轮 Tabulator 建表范围 3115–3201ms,Univer 502–620ms;差异不是单个异常采样造成。 - -滚动 P95:20 列长表为 Tabulator 93ms / Univer 74ms;100 列为 202ms / 119ms;1000 列为 314ms / 100ms。这里测的是离散跳转后等待绘制,不等于连续滚轮的帧率。 - -## 内存和体积 - -JS 堆在每轮完成滚动、修改并显式 GC 后测量;不是初始加载内存,也不是 WebView2 整个进程内存。 - -| 数据形状 | Tabulator JS 堆 | Univer JS 堆 | Tabulator 首屏 DOM | Univer 首屏 DOM | -| --- | ---: | ---: | ---: | ---: | -| 100×20 | 5.1 MB | 18.3 MB | 1373 | 49 | -| 5000×20 | 28.7 MB | 32.1 MB | 1373 | 49 | -| 1000×100 | 51.3 MB | 32.4 MB | 1773 | 49 | -| 100×1000 | 51.9 MB | 32.0 MB | 6273 | 49 | - -两边都进行虚拟化。当前 Tabulator 首屏实际只有约 600 个数据/行号单元格;宽表的额外 DOM 包括列头。Univer 用 2 个 Canvas 绘制网格与编辑器,DOM 数量基本稳定,但小表固定运行时成本更高。 - -本次宿主实际加载的 JS/CSS(包括依赖及语言数据)为 Tabulator 约 **1.21 MB**,Univer 约 **5.70 MB**;这些文件分别 gzip 后相加约 **0.33 MB / 1.66 MB**。这是同一构建的入口加载资源对比,不是正式 Locus 的净安装包增量,也不是网络测速。Univer 的完整发行资源还包含未在该场景加载的动态语言/断词包。 - -## 功能与接入成本 - -| 项目 | 当前 CsvGrid / Tabulator | Univer OSS 验证方案 | -| --- | --- | --- | -| 基础单元格编辑、范围选择、复制粘贴 | 已接入现有 CSV 流程 | 核心能力验证通过;尚需接入正式会话和历史 | -| 冻结数据列与范围选择组合 | 库会警告可能出现不可预测行为,仍需修复适配 | 同窗口跨冻结区鼠标/键盘选择实测通过 | -| 合并单元格 | Locus 自有合并层,现有语义保留被覆盖 CSV 值 | 原生工作表几何能力更完整;原生 merge 会清空值,必须改走仅修改视图的 mutation | -| `001`、长整数、公式形文本 | 现有编辑器始终按字符串处理 | 默认输入存在自动类型识别;已验证显式单元格文本格式保护 | -| 多行文本与中文输入 | 原生 DOM 文本编辑,已有项目测试和输入适配 | 富文本编辑模型;CDP 中文组合输入通过,需要文本/段落换行转换 | -| 排序、筛选、隐藏、列顺序 | 已实现源数据与显示顺序分离 | 有表格能力,但 Locus 的源坐标与只改视图语义尚未完整适配验证 | -| 样式与条件样式 | 已有 CSV/YAML 样式适配;部分逻辑自行维护 | 更完整的工作表模型和格式命令;额外 OSS 插件仍需按需接入,不能当作当前已验证功能 | -| 公式及多工作表扩展 | 不属于当前 CSV 编辑器目标;Tabulator 不提供公式引擎 | OSS 公式引擎与工作簿模型更有扩展空间,但当前 CSV 必须继续禁止自动公式化 | -| 现有主题和桌面控件风格 | 已复用 Locus token 与右键菜单 | 能关闭工具栏等外围 UI,深度主题和菜单需适配 | -| 共享 DOM 浮动窗口 | 本次补测:搬移后 F2 输入、Enter 提交、CSV 更新与下一格定位通过 | 上一轮实测:同样搬移后 Enter 不提交;独立窗口运行时 + 快照方案通过 | -| 文档会话、冲突、视图文件、撤销、工作台恢复 | 已与当前实现集成 | 应保留数据层,但网格命令、增量事件与窗口同步仍需重接 | -| 长期维护 | 依赖轻;冻结、合并及渲染适配由我们维护 | 更多工作表行为由上游维护;同时引入更重的运行时、版本协调与集成边界 | - -当前 Tabulator 的 DOM 编辑方式也更方便复用普通 CSS、浏览器文字选择和 DOM 调试;Univer 的 Canvas 方式使宽表 DOM 数量稳定,但自定义渲染、命中和主题接入需要遵循它的渲染接口。这是工程取舍,不是单凭 Canvas 或 DOM 就能断言哪一方全面更快。 - -商业功能仍不纳入上述优势:Univer Pro 的协作、部分导入导出和其他商业扩展不能算成本次 OSS 方案已经拥有的能力。两边的开源许可都能用于本项目 GPLv3 组合分发,许可不是这次比较的决定因素。 - -## 决策建议 - -**短期不建议为性能或一条警告直接迁移。** 当前 Tabulator 在常规 CSV 的启动、编辑响应、体积以及工作台接入方面有明确优势。截图警告对应真实组合风险,应该解决;但测量结果不支持“当前库整体性能差”的判断。 - -**Univer 的迁移价值主要来自宽表和持续扩大的工作表功能。** 如果产品确定需要常态处理数百/上千列,以及复杂合并、格式与公式类能力,可以继续实现独立窗口运行时和 CSV 命令适配器,再做完整替换验收。若主要需求仍是轻量配置 CSV,保留当前方案更合适。 - -本次未修改正式 CsvGrid 或替换正式依赖。当前测试控制台记录为 Tabulator 的冻结/范围选择警告,没有未捕获运行时异常。 - -## 复现与原始证据 - -- [验证工程](../../scripts/univer-oss-validation/README.md):`bun run compare`、`bun run compare:summary`、`bun run compare:window`。 -- 本地结果:`scripts/univer-oss-validation/results/comparison.json`、`comparison-1000x100.json`、`comparison-summary.json`、`tabulator-shared-window.json`。 -- 截图:同目录 `compare-tabulator-*.png`、`compare-univer-*.png`、`tabulator-shared-window.png`。 -- [Univer 前一轮功能专项验证](./univer-oss-validation.md)。前一轮单次性能样本与本次保留 CSV 模型、统一视口后的三轮对照口径不同;引擎间比较应以本报告为准。 diff --git a/docs/product/csv-grid-library-evaluation.md b/docs/product/csv-grid-library-evaluation.md deleted file mode 100644 index eec51a65..00000000 --- a/docs/product/csv-grid-library-evaluation.md +++ /dev/null @@ -1,65 +0,0 @@ -# CSV 网格库重新评估 - -日期:2026-09-16。约束:Locus 的 `package.json` 声明 `GPL-3.0-or-later`,依赖必须允许按项目 GPL 许可组合分发,同时满足用户要求的免费分发。 - -GPL 允许商业使用和收费分发,因此选型不能用“我们是开源项目”代替上游许可检查,也不能将“非商业用途免费”视为 GPL 兼容。MIT 与 Apache-2.0 可以用于 GPLv3 项目,分发时保留依赖要求的许可证、版权及适用的 NOTICE。依赖无需与项目使用完全相同的许可证。 - -结论:保留 Locus CSV 无损文档模型、Papa Parse、YAML 视图文件与公共文件会话。现有 Tabulator 适配已超出简单 CSV 数据网格的范围,不宜继续扩展为工作表内核。优先验证 Univer OSS,Jspreadsheet CE 作为较轻的备选;验证完成前不替换现有实现。 - -本评估最初依据工作区源代码及官方资料。2026-09-16 已完成 Univer OSS 0.25.1 的隔离 Locus / WebView2 验证,见 [Univer OSS 实测报告](./univer-oss-validation.md):单窗口交互可行,但默认合并语义与共享 DOM 浮动窗口不直接兼容;必须加入文本保护、视图合并和独立窗口运行时适配。 - -## 当前组合的边界 - -- `src/document/csv/csvDocument.ts` 保留字段原始写法、分隔符与记录结束符;Papa Parse 用于方言探测与剪贴板 TSV。这个分工应保留,不能改为网格整体导出后覆盖 CSV。 -- `src/document/csv/csvView.ts` 将列宽、排序、隐藏、冻结、样式与合并信息保存在 YAML;视图不应改变原始数据。这一边界也应保留。 -- `src/components/csv/CsvGrid.vue` 同时设置数据列 `frozen` 与 `selectableRange`。Tabulator 6.5.2 的 SelectRange 模块明确检查并警告该组合,仅冻结行号列不触发这个限制。 -- `csvHorizontalRenderer.ts` 直接继承 Tabulator 内部虚拟渲染器;`csvMergeLayer.ts` 自行计算合并区域、冻结分界与可见区域裁剪;网格还接管键盘导航、剪贴板和缩放。后续每个新功能都需要验证这些机制的组合,成本高于单项功能接入。 -- 原 `csv-document-editor-plan.md` 的首版边界排除了合并单元格。当前已经实现合并、样式和缩放,原来的库选型结论不能直接沿用到扩大的范围。 - -截图中的冻结警告来自实际能力边界,屏蔽 `console.warn` 不会修复选区定位。另一个 `workspace.pane_context_unavailable` 属于工作区恢复生命周期,与表格库无关。 - -## 候选对比 - -| 候选 | 授权及官方能力 | 对 Locus 的判断 | -| --- | --- | --- | -| Tabulator | MIT;数据网格、编辑、范围选择、冻结列,但当前版本对冻结数据列与范围选择组合发出警告 | 简单数据表仍适用;当前工作表需求下,继续接管内部选择与渲染机制的维护成本偏高 | -| AG Grid Community / Enterprise | Community 为 MIT,与 GPLv3 兼容;跨固定区范围选择有官方支持,但 Cell Selection 属于 Enterprise | Community 无法直接覆盖现有核心交互;不能将 Enterprise 的专有授权当作 GPL 兼容依赖 | -| Handsontable | 工作表交互、冻结与合并;当前免费许可限制为非商业用途或商业评估 | 当前非商业许可不适合作为 GPL 组合分发的依据;开源项目身份不会自动消除这些限制,也不能把旧 MIT 版本当作当前版本的授权 | -| Jspreadsheet CE | MIT;Vue 接入、范围选择、冻结和合并 | 较轻备选,但 CE 冻结列与筛选/页脚有限制,交互式冻结控制列在 Pro 中,不能假设 CE 等同于 Pro | -| Glide Data Grid | MIT;Canvas、React、编辑与选区;用于 Glide 自身 Data Editor | 数据网格候选,但 Vue 项目需引入 React 接入层;不能仅凭“merged cells”宣传认定满足任意二维合并 | -| Univer OSS | Apache-2.0,与 GPLv3 兼容;Canvas 渲染、工作表、选区、冻结、格式与可扩展插件,支持嵌入 Vue | 当前功能方向下优先验证;接入较重,需要限制为单工作表、必要插件及现有桌面工具界面 | - -Univer 的 OSS 与 Pro 必须分开评估。协作、导入导出、打印、图表等能力有 Pro 边界;Locus 可继续通过自己的 CSV/YAML 模型读写本地文件,不依赖商业导入导出包。其界面层本身使用 React,Vue 接入不代表没有 React 运行时成本。 - -## 替换前的验收 - -验证应针对“组合是否工作”,不能再只勾选功能列表: - -1. 冻结 1 列/多列后横向滚动,跨冻结边界拖选、Shift 扩选、复制、粘贴和键盘导航。 -2. 合并区域跨冻结分界,隐藏或重排列后继续编辑;取消合并仍保留被覆盖的 CSV 源值。 -3. 中文输入法、多行文本、连续编辑、Tab/Enter 导航、缩放与可变行高。 -4. 10 万单元格及宽表的首屏、持续滚动、局部更新、内存与多标签切换,按同一 WebView2 环境比较。 -5. 分栏、独立窗口、关闭后恢复光标与滚动位置;外部修改与冲突处理仍经过公共文件会话。 -6. `001`、长整数、日期形字符串、以 `=` 开头的文本、BOM、CRLF、引号与末尾空字段无损保存;网格不得自动把 CSV 字符串变成数字或公式。 -7. 撤销历史只保留一个权威来源;排序和筛选保持视图语义,不隐式重排源 CSV;网格回调与 Locus 文档更新不会循环触发。 - -只替换网格适配器,继续沿用当前主题 token、右键菜单、工作台标签及 CSV/YAML 协议。候选未通过组合验证前,不承诺迁移后即可消除所有交互问题。 - -## 官方资料 - -- [GNU 许可兼容性列表](https://www.gnu.org/licenses/license-list.en.html) -- [Apache-2.0 可以用于 GPLv3 项目](https://www.apache.org/licenses/GPL-compatibility) -- [GNU 对收费分发的说明](https://www.gnu.org/philosophy/selling.en.html) -- [Handsontable 当前非商业许可原文](https://handsontable.com/static/licenses/non-commercial/v4/handsontable-non-commercial-license.pdf) -- [Tabulator 6.5.2 SelectRange 源码](https://github.com/tabulator-tables/tabulator/blob/6.5.2/src/js/modules/SelectRange/SelectRange.js) -- [AG Grid Cell Selection 与固定区域](https://www.ag-grid.com/javascript-data-grid/cell-selection/) -- [AG Grid 开源与商业版本](https://github.com/ag-grid/ag-grid) -- [Handsontable 授权](https://handsontable.com/docs/15.2/javascript-data-grid/software-license/) -- [Handsontable 合并对源数据的影响](https://handsontable.com/docs/javascript-data-grid/merge-cells/) -- [Jspreadsheet CE 仓库与 MIT 授权](https://github.com/jspreadsheet/ce) -- [Jspreadsheet CE 冻结列与限制](https://bossanova.uk/jspreadsheet/docs/freeze-columns) -- [Jspreadsheet CE 合并](https://bossanova.uk/jspreadsheet/docs/merged-cells) -- [Glide Data Grid 仓库](https://github.com/glideapps/glide-data-grid) -- [Univer 架构、授权与 OSS/Pro 边界](https://github.com/dream-num/univer) -- [Univer 冻结](https://docs.univer.ai/guides/sheets/features/core/freeze) -- [Univer 范围与选区](https://docs.univer.ai/guides/sheets/features/core/range-selection) diff --git a/docs/product/csv-openpyxl-sdk-alignment.md b/docs/product/csv-openpyxl-sdk-alignment.md deleted file mode 100644 index 7347ec59..00000000 --- a/docs/product/csv-openpyxl-sdk-alignment.md +++ /dev/null @@ -1,68 +0,0 @@ -# CSV SDK 与 openpyxl 对齐结果 - -日期:2026-09-16。对照 openpyxl 3.1.5;这里区分「能使用对象」与「前端能还原效果」,不把接口存在等同于完整显示支持。 - -## 使用方式 - -```python -from openpyxl.styles import Font, PatternFill, Border, Side, Alignment - -wb = await locus.csv.load_workbook("Locus/knowledge/design/items.csv") -ws = wb.active -ws["A1"].font = Font(name="Arial", size=12, bold=True) -ws["A1"].fill = PatternFill("solid", fgColor="E2F0D9") -ws["A1"].alignment = Alignment(horizontal="center", wrap_text=True) -ws["A1"].border = Border(bottom=Side(style="thin", color="808080")) -ws["B2"].number_format = "0.0%" -await wb.save() -``` - -使用真实的 openpyxl Workbook / Worksheet / Cell / 样式对象,仅在 CSV 所需行为上扩展:异步加载保存、源码坐标、保留文本、保留合并区域的被覆盖值。支持 `cell`、A1 范围、`iter_rows` / `iter_cols`、`append`、复制样式和 `NamedStyle`。旧 `read_view` / `patch_view` 保留。 - -Python 工具描述和 SDK 文档已直接说明 openpyxl 用法。托管 Python 的打包流程安装 openpyxl 3.1.5;外部 Python 通过 `python/requirements-csv.txt` 安装。其他 SDK 功能保持标准库依赖。 - -## 前端样式覆盖与差距 - -| openpyxl 对象 / 能力 | 已实现 | 近似显示或仍缺失 | -| --- | --- | --- | -| `Font` | 字体、含小数的磅字号、粗体、斜体、文字颜色、删除线、单/双下划线、上下标 | 会计下划线映射为普通单/双下划线;上下标、字形度量使用浏览器排版。未支持 outline / shadow / condense / extend;family / charset / scheme 不作为 Excel 字体目录保留 | -| `PatternFill` | 纯色与全部图案名称 | 图案使用 CSS 纹理近似,线距、密度与方向不保证和 Excel 像素一致 | -| `GradientFill` | 无 | 线性与路径渐变、渐变停靠点仍未支持,保存前明确报错 | -| `Border` / `Side` | 上右下左独立边框;thin / medium / thick / hair / dashed / dotted / double | dashDot、dashDotDot 及其 medium / slant 变体映射为虚线;diagonal、inside horizontal / vertical、start / end 未支持。无装饰边框时恢复 Locus 网格线 | -| `Alignment` | 常规水平/垂直对齐、换行、缩进、文字方向、旋转、竖排、shrink-to-fit | distributed / justify 使用浏览器近似;缩放、旋转和上下标组合不保证 Excel 排版一致。fill / centerContinuous / relativeIndent / justifyLastLine 未支持 | -| `number_format` | 使用 SheetJS SSF:小数、千分位、百分比、货币、科学计数、分数、常见日期时间及格式分段 | `[Red]` 等格式分段颜色未应用到文字;Excel 完整区域、日历和语言规则未还原。无法解析的格式回退原文,不修改 CSV 值 | -| `Color` | RGB / aRGB、indexed、标准 Office theme + tint | indexed / theme 保存时转成 RGB,未实现可切换的 Excel 主题。aRGB 的 alpha 按 Excel 样式语义忽略;旧 Locus 语义色继续保留 | -| `NamedStyle` / 样式复制 | 使用真实对象,支持命名样式赋值和 `copy.copy` | 保存实际格式,不保存可重新编辑的 Excel 命名样式目录 | -| 合并与尺寸 | 合并/取消合并、行高、列宽、隐藏行列、冻结前导列 | 列宽按固定字符度量换算,字体变化后不会重算 Excel 列宽。冻结行仍缺失;隐藏合并区域的行时,仍显示可见区域及源锚点值 | -| 条件格式 | 单个字面量比较的 `CellIsRule`,含数值相等/不等;支持重新加载、修改、删除;保留已有 Locus 动态规则 | 字体条件覆盖限字体名、字号、粗体和颜色;其他字体效果仍限直接样式。FormulaRule、between/notBetween、色阶、数据条、图标集、stopIfTrue 和完整 Excel 优先级语义未支持 | - -常用的单元格排版已覆盖。若目标是完整还原 openpyxl 可描述的 Excel 样式,剩余工作主要有六组:渐变、复杂条件格式、特殊边框、特殊字体效果、Excel 专用排版、数字格式的颜色与区域规则。它们复杂度差异很大,因此不使用一个没有统一分母的完成百分比。 - -条件格式的 `fill` / `border` / `alignment` 当前作为完整组件覆盖;更细的差异样式属性继承也仍需扩展。Locus 默认字体与颜色继续采用桌面工具的主题,不强行替换为 Excel 的默认外观。 - -## CSV 简化边界 - -- 一个 CSV 只有一张工作表;不加入工作簿密码、工作表/单元格保护、打印、分页、图表、图像、数据验证或公式计算。这些不计入 CSV 样式显示缺口。 -- 所有读取值保留为字符串,避免 `001`、日期和公式文本被自动转换;不沿用 Excel 的单元格 32,767 字符限制。数值、布尔、日期和空值赋值可转换成 CSV 文本。 -- 仅改样式不会重写 CSV。值变化只替换对应字段,保留其他字段的引号、BOM、分隔符和各条记录的换行;合并不删除覆盖值。 -- 版本检查与批量保存封装在 SDK 内,不要求 Agent 操作版本号或文件锁。保留现有工作区授权、知识库编辑权限和并发修改检测。 -- 行列插入/删除、移动范围使用表格编辑器;本适配层提供单元格值编辑和追加行。纯样式操作不会生成空白 CSV 数据。 -- 尚未实现的显式 Excel 功能在保存前报错;不同于已声明的 CSS 近似渲染和数字格式原文回退。 - -## 持久化与兼容 - -`.csv.view` v4 增加 openpyxl 格式组件和逐行尺寸。v1/v2/v3 读取不写盘,首次保存新能力时显式升级;升级保留原有列、排序、过滤、稀疏规则和合并区域,禁止降级。重复样式会在保存前合并为行/范围规则。 - -写入前验证整批布局与 CSV 内容;版本冲突不自动重试。CSV 写入失败时尝试恢复本次写入的配套文件。这是两个文件的协调保存,不承诺进程崩溃或断电时的跨文件事务。 - -## 验证 - -- Python SDK 单元测试:79 项通过,包含真实 openpyxl 对象、规则压缩、命名样式、条件格式往返、版本冲突、长文本、追加空行和 CSV 字节保留。 -- CSV / SDK 前端测试:107 项通过,包含真实 Tabulator 的交互回归。 -- `bun run typecheck` 与 `bun run typecheck:test` 通过。 -- Rust CSV 定向测试:20 项通过,包含旧格式迁移、内容/样式保存、无效批次不落盘和重复保存。 -- 独立浏览器页面挂载实际 `CsvGrid` / 合并层进行视觉检查;确认字体、下划线、删除线、填充、边框、换行、旋转、数字格式和合并显示,并修复内部文本层未继承字体/装饰的问题。 - -前端复用现有 CSV 网格、合并层、尺寸测量与全局主题;没有新增页面控件、badge、chip 或私有按钮样式。 - -对照资料:[openpyxl 样式](https://openpyxl.readthedocs.io/en/stable/styles.html)、[条件格式](https://openpyxl.readthedocs.io/en/stable/formatting.html)、[SheetJS 数字格式](https://docs.sheetjs.com/docs/csf/features/nf/)。 diff --git a/docs/product/development-workbench-plan.md b/docs/product/development-workbench-plan.md deleted file mode 100644 index be9958ba..00000000 --- a/docs/product/development-workbench-plan.md +++ /dev/null @@ -1,1134 +0,0 @@ -# 开发工作台与多工作区资源树重构计划 - -状态:方案已收敛,首个验收节点已确定 - -日期:2026-08-28 - -首个验收节点:主窗口内拖动创建分屏,并可手动调整分隔条。 - -范围:Locus 前端信息架构 / ProjectContext 共享资源 / 多工作区资源树 / 虚拟目录 / 一级视图页 / 编辑器标签与分屏 / 独立窗口 / worktree 执行作用域 - -## 最终产品决策 - -Locus 主窗口只保留一层应用级导航: - -```text -Locus 开发 视图 插件 Agent 设置 -``` - -现有第二层工作区栏整体删除。当前第二层中的会话、知识、协作和资产迁入“开发”页左侧资源树;“视图”提升为独立一级页面;现有一级“项目”入口由“开发”取代。 - -同一逻辑工作区由 `ProjectContext` 表达。它下面的多个 Git worktree 共享会话、知识、协作和逻辑资产目录。每个 `WorkspaceRuntime` 继续维护具体 worktree 的执行环境、Unity service、Knowledge index、AssetDB 和文件版本。 - -多工作区模式继续沿用当前 Workspace Tree 投影:每个 ProjectContext 只有一棵共享虚拟树,【知识】与【协作】在同一 ProjectContext 下各出现一次,不为主工作树和其他 worktree 复制节点。【协作】可以展开具体 worktree,用于选择分支、工作目录和 checkout 级操作;【知识】始终使用 ProjectContext 级资源身份。窗口化只改变右侧 EditorGroup,不改变左侧 Workspace Tree 的层级、布局预设和拖动语义。 - -“开发”是 ProjectContext 资源工作台。“视图”是跨工作区 View 总入口。“插件”“Agent”“设置”继续承载进程级、跨工作区通用能力。checkout 级 Agent / Plugin overlay、Unity、扫描和项目状态由对应 worktree 节点及其详情承载。 - -后续出现的会话、知识文档和资产标签属于右侧编辑器组。编辑器标签可以分屏和拖出窗口,和已删除的应用级第二层栏具有不同的状态模型与生命周期。 - -## 背景与现状 - -当前前端仍以单个当前工作区组织页面: - -- `src/App.vue` 使用 `project / plugins / agent / settings` 一级导航,并在 `project-tab-bar` 中渲染 `chat / knowledge / collab / asset / views` 第二层分页。 -- `src/stores/ui.ts` 把 `chat / collab / knowledge / asset / views` 和进程级页面压在同一个 `activeTab` 联合类型中。 -- `ChatView.vue` 内嵌 `SessionPanel.vue`;Knowledge、View 等页面又各自维护一套左侧树或列表。 -- 标题栏的工作区选择器继续表达唯一当前工作区,和已经引入的 pane / checkout 上下文重复。 -- `KnowledgeExplorer.vue` 的拖动会调用知识移动接口并改变物理文件位置,不能直接作为新的用户视图拖动语义。 -- `SessionPanel.vue` 中的 View 目录已经具有逻辑 `displayPath`、虚拟文件夹和拖动能力,但它仍依附于会话侧栏;新架构将这部分迁入一级“视图”页面。 - -后端已经具备前端重构所需的关键基础: - -- `ProjectRegistry -> ProjectContext -> WorkspaceRuntime` 能区分同一逻辑工作区的多个 checkout,`ProjectContext` 已经包含 project-owned session catalog 的基础实现。 -- `WorkspaceRuntime`、`WorkspaceRef`、`AgentExecutionContext` 和 checkout 级 service instance 已能表达独立执行作用域。 -- `WindowContextRegistry` 已按 `(windowId, paneId)` 保存 focused checkout、generation、active session 和 runtime lease。 -- `workspaceContextStore` 已能维护项目 / checkout 目录、pane context、作用域事件投影和焦点切换的 intent epoch。 -- `WorkspaceEventEnvelope` 已包含 checkout、runtime generation、service instance 和 service generation,可用于多工作区 reducer。 -- 会话窗口、工作区页面窗口和 View host 已提供独立窗口、拖动与两阶段交接的可复用经验。 - -这次迁移的核心任务是让前端完全使用这些显式作用域,并增加一个与物理目录解耦的用户资源视图。 - -## 目标 - -- 删除所有 worktree 级应用分页和标题栏 checkout 投影。 -- 将“开发”提升为一级页面,形成左侧资源树与右侧编辑区的稳定工作台。 -- 将“视图”提升为一级页面,聚合不同工作区的 View。 -- 支持单工作区模式和多工作区模式,并允许同一窗口同时观察多个 ProjectContext 与 checkout。 -- 每个 ProjectContext 统一呈现共享的会话、知识、协作和资产,以及可供资源绑定的 worktree 列表。 -- 同一会话、知识文档、协作对象和逻辑资产可以在同项目的不同 worktree 中复用。 -- 允许用户创建虚拟文件夹、排序和拖动资源;所有操作只修改 Locus 用户视图。 -- 点击 ProjectContext、worktree、分区、文件夹或资源节点时,右侧显示对应内容。 -- 初始闭环继续复用现有 Chat、Knowledge、Collab、Asset 和 View 页面主体。 -- 后续在同一资源模型上增加编辑器标签、分屏、跨窗口拖动和恢复。 -- 项目资源更新按 projectId 路由,执行、文件读取和服务事件按 checkoutId 隔离。 -- 两个 worktree 可以同时运行会话、Unity、知识索引和 View,并在前端独立显示状态。 - -## 非目标 - -- 初始页面重构不同时完成通用窗口管理器。 -- 虚拟目录不替代磁盘目录、Git worktree、知识类型或会话父子关系。 -- 初期不允许通过普通拖动把资源迁移到另一个 ProjectContext。 -- 初期不在资源树中展开全部 Unity Assets;资产分区先打开现有 Asset 页面。 -- 初期不重做 Chat、Knowledge、Collab、Asset 和 View 的正文视觉设计。 -- 初期不引入资源别名或同一资源的多处快捷方式。 -- 进程级 Agent 和 Plugin 页面不承担 checkout 焦点切换。 -- 共享资源不共享 runtime、文件句柄、索引实例、预览缓存或 Unity 连接。 - -## 首个验收节点:主窗口内拖动分屏 - -第一个对用户开放验收的完整闭环是主窗口内的拖动分屏。EditorInput、Workbench store、EditorGroup 和 pane context 等基础能力作为该闭环的内部实现步骤,不单独作为更早的用户验收节点。 - -验收路径: - -1. 用户从左侧资源树拖动会话、知识文档或其他可打开资源到主编辑区边缘。 -2. 编辑区显示明确的左、右、上、下分屏落点;释放后创建新的 EditorGroup。 -3. 原编辑器和目标资源同时可见,每个 EditorGroup 使用独立稳定的 `paneId`。 -4. 用户拖动两个 EditorGroup 之间的分隔条,实时调整宽度或高度;释放后保存比例。 -5. EditorGroup 内只有一个分页时隐藏 tab strip,正文顶部与当前界面一致;同组打开第二个分页后才显示标签栏。 -6. 显示标签栏后,用户可以把已打开的标签拖到另一个 EditorGroup,或拖到组边缘继续拆分。 -7. 两个 pane 可以分别显示不同会话、会话与知识文档,或属于不同 checkout 的资源;消息、流式状态、模型上下文和 workspace scope 保持独立。 -8. 关闭并重新打开应用后恢复主窗口的 split tree、比例、pane ID、标签和活动标签;失效资源显示可关闭的 unavailable editor。 - -首个验收节点的范围包括: - -- 主窗口内水平与垂直分屏。 -- 从资源树拖入分屏,以及标签在组间移动和继续拆分。 -- 可拖动分隔条、最小 pane 尺寸、窄窗口约束和键盘可访问的 separator 语义。 -- 每个 EditorGroup 按分页数量显示标签栏:一个分页保持当前无 tab 的界面,两个及以上分页显示 tab strip。 -- Session、Knowledge document 和本地文件三类 Editor Adapter;至少验证双会话、会话与知识文档两种组合。 -- `(windowId, paneId)` workspace focus、active session、VisiblePane lease 和 scoped event 隔离。 -- 主窗口布局的版本化持久化与恢复。 - -原生独立窗口、跨 WebView 拖放、拖出主窗口和拖回主窗口属于后续通用 WorkbenchWindow 验收节点。 - -## 术语与身份 - -- `ProjectContext`:同一逻辑 Git 项目。主工作区和多个 worktree 共享 `projectId`、资源目录和用户布局。 -- `ProjectResourceHub`:ProjectContext 内共享的 session、knowledge、collaboration 和 logical asset catalog。 -- `Checkout`:一个具体工作目录,使用稳定 `checkoutId` 标识。 -- `WorkspaceRuntime`:checkout 当前进程内的运行实例,具有会变化的 `generation`。 -- `WorkspaceRef`:调用 checkout 级命令时使用的 `{ checkoutId, expectedGeneration? }`。 -- `ProjectRef`:调用 project 级共享资源和布局命令时使用的 `{ projectId, expectedRevision? }`。 -- `ExplorerLayout`:用户对某个 ProjectContext 共享资源树的虚拟布局,和物理路径无关。 -- `WorkbenchResourceRef`:右侧编辑器打开的稳定资源身份。 -- `CheckoutBinding`:某个 editor 或 run 当前读取、执行的具体 worktree。 -- `EditorGroup`:一个可独立聚焦 checkout 的编辑器分组,对应一个 `paneId`。 -- `WorkbenchWindow`:包含一个或多个 EditorGroup 的 Locus 窗口,对应一个 `windowId`。 - -`projectId + resource ID` 是共享资源的持久身份,`checkoutId` 是执行和 materialization 身份。runtime generation、service generation、文件路径和标题只作为运行时校验或展示信息,不作为树节点主键。 - -## 目标信息架构 - -### 一级导航 - -```text -┌──────────────────────────────────────────────────────────────────┐ -│ Locus 开发 插件 Agent 设置 窗口控制 │ -├──────────────────────────────────────────────────────────────────┤ -│ 当前一级页面 │ -└──────────────────────────────────────────────────────────────────┘ -``` - -- “开发”替代当前“项目”。 -- 删除 `project-tab-bar`、`ProjectPageTab`、`projectTabs` 和对应上下文菜单。 -- 删除标题栏 checkout 下拉框。打开、聚焦、固定和移除工作区的入口迁入开发页资源树工具栏及 checkout 节点菜单。 -- `app.tab.project` 与 `app.tab.dev` 收敛为 `app.tab.development`,中文为“开发”,英文为“Development”。 -- 应用级 `activeTab` 最终只包含 `development / plugins / agent / settings`。 -- 历史持久值 `project / chat / collab / knowledge / asset / views` 在读取时统一迁移为 `development`。 - -### 开发页布局 - -```text -┌───────────────────┬──────────────────────────────────────────────┐ -│ 单工作区 多工作区 │ 编辑器组 │ -│ │ ┌──────────────────────────────────────────┐ │ -│ 工作区资源树 │ │ 初期:单个活动资源 │ │ -│ │ │ 后续:资源标签、分屏、拖出窗口 │ │ -│ │ └──────────────────────────────────────────┘ │ -└───────────────────┴──────────────────────────────────────────────┘ -``` - -资源树沿用桌面 IDE 的窄工具栏、细边框、低对比 hover 和现有设计 token。模式切换使用 `BaseSegmented` 或同等级轻量控件。打开工作区、折叠全部和更多操作使用现有图标按钮语法。 - -### 单工作区模式 - -单工作区模式隐藏 ProjectContext 外层,只投影当前 ProjectContext 的共享 Workspace Tree: - -```text -unity-sample-project -├─ 会话 -│ ├─ 新建会话 -│ ├─ Gameplay -│ │ ├─ 修复移动状态机 -│ │ └─ 调查动画卡顿 -│ └─ 构建 Addressables -├─ 知识 -├─ 协作 -├─ 资产 -└─ 视图 -``` - -- 默认使用该模式,保持现有单工作区用户的认知成本。 -- 【知识】与【协作】继续是 ProjectContext 级公共入口,在同一项目内保持唯一。 -- 当前 checkout 只作为右侧 EditorGroup 的执行绑定,不改变共享树节点的身份和位置。 -- 切换具体 worktree 通过【协作】下的 checkout 节点或“切换工作区”命令完成。 -- 模式切换只改变资源树投影,不关闭 runtime,也不终止后台任务。 - -### 多工作区模式 - -多工作区模式为每个 ProjectContext 增加项目根节点,根节点内部继续显示同一棵共享 Workspace Tree: - -```text -unity-sample-project ProjectContext -├─ 新建会话 -├─ Gameplay 虚拟文件夹 -│ ├─ 修复移动状态机 Session -│ └─ 战斗规则.md Knowledge document -├─ 知识 ProjectContext 共享入口 -├─ 协作 ProjectContext 共享入口 -│ ├─ main Checkout -│ └─ feature/hot-reload Checkout -├─ 资产 -└─ 视图 - -locus ProjectContext -├─ 新建会话 -├─ 知识 -├─ 协作 -│ └─ main -└─ ... -``` - -- `ProjectContext` 根节点和【协作】下的 checkout 子节点由 `ProjectRegistry` 投影,不能被改造成普通虚拟文件夹。 -- 多工作区模式只增加 ProjectContext 根层级,不把共享树复制到每个 worktree 下。 -- 【知识】、【协作】、会话和虚拟布局继续以 `projectId` 为共享归属;现有左侧树的节点顺序与拖动行为保持不变。 -- 展开根节点只加载资源摘要,不自动 focus checkout,不启动 Unity,不抢占正在运行的 pane。 -- 点击共享资源并进入右侧编辑器时,Editor Adapter 根据当前 pane、会话执行目标或资源可用 checkout 解析独立 `CheckoutBinding`。 -- 点击【协作】下的 worktree 节点时,才把该 checkout 聚焦到目标 pane,并打开对应 worktree 的协作上下文。 -- 同一窗口的不同编辑器组最终可以同时绑定不同 checkout。 -- 后台正在运行的会话或服务保留轻量状态标记;共享知识与协作节点始终保持单一 ProjectContext 身份。 - -## 节点类型与点击行为 - -| 节点 | 身份来源 | 是否可移动 | 点击后的右侧内容 | -| --- | --- | --- | --- | -| ProjectContext | `projectId` | 只可调整根顺序 | 项目及 checkout 摘要 | -| Checkout | `projectId + checkoutId` | 结构节点 | 具体 worktree 的协作上下文、分支、路径和服务状态 | -| 固定分区 | `projectId + sectionKind` | 可在 ProjectContext 共享树内排序 | 对应分区首页或现有页面主体 | -| 虚拟文件夹 | `projectId + explorer node UUID` | 可在同一 ProjectContext 预设内移动 | 文件夹子项列表与操作 | -| 会话 | `projectId + sessionId` | 可在 ProjectContext 共享树内移动 | Chat 正文 | -| 知识 | `projectId + documentId` | 可在 ProjectContext 共享树内布局 | 现有完整 KnowledgeView 或具体文档 | -| 本地文件 / 目录挂载 | explorer node UUID + path | 可在当前预设内移动 | 通用文件预览 / Unity 资产预览 | -| View | View ID | 可在视图分区内移动 | View 运行或配置页面 | -| 协作 | `projectId + collab` | 共享固定分区;checkout 子节点保持结构位置 | ProjectContext 协作入口与 worktree 子上下文 | -| 资产 | 固定分区 | 不预载全部资产 | 现有 Asset 页面 | - -展开箭头只负责折叠。点击节点行负责选中并打开内容,避免一次操作同时改变两种状态。双击资源固定为编辑器标签;单击可在后续标签阶段使用 preview tab 语义。 - -### 固定分区 - -Workspace Tree 使用以下固定分区语义: - -```ts -type WorkspaceSectionKind = - | "sessions" - | "knowledge" - | "collab" - | "assets" - | "views"; -``` - -- `knowledge` 与 `collab` 属于 ProjectContext,共享于该项目的主工作树和全部 worktree;左侧树各显示一个节点。 -- `sessions` 与虚拟资源布局继续使用当前 ProjectContext 级预设,不按 checkout 复制。 -- checkout 级资源或服务状态由 Editor Adapter 和 `CheckoutBinding` 投影,不改变共享节点的布局所有权。 -- 分区可以排序、折叠,并通过显示设置隐藏。 -- 分区名称不可重命名,不能移出所属 ProjectContext,不能放入另一个分区。 -- 当前 `showKnowledgeTab / showCollabTab / showAssetTab / showViewsTab` 迁移为分区可见性设置。 -- `showViewsInSessionPanel` 在统一资源树完成后废弃。 -- checkout 级 Agent / Plugin overlay、Unity 和扫描状态先进入 checkout 概览;需要独立页面时再增加稳定分区,避免先制造空节点。 - -## 虚拟树语义 - -### 用户操作只改变视图 - -普通拖动、创建文件夹、文件夹重命名、排序和删除虚拟文件夹只修改 ExplorerLayout: - -- 不调用知识物理移动接口。 -- 不修改知识文档文件路径。 -- 不修改知识类型 `Design / Memory / Reference / Skill`。 -- 不修改 session `parentSessionId`、`session_type` 或 checkout 归属。 -- 不移动 View Package 目录。 -- 不修改 Git worktree 或 checkout 根目录。 -- 不切换全局 working directory。 - -需要改变实体本身时使用明确的领域操作,例如“重命名会话”“修改知识类型”“在磁盘中移动”“删除 View Package”。这些命令和树布局命令使用不同的 IPC,不共享拖动处理器。 - -### 允许的拖动 - -- 虚拟文件夹和资源可在同一 ProjectContext 预设内移动与排序。 -- 固定分区可在同一 ProjectContext 共享树内调整顺序。 -- 【协作】下的 checkout 是结构投影,不参与普通虚拟布局拖动。 -- ProjectContext 可调整显示顺序。 -- 多选移动作为一个原子操作提交。 -- 拖入自身或后代、非法跨分区、跨 ProjectContext 和未知目标会被前端预判并由后端再次拒绝。 -- worktree 切换只改变 EditorGroup 的 `CheckoutBinding`;普通树拖动不迁移 checkout,也不复制【知识】或【协作】节点。 - -### 删除与重命名 - -- 删除虚拟文件夹时,默认把直接子项原序提升到父级,再删除文件夹;操作在一个事务中完成。 -- 空文件夹可以直接删除。 -- 资源节点名称来自真实资源标题。F2 对资源调用领域重命名,对文件夹调用布局重命名。 -- 初期每个资源只有一个规范树节点。同一资源的别名和快捷方式延后设计。 - -### 初始布局与兼容导入 - -- 新 checkout 首次打开时按资源当前状态生成默认布局。 -- 现有会话文件夹记录只用于一次性导入默认树;导入不修改或删除历史 session 行。 -- 新建虚拟会话文件夹只写 ExplorerLayout,不创建 `session_type = folder` 的伪会话。 -- 内嵌知识默认只显示一个固定“知识”入口,点击后在右侧打开现有完整 KnowledgeView。 -- 用户主动挂载的知识目录作为独立虚拟文件夹显示,不改变内嵌知识分类与文档路径。 -- 现有 View `displayPath` 和 ViewTreeMetadata 用于首次导入;统一资源树成为新的显示布局来源后,不再由普通树拖动反写 View metadata。 -- 没有布局记录的新资源进入所属分区根部,并按最近更新时间排序;首次用户移动后转为显式顺序。 -- 资源归档时保留布局位置并从默认活动视图隐藏;恢复时回到原位置。 -- 资源永久删除后由 scoped event 标记并清理孤儿 placement。 - -## 稳定资源引用 - -前端使用可判别联合类型表达编辑器输入: - -```ts -type WorkbenchResourceRef = - | { kind: "project"; projectId: string } - | { kind: "checkout"; projectId: string; checkoutId: string } - | { kind: "section"; projectId: string; section: WorkspaceSectionKind } - | { kind: "folder"; projectId: string; nodeId: string } - | { kind: "session"; projectId: string; sessionId: string } - | { kind: "knowledge"; projectId: string; documentId: string } - | { kind: "view"; projectId: string; viewId: string } - | { kind: "localFile"; projectId: string; nodeId: string }; - -interface EditorCheckoutBinding { - checkoutId: string; - expectedGeneration?: number; -} -``` - -规则: - -- 持久化的 `WorkbenchResourceRef` 保存 ProjectContext 级稳定 ID,不保存 generation,也不把 worktree 当作【知识】或【协作】的资源身份。 -- `EditorCheckoutBinding` 属于 EditorGroup 的运行时绑定;打开或恢复时通过 `workspaceContextStore` 获取当前 runtime,再构造 live `WorkspaceRef`。 -- 同一知识文档在多个 worktree 下保持同一个 `projectId + documentId`;需要 checkout 级索引、文件预览或工具调用时单独解析 EditorCheckoutBinding。 -- 【协作】使用 `projectId` 作为共享入口身份,具体 worktree 子页面通过 `checkoutId` 选择 working tree 状态。 -- 会话命令继续以 `sessionId` 在后端解析真实执行目标;pane binding 负责当前编辑器需要读取的 worktree 上下文。 -- View 命令以 `viewId` 解析 checkout;Knowledge 与 Asset 命令使用 `WorkspaceRef + resourceId`。 -- 标题、物理路径、分支名和图标均为可更新元数据,不参与引用相等判断。 -- runtime generation 失效时重新解析资源并恢复编辑器;资源已经删除时显示可关闭的 unavailable editor,不把旧 generation 写回。 - -## ExplorerLayout 持久化 - -### 存储位置 - -虚拟布局以工作目录内的文本文件为权威来源。每个 ProjectContext 使用: - -```text -Locus/workspace-trees/ -├─ index.json -├─ default.json -├─ preset-.json -└─ preset-.json -``` - -- `index.json` 只保存当前激活预设与预设展示顺序。 -- 每套预设使用独立 JSON 文件,保存完整节点树、schema version、稳定 preset ID、名称、revision 和最后一次 operation ID。 -- 预设重命名只更新文件内名称,文件名继续使用稳定 preset ID。 -- Locus 通过目录扫描列出预设;用户、Agent 与外部工具可以直接读取、审查和整理这些文件。 -- 写入使用同目录临时文件与原子替换,避免进程中断留下半份布局。 -- 布局文件格式错误时返回文件路径与字段错误,原文件保持可修复状态。 -- Git 项目优先把声明写入主工作树;已存在声明文件的工作树保持权威位置。 - -预设文件示意: - -```json -{ - "schemaVersion": 1, - "presetId": "default", - "name": "Default", - "projectId": "project-...", - "revision": 12, - "lastOperationId": "...", - "nodes": [ - { - "nodeId": "folder:...", - "projectId": "project-...", - "nodeKind": "folder", - "folderName": "Gameplay", - "position": 0, - "hidden": false - } - ] -} -``` - -`mode`、展开节点、当前选择、侧栏宽度和滚动位置属于窗口 UI 状态。初始版本使用带 schema 版本的 local storage,以 `windowId` 分区;通用窗口恢复实现后迁入 WorkbenchWindowState。 - -### 数据不变量 - -- 一个 placement 只属于一个 ProjectContext 和一个 preset。 -- `parentNodeId` 必须指向同一预设内的 folder。 -- 文件夹图无环。 -- 同一预设中,一个真实资源或规范化本地路径最多有一个 placement。 -- 同级 `position` 在写回前统一整理为唯一且连续的序列。 -- 固定分区由代码和 layout header 生成,不作为可删除普通节点保存。 -- 每个预设维护独立 revision;切换预设只更新 `index.json`。 -- layout revision 每次成功变更递增一次。 -- 相同 `lastOperationId` 的重试返回已提交 revision。 -- `hidden` 只控制树投影,资源、物理文件和后台任务保持原状态。 - -### 多预设规则 - -- 一个工作区至少保留一套预设。 -- 新建预设默认复制当前预设,生成新的稳定 preset ID 与独立文件。 -- 预设切换立即重新投影资源树,并继续使用相同的资源稳定 ID。 -- 删除当前预设后按 `index.json` 顺序激活下一套预设。 -- 每个窗口收到 `projectId + presetId + revision` 事件后重载匹配 ProjectContext。 - -### 本地文件与目录挂载 - -- 本地文件使用规范化绝对路径作为 locator,placement 使用独立 node UUID。 -- 目录使用 `local_directory` placement 挂载,磁盘子树按需列出并显示为虚拟文件夹。 -- `Locus/knowledge` 或用户明确选择的知识目录使用 `sourceKind = knowledge`,整棵目录作为一个挂载节点进入工作区树。 -- 挂载、移动、隐藏、重命名显示名和移除挂载只修改预设文件。 -- 移除挂载保留源文件和源目录。 -- 预览命令只读取当前预设直接引用的文件或已挂载目录的后代。 -- 项目内 `Assets / Packages / ProjectSettings` 文件交给 Locus Unity Asset Preview;文本、图片、PDF、音频、视频和普通二进制文件使用通用预览。 - -## 后端接口 - -`src-tauri/src/commands/workspace_explorer.rs` 通过 ProjectRegistry 解析 ProjectContext 与声明文件所在工作目录: - -```ts -project_explorer_snapshot(projectId): Promise - -project_explorer_apply_operations(input: { - projectId: string; - expectedRevision: number; - operationId: string; - operations: ProjectExplorerOperation[]; -}): Promise - -project_explorer_create_preset(projectId, name, sourcePresetId?) -project_explorer_switch_preset(projectId, presetId) -project_explorer_rename_preset(projectId, presetId, name) -project_explorer_delete_preset(projectId, presetId) - -project_explorer_list_mount(projectId, nodeId) -project_explorer_preview_file(projectId, path) -``` - -操作联合类型: - -```ts -type ProjectExplorerOperation = - | { kind: "createFolder"; parentNodeId?: string; name: string; position: number } - | { kind: "renameFolder"; nodeId: string; name: string } - | { kind: "deleteFolder"; nodeId: string } - | { kind: "moveNode"; nodeId: string; parentNodeId?: string; position: number } - | { kind: "placeResource"; resourceKind: string; resourceId: string; parentNodeId?: string; position: number } - | { kind: "removeResourcePlacement"; resourceKind: string; resourceId: string } - | { kind: "mountPath"; parentNodeId?: string; path: string; sourceKind: "local" | "knowledge"; position: number } - | { kind: "setNodeHidden"; nodeId: string; hidden: boolean } - | { kind: "removeNode"; nodeId: string }; -``` - -### 并发与事务 - -- 每个声明目录使用独立 mutation lock;不同 ProjectContext 可并发提交。 -- `expectedRevision` 与当前预设文件比较,旧 revision 返回结构化 `RevisionConflict`。 -- 读取、校验、移动、同级重排、revision 更新和原子写回属于一次提交。 -- 后端重复校验 checkout、section、parent、cycle 和资源归属,不能信任前端拖动状态。 -- 前端收到 conflict 后重新拉取 snapshot;只有源节点和目标节点仍存在时才重放用户意图。 -- 每次请求保留前端 intent epoch。后发请求完成后,先发慢响应不能覆盖新 snapshot。 -- layout 修改不获取 checkout runtime 写锁,也不触发 Unity、Knowledge rebuild 或 Agent reload。 - -### 事件 - -成功变更发出 ProjectContext 级事件: - -```ts -type WorkspaceExplorerChanged = { - projectId: string; - presetId: string; - revision: number; - operationId: string; -}; -``` - -前端 reducer 按 `projectId + presetId` 更新;预设切换可以接收低于旧预设的 revision,并通过 preset ID 判定重新加载。 - -## 资源提供器 - -ExplorerLayout 只保存布局与本地路径 locator。真实标题、状态、是否归档和可执行能力由独立 provider 提供,避免复制业务实体。 - -### Sessions provider - -- 按 ProjectContext 列出活动与归档会话,返回 session ID、title、type、parent session、updatedAt、执行目标和运行状态。 -- 新建会话后立即在 Sessions 根部插入默认 placement,并通过 scoped event 更新。 -- 点击 session 复用 `ChatWorkspaceView`,传入 `showSessionNavigation=false`。 -- `SessionPanel` 的会话导航逐步退役;Chat 正文、输入框、Diff 和运行状态继续复用。 -- session 的实际 `parentSessionId` 保持领域关系。默认导入可以按该关系生成层级,用户后续拖动只改变 placement。 -- 子 Agent 会话移动后仍通过详情和图标保留来源关系;执行上下文继续由 session ID 解析。 - -### Knowledge provider - -- 每个 ProjectContext 的工作区树只生成一个固定“知识”节点,主工作树和其他 worktree 共用该入口与文档 placement。 -- 点击“知识”挂载现有完整 `KnowledgeView`,保留其分类、目录、检索和文档操作能力。 -- KnowledgeExplorer 的文档与普通文件夹可以拖到左侧工作区树;文档生成稳定知识 placement,文件夹生成 `sourceKind = knowledge` 目录挂载。 -- 知识面板内部拖动继续执行知识领域移动;拖到工作区树使用 copy 语义并只修改当前 tree preset。 -- 深链接到具体知识文档时继续使用 `KnowledgeDocumentSummary.id`,path 只作为可更新 locator。 -- 用户主动挂载的知识目录通过 `sourceKind = knowledge` 进入虚拟树,使用通用目录与文件预览。 -- `KnowledgeExplorer.vue` 的领域操作继续管理真实知识类型、路径和文档。 -- Design、Memory、Reference、Skill 继续是知识语义;虚拟目录位置不改变知识类型。 -- 知识文档使用 `projectId + documentId` 去重;切换 pane 的 checkout binding 不复制节点、标签或文档模型。 - -### Collab provider - -- 每个 ProjectContext 只有一个固定“协作”节点,点击挂载 ProjectContext 级 `CollabView`。 -- “协作”节点按当前 Workspace Tree 行为展开该项目的 worktree / checkout 子节点;这些子节点选择具体 working tree 上下文,不复制协作入口。 -- ProjectContext 级历史、分支图和共享协作信息按 `projectId` 路由;staging、冲突、工作目录状态等 worktree 操作使用显式 `CheckoutBinding`。 -- checkout scope 由活动 EditorGroup 或被点击的 worktree 子节点传入,不能读取全局 active project。 -- 协作对象稳定 ID 明确后再增加子节点,避免提前把瞬态任务写入 layout。 - -### Assets provider - -- 初期只有固定分区节点,点击挂载现有 `AssetView`。 -- AssetDB、scan phase、preview 和 Unity 状态从 `workspaceState[checkoutId]` 读取。 -- 资产规模大,资源树不承担全量 AssetDB 浏览;后续使用懒加载、筛选和搜索型子树。 - -### Views provider - -- 使用 View ID 作为资源身份。 -- 首次从现有 `displayPath` / ViewTreeMetadata 导入逻辑目录。 -- 将 `SessionPanel` 中的 View tree 操作提取为 provider 和现有 View 领域命令。 -- 统一 Explorer 切换后,普通拖动只写 ExplorerLayout;View Package 物理目录保持不变。 -- 点击 View 复用 `ViewPackageView` 或 View host;现有“在独立窗口打开”在通用工作台窗口完成前继续可用。 - -## 前端状态架构 - -### 应用级状态 - -```text -AppNavigationStore -└─ activePage: development | plugins | agent | settings - -WorkspaceContextStore -├─ projects[projectId] -├─ checkouts[checkoutId] -├─ runtimes[checkoutId] -├─ workspaceState[checkoutId] -└─ paneContexts[windowId:paneId] -``` - -`WorkspaceContextStore` 继续负责后端身份、runtime、事件投影和 pane focus。资源树不能复制一份“当前 workingDir”。 - -### Explorer 状态 - -```text -WorkspaceExplorerStore -├─ modeByWindow[windowId] -├─ rootPreferences -├─ snapshots[projectId] -├─ providerState[projectId][section] -├─ checkoutProjection[checkoutId] -├─ expandedNodeIdsByWindow[windowId] -├─ selectedNodeByWindow[windowId] -├─ loading / error / requestEpoch -└─ dragIntent -``` - -- Explorer snapshot、【知识】、【协作】和共享资源 provider 按 ProjectContext 隔离。 -- checkoutProjection 只保存 worktree 级 runtime、Unity、文件状态和服务投影,不拥有共享节点布局。 -- 单工作区 / 多工作区是窗口投影状态。 -- 多窗口共享持久 layout revision,各自保存展开和选择状态。 -- provider 首次展开时懒加载;ProjectContext 资源事件只使对应 `projectId / section` 失效,runtime 事件只使对应 checkoutProjection 失效。 -- 反向完成的请求分别通过 project 级和 checkout 级 request epoch 丢弃。 - -### Workbench 状态 - -初始版本: - -```text -DevelopmentWorkbenchState -└─ activeResourceByWindow[windowId] -``` - -窗口化阶段: - -```text -WorkbenchWindowState[windowId] -├─ sidebar -├─ groupLayout -└─ groups[paneId] - ├─ tabs[] - ├─ activeTabId - └─ focusedCheckoutId -``` - -Explorer selection 和 active editor 分开保存。折叠、右键或拖动树节点不会意外切换正在执行的编辑器。 - -### 单工作区 checkout 持久化事务 - -单工作区的持久化身份固定为 `windowId + checkoutId`。每个 scoped layout 只保存该 checkout 的 EditorInput、活动 EditorGroup 与 `focusedCheckoutId`;切换期间由显式目标 checkout 驱动状态,不从正在恢复的 pane context 反向推导目标 scope。 - -已确认的故障链路:workspace 切换先改变 pane context,scope watcher 恢复目标布局后又从旧 pane context 推导出上一个 checkout;过期同步任务继续创建 EditorInput,`openEditor` 随后按照已经变化的 scope 写入,形成 `存储 key = A / editor checkout = B`。外部 View、Locus Inspector、跨窗口 tab transfer 与跨 checkout 引用拖入也可以在 editor 写入早于 scope 路由时触发同类问题。 - -修复要求: - -- 使用显式 single-workspace scope 作为切换事务的唯一目标;`scope → layout → pane context → active editor` 完成前,旧事务不能继续写 editor。 -- 每次异步返回后、每次 `openEditor / replaceEditor / splitPane / updateEditor / acceptTransferredEditor` 前检查目标 scope 与事务 epoch。 -- 外部 View、Inspector、跨窗口 transfer 和引用拖入先切换或路由到来源 checkout 的 scoped layout,再写入 EditorInput。 -- store 写入层强制 `tab.checkoutBinding.checkoutId === scopeId`,同时约束 `group.focusedCheckoutId`;违规写入保留现场错误并停止覆盖持久化数据。 -- 启动时扫描历史 scoped layout,按 EditorInput 的 durable checkout binding 重新归位错槽数据;正确槽优先保留,错槽中的可恢复标签合并到真实 checkout,空槽恢复为空布局。 -- 回归测试覆盖首次打开空 workspace、A→B→C 反向完成、错槽迁移、混合 checkout 拒写、外部 View/Inspector、跨窗口 transfer 和重启恢复。 - -## 前端组件结构 - -建议新增: - -```text -src/components/workbench/ -├─ DevelopmentWorkbench.vue -├─ WorkspaceExplorerPanel.vue -├─ WorkspaceExplorerTree.vue -├─ WorkspaceExplorerToolbar.vue -├─ WorkbenchEditorHost.vue -├─ CheckoutOverview.vue -├─ SectionOverview.vue -└─ FolderOverview.vue - -src/stores/ -├─ workspaceExplorer.ts -└─ workbench.ts 窗口化阶段 - -src/services/ -└─ workspaceExplorer.ts - -src/types/ -└─ workbench.ts -``` - -复用与拆分: - -- 复用 `components/explorer/WorkspaceTree.vue` 和 `FileTreeList.vue` 的虚拟化、键盘焦点、展开和 drag 事件。 -- 扩展 WorkspaceTree 的语义 icon slot 和 row metadata,不复制一套工作台专用树控件。 -- `ChatWorkspaceView` 使用现有 `showSessionNavigation=false` 能力。 -- `KnowledgeView` 增加 embedded/editor 模式,避免嵌套第二棵 Explorer。 -- Collab、Asset 和 View 先作为 WorkbenchEditorHost 的 adapter 挂载。 -- `SessionPanel` 中可复用的 session / View provider 逻辑抽成 composable 或 store,页面 CSS 和菜单不直接复制。 - -## 页面路由迁移 - -### `App.vue` - -目标类型: - -```ts -type ProcessTab = "development" | "plugins" | "agent" | "settings"; - -const topTabs = computed(() => [ - { id: "development", labelKey: "app.tab.development", visible: true }, - { id: "plugins", labelKey: "app.tab.plugins", visible: ... }, - { id: "agent", labelKey: "app.tab.agent", visible: ... }, - { id: "settings", labelKey: "app.tab.settings", visible: true }, -]); -``` - -删除: - -- `ProjectPageTab`、`ProjectTabItem`、`projectTabs`、`visibleProjectTabs`。 -- `isProjectPageTab`、project tab fallback watch 和 project tab context menu。 -- `.project-tab-bar`、`.project-tab-context` 及对应样式。 -- 标题栏 checkout selector 的视图与基于它的焦点写入。 -- `ChatWorkspaceView / KnowledgeView / CollabView / AssetView / ViewPackageView` 在 App 根部的平行挂载。 - -新增: - -- `DevelopmentWorkbench` 作为 `development` 唯一内容根。 -- App 一级导航只切换进程级页面。 -- 当前 workspace / resource 标题由 Explorer 和 EditorGroup 自己表达。 - -### `uiStore` - -- `activeTab` 改名为 `activePage`。 -- 读取旧值时执行版本化 migration。 -- Chat 内部不得再用 `uiStore.activeTab === "chat"` 判断可见性,改为 workbench editor activation / deactivation 生命周期。 -- 会话、知识等当前资源放入 Workbench store,不再占用 app route。 - -## 初始可验证闭环 - -第一个可交付版本需要同时满足以下流程: - -1. 启动 Locus,一级导航显示“开发 / 插件 / Agent / 设置”,界面中没有第二层栏和标题栏工作区选择器。 -2. 开发页默认进入单工作区模式,左侧显示当前 ProjectContext 的共享 Workspace Tree。 -3. 点击会话后,右侧显示现有 Chat;运行中的会话继续执行。 -4. 点击“知识”后,右侧显示现有完整知识面板;挂载知识目录后可以直接浏览其中的文件。 -5. 点击协作、资产和视图分区后,右侧能进入现有功能主体。 -6. 切换多工作区模式后,为每个 ProjectContext 增加项目根节点;同一项目的【知识】与【协作】继续各显示一次,【协作】下列出主工作树与其他 worktree。 -7. 打开共享知识文档或协作入口时保持同一 ResourceRef;选择具体 worktree 后,checkout 级 IPC 和事件落入对应 EditorCheckoutBinding。 -8. 创建虚拟文件夹、移动会话、挂载本地文件或知识目录,重启应用后布局保持。 -9. 拖动会话不会改变 `parentSessionId`;拖动 View 不会改变 package 目录或 `displayPath`。 -10. A checkout 运行会话时浏览 B checkout,不改变 A 的 AgentExecutionContext 和服务绑定。 - -该闭环作为首个主窗口拖动分屏验收的内部前置条件,不单独改变或重新验收左侧 Workspace Tree 行为。 - -## 编辑器标签、分屏与窗口化演进 - -### EditorInput - -后续所有右侧页面统一为 EditorInput: - -```ts -interface EditorInput { - editorId: string; - resource: WorkbenchResourceRef; - title: string; - icon?: string; - preview: boolean; - pinned: boolean; - dirty: boolean; - capabilities: { - split: boolean; - detach: boolean; - duplicate: boolean; - }; -} -``` - -- 单击树节点打开 preview tab;再次单击替换同组 preview。 -- 双击、编辑内容或显式固定后成为 pinned tab。 -- 同一 group 内默认对同一资源去重。 -- 跨 group 可以打开同一只读资源;可写资源通过共享 document model 同步 dirty 状态。 -- section 和 checkout overview 也可以成为 EditorInput,但默认保持 preview。 -- tab strip 的显示条件按 EditorGroup 独立计算:`tabs.length >= 2` 时显示,`tabs.length === 1` 时完全收起。 -- 单分页 EditorGroup 不预留标签栏高度,不常驻标题、关闭按钮或额外 header;EditorHost 正文沿用当前顶部位置和视觉结构。 -- 同一窗口分屏后,每个只有一个分页的 EditorGroup 都保持无标签栏形态,pane 之间只显示必要的分隔条。 -- 加入第二个分页时显示 tab strip;关闭或移动分页后剩余一个时自动收起。显示状态由 `tabs.length` 派生,不单独持久化。 -- tab strip 显隐过程中保持活动 Editor 实例、滚动位置、输入草稿和流式渲染状态,不通过卸载正文实现切换。 -- pane focus、编辑区边缘 drop zone、分隔调整和快捷命令独立于 tab strip;单分页状态仍可从资源树拖入拆分,并可通过“移动编辑器 / 拆分编辑器”命令操作。 - -### 分屏 - -- group layout 使用二叉 split tree,方向为 horizontal / vertical,叶子是 `paneId`。 -- 每个叶子 pane 对应 `WindowContextRegistry` 的一个 PaneContext。 -- 激活 tab 时,根据资源重新解析 checkout 并调用 `focus_workspace(windowId, paneId, checkoutId)`。 -- 一个窗口内可以让左 pane 显示绑定 checkout A 的会话、右 pane 显示同一 ProjectContext 的共享知识文档并按需绑定 checkout B;知识资源身份保持唯一。 -- 关闭最后一个 checkout 资源 tab 后释放该 pane 的 runtime lease。 -- 运行中会话 lease 由任务所有权持有,不依赖 tab 是否可见。 - -### 拖出窗口 - -通用窗口使用两阶段交接: - -1. 源窗口创建 transfer token,保留原 tab。 -2. 创建目标 WorkbenchWindow 和目标 pane。 -3. 目标窗口恢复 ResourceRef、解析 runtime、完成 editor ready ack。 -4. 源窗口收到 ack 后移除原 tab。 -5. 创建失败或超时则取消 transfer,原 tab 保留。 - -该协议可参考现有 View host 的 tab merge/detach 和 hidden content pool;抽取通用协议后再迁移 ChatSessionWindow、WorkspacePageWindow 和 ViewHostWindow。不能通过先关闭源 tab 再创建窗口实现。 - -### 恢复 - -- 持久化 window bounds、sidebar 状态、split tree、pane ID、tab ResourceRef、active tab 和 preview/pinned 状态。 -- 不持久化 runtime generation、WebView handle、Unity connection handle 或进行中的 drag token。 -- 启动时先恢复窗口骨架,再逐个解析资源;缺失资源显示 unavailable tab。 -- 只有可见 pane 和运行中任务获取高优先级 runtime lease;后台恢复 tab 延迟 hydrate。 - -## Runtime 与服务活动度 - -资源树操作和 runtime focus 必须分离: - -| 行为 | Runtime 行为 | -| --- | --- | -| 展开 ProjectContext / checkout | 只读 registry metadata | -| 展开 Sessions | 读取 SessionStore,不启动 Unity | -| 展开 Knowledge | 懒加载 runtime knowledge provider;保持后台优先级 | -| 单击资源并打开 editor | 目标 pane focus checkout,获取 VisiblePane lease | -| 会话开始执行 | 获取 RunningTask lease | -| tab 移到后台 | 降为 BackgroundOpen | -| 关闭最后一个 pane/tab 且无任务 | 进入 Idle 并按策略释放 | - -Unity 节点状态使用 `Starting -> Connected -> Ready -> Reloading/Degraded -> Stopped`。界面可以在 Connected 时显示连接存在,执行 Unity 命令必须等待 checkout 级 Ready。资源树状态事件始终保留 service instance 和 generation。 - -## 分阶段实施 - -### P0:导航与数据契约 - -目标:建立新页面边界和不会返工的稳定类型。 - -- 增加 `WorkbenchResourceRef`、section kind、snapshot 和 operation 类型。 -- 增加独立预设文件、index、原子写回、revision CAS 和 Rust 单元测试。 -- 增加 workspace explorer IPC、revision CAS、cycle / ownership 校验和 scoped event。 -- 增加 `workspaceExplorer` service / store,接入 checkout 级 request epoch。 -- 将一级“项目”改为“开发”,删除第二层栏的数据结构和样式。 -- 引入 `DevelopmentWorkbench`,初始右侧继续挂载当前 focused session。 -- 将旧 `activeTab` 值迁移到 `development`。 -- 第二层栏没有运行时回退分支。开发阶段通过小步提交和隔离实例验证控制风险,主渲染路径始终只有一级导航。 - -完成条件:应用只显示一层导航,当前 ProjectContext 的会话可以从共享 Workspace Tree 打开并在解析出的 checkout 中正常执行。 - -### P1:单工作区资源树闭环 - -目标:替换 SessionPanel 的主导航职责。 - -- 使用 WorkspaceTree / FileTreeList 实现 ProjectContext 共享树、固定分区、folder、session,以及【协作】下的 checkout 结构节点。 -- 接入单工作区模式、展开状态、键盘导航、上下文菜单和虚拟文件夹。 -- 接入预设创建、复制、切换、重命名与删除;切换与管理入口统一放入三个点菜单,工具栏保持单行。 -- 接入节点隐藏、本地文件拖入、知识目录整体挂载与按需子树列出。 -- 文本、图片、PDF、音视频和 Unity 资产使用对应预览器。 -- Chat 以 `showSessionNavigation=false` 嵌入 EditorHost。 -- 实现 session 默认布局、legacy folder 导入、archive / restore reconcile。 -- 将“新建会话”迁入 Sessions 分区工具项或上下文菜单。 -- 【协作】下的 checkout 节点打开 worktree Overview,并显示分支、物理路径和 scoped service 状态。 -- 移除新工作台内对 `SessionPanel` 的依赖。 - -完成条件:单 ProjectContext 的会话创建、打开、运行、归档、虚拟移动和重启恢复全部可用;【知识】与【协作】保持共享单一入口。 - -### P2:多工作区与全部分区闭环 - -目标:形成可以验证后端多 checkout 隔离的前端入口。 - -- 加入单 / 多工作区模式切换;多工作区模式只增加 ProjectContext 根层级,【知识】与【协作】继续保持 ProjectContext 级单一入口。 -- 【协作】沿用当前树行为展开 worktree / checkout 子节点,普通虚拟布局拖动继续作用于 ProjectContext 共享预设。 -- 根节点展开只做 lazy hydrate;资源打开时才 focus pane。 -- 拆分 KnowledgeView 的左树和右内容,接入 document ID provider。 -- 接入 Collab、Asset 和 View 的 scoped adapters。 -- 导入现有 Knowledge 路径与 View displayPath,切断普通 drag 对物理移动 API 的调用。 -- 将显示设置从 tab visibility 迁移为 section visibility。 -- 删除标题栏 workspace selector 及其焦点副作用。 -- 增加两个 checkout 并发打开、反向完成和后台 event reducer 测试。 - -完成条件:同一 ProjectContext 的多个 worktree 共用一棵 Workspace Tree、一个【知识】入口和一个【协作】入口;worktree 级执行与服务状态通过 checkout binding 隔离,虚拟拖动不会改变磁盘。 - -### P3:主窗口内拖动分屏(首个验收节点) - -目标:用户可以直接从资源树或现有标签拖动创建 EditorGroup,在主窗口内同时操作多个资源并调整分隔条。 - -内部实现顺序: - -1. 新增 Workbench store、稳定 EditorInput、最小 tab host 和 editor adapter registry。 -2. 将 session、knowledge document 和 local file 接入 EditorHost;Chat 的活动会话状态改为按 editor/session 隔离。 -3. 实现二叉 split tree、稳定 paneId、pane focus 和 group resize。 -4. 为资源树拖动增加 editor drop intent;Explorer 内部落点继续修改虚拟布局,EditorHost 落点打开资源并创建或复用 EditorGroup。 -5. 实现按 EditorGroup 分页数量派生的 tab strip:一个分页完全隐藏,两个及以上分页显示;显隐不重建活动 Editor。 -6. 实现可见标签在组间移动、拖到组边缘继续拆分,以及关闭 group 后的 split tree 收缩;单分页组继续通过资源树拖放和编辑器命令完成移动与拆分。 -7. 将 VisiblePane lease、workspace focus 和 active session 绑定到 `(windowId, paneId)`,接入 scoped event reducer。 -8. 持久化并恢复主窗口 split tree、比例、pane ID、标签、活动标签和 unavailable editor。 - -完成条件: - -- 从左侧资源树拖动会话或知识文档到编辑区边缘,可以创建左、右、上、下分屏。 -- 两个可见 pane 可以同时运行两个会话,或同时显示会话与知识文档,状态与 workspace scope 互不串联。 -- 水平和垂直分隔条可手动调整,释放后保存比例,重启后恢复。 -- 每个 EditorGroup 只有一个分页时保持当前无 tab 的表现;打开第二个分页后显示标签栏,回到一个分页后自动收起。 -- 可见标签可以在 EditorGroup 之间移动,也可以拖到组边缘继续拆分。 -- A/B checkout 同屏运行、反向完成、关闭 group、窄窗口和恢复测试通过。 - -### P4:编辑器组完整能力 - -目标:在首个分屏闭环上补齐长期使用所需的标签、编辑模型和资源适配能力。 - -- 完成 preview/pinned tab、同组资源去重、活动标签和最近使用顺序。 -- 加入共享 document model、dirty guard、关闭确认和可写资源跨组同步。 -- 将 view、section、checkout overview、collaboration 和 asset adapters 统一接入 tab host。 -- 加入资源重命名后的标题刷新、资源删除后的 unavailable 状态和 stale generation 重新解析。 -- 完成标签键盘导航、组焦点命令和所有 Editor Adapter 的生命周期测试。 -- 保留现有独立窗口菜单作为原生 WorkbenchWindow 完成前的过渡路径。 - -完成条件:一个主窗口可以长期保留、切换、编辑和恢复全部支持的资源标签,每个 EditorGroup 的 pane focus 与 dirty 状态准确。 - -### P5:通用独立窗口 - -目标:资源标签可以拖出成为第二个完整工作台窗口。 - -- 新增 WorkbenchWindow payload、恢复协议和 transfer token。 -- 抽取 ViewHostWindow 的两阶段 tab handoff 模式。 -- 支持跨窗口 group/tab 拖动、失败回滚和窗口关闭归并策略。 -- 分阶段迁移 ChatSessionWindow、WorkspacePageWindow、KnowledgeWindow 和 ViewHostWindow。 - -完成条件:任意支持 detach 的资源可以在第二窗口继续使用,同一会话不会因移动丢失执行状态。 - -### P6:兼容清理 - -目标:删除双重导航和旧状态源。 - -- 删除 SessionPanel 导航分支、重复 Knowledge/View explorer 和旧 workspace page 的兼容入口。 -- 删除 `showViewsInSessionPanel` 等已废弃设置。 -- 删除旧 workspace page route 对当前目录的隐式依赖。 -- 所有 UI 资源调用统一由 ResourceRef / WorkspaceRef / sessionId / viewId 解析。 -- 增加静态守卫,禁止新增 `workingDir` 作为业务身份、无 checkout scope 的 workspace IPC 和 selected checkout 投影。 - -## 文件级改造清单 - -### 第一批 - -- `src/App.vue`:一级导航、删除第二层栏、挂载 DevelopmentWorkbench。 -- `src/styles/app-global.css`:删除 project tab bar 样式,建立连续 workbench surface。 -- `src/language/zh.json`、`src/language/en.json`:新增 Development 文案和 explorer 文案。 -- `src/stores/ui.ts`:应用路由收敛与旧状态 migration。 -- `src/types/workbench.ts`:稳定资源与 editor 类型。 -- `src/services/workspaceExplorer.ts`:新 IPC client。 -- `src/stores/workspaceExplorer.ts`:多 checkout snapshot 与树 UI 状态。 -- `src/components/workbench/*`:工作台 shell、Explorer 和初始 EditorHost。 - -### 第二批 - -- `src/components/ChatWorkspaceView.vue`、`src/components/ChatView.vue`:workbench activation 和无内嵌 session 导航。 -- `src/components/SessionPanel.vue`、`src/components/sessionTree.ts`:提取 provider,保留兼容入口。 -- `src/components/knowledge/KnowledgeView.vue`、`KnowledgeExplorer.vue`:拆分内容模式与物理移动语义。 -- `src/components/CollabView.vue`、`AssetView.vue`、`ViewPackageView.vue`:显式 checkout adapter。 -- `src/stores/workspaceContext.ts`:公开无 focus 的 runtime/resource hydrate,并保持 pane focus 唯一入口。 - -### 后端 - -- `src-tauri/src/workspace_tree.rs`:多预设文本文件、树校验、revision CAS 和原子写回。 -- `src-tauri/src/commands/workspace_explorer.rs`:snapshot、operation、preset、mount listing 和 file preview。 -- `src-tauri/src/commands/mod.rs`、`src-tauri/src/lib.rs`:命令注册。 -- `src-tauri/src/workspace_service/event.rs`:explorer change scoped envelope。 -- 必要时在 `src-tauri/src/workspace_service/runtime.rs` 增加只读 provider 入口,避免资源树直接访问全局服务。 - -### 窗口化阶段 - -- `src/components/workbench/WorkbenchEditorTabs.vue` -- `src/components/workbench/WorkbenchSplitHost.vue` -- `src/windows/WorkbenchWindow.vue` -- `src/services/workbenchWindow.ts` -- `src/stores/workbench.ts` -- `src/WindowApp.vue`:通用 WorkbenchWindow route。 - -## 测试计划 - -### Rust 文本存储 - -- 首次读取创建 `index.json` 与独立 `default.json`。 -- 多套预设各自使用独立文件,切换只更新 index。 -- 外部编辑后的合法文件可重新读取,非法父节点与循环被拒绝。 -- revision conflict、operation ID 重试和原子写回行为可重复验证。 -- 本地文件预览只允许当前预设引用路径及挂载目录后代。 -- 历史缺失字段在导出中为 `empty`。 -- folder create / rename / promote-delete / multi-move 的事务测试。 -- cycle、非法跨 section、跨 ProjectContext、重复 resource placement 被拒绝。 -- expectedRevision 冲突不产生部分写入。 -- 相同 operationId 重试只提交一次。 -- 同一 ProjectContext 的多个 checkout 共用 layout revision;并发 layout mutation 使用 revision CAS 与 operationId 安全重放。 -- 不同 ProjectContext 的 layout mutation 互不阻塞。 - -### 前端单元测试 - -- 旧 `activeTab` 所有值迁移为正确一级页面。 -- App 不再包含 `projectTabs`、`project-tab-bar` 和标题栏 checkout selector。 -- 单工作区和多工作区 projection 的节点层级正确。 -- WorkspaceTree 键盘上/下/左/右、Enter、Space、F2、Delete 可用。 -- 单击 disclosure 不打开 editor;单击 row 不意外折叠。 -- drag preview 与后端允许规则一致。 -- 先发慢 snapshot 不覆盖后发结果。 -- ProjectContext 共享资源事件只更新 matching project;runtime 与工作目录事件只更新 matching checkout。 -- stale generation 触发重新解析,不回退到全局 workspace。 -- hidden section 可恢复,固定 section 不能删除或跨 ProjectContext。 -- `showTabStrip` 按 EditorGroup 独立派生:0/1 个分页为 false,2 个及以上分页为 true。 -- tab strip 从隐藏到显示、再收起时保持相同活动 Editor 实例,不清空 scroll、composer draft 或 streaming state。 - -### 物理隔离回归 - -每个 drag E2E 在操作前后记录: - -- Knowledge 文档绝对路径、文件 hash、类型。 -- View Package 根路径、manifest hash、displayPath。 -- session `parentSessionId`、checkoutId、session type。 -- Git status 与 worktree 根路径。 - -普通树拖动后上述值必须保持一致,只有 ExplorerLayout revision 和 node placement 改变。 - -### 多工作区 E2E - -使用两个 checkout 验证: - -- 多工作区树为 ProjectContext 增加一个项目根节点,内部 Workspace Tree 的顺序、虚拟文件夹和普通拖动行为与当前实现一致。 -- 同一 ProjectContext 下只显示一个【知识】节点和一个【协作】节点;【协作】展开后显示主工作树和其他 worktree。 -- 切换或新增 worktree 不复制 Knowledge placement、Collab placement、虚拟文件夹和 project-owned session placement。 -- 同一知识文档在绑定 A/B checkout 的两个 pane 中使用相同 `projectId + documentId`,checkout 级索引与工具事件各自路由。 -- A 会话执行时切换并操作 B,A 的完成事件仍更新 A。 -- 反向快速打开 A -> B,B 先完成后 A 的旧响应不覆盖焦点。 -- A/B 对同一 ProjectContext 发起 layout move 时共享 project revision,并通过冲突重放得到一个确定顺序。 -- Unity A Connected、Unity B Ready 时,命令只等待目标 checkout 的 Ready。 -- 重启后根顺序、虚拟文件夹和资源位置恢复。 - -### 窗口与分屏 E2E - -- 两个 pane 分别绑定 A/B checkout,焦点和 active session 独立。 -- 每个 pane 只有一个分页时均不渲染 tab strip,Chat / Knowledge / File 内容顶部与当前单页布局一致。 -- 同组打开第二个分页后显示 tab strip;关闭、移动回一个分页后收起,同时保持活动 Editor 实例、滚动位置和草稿。 -- tab 在 group 间移动后 runtime lease 正确转移。 -- tab 拖出窗口完成 ready ack 后才移除源 tab。 -- 目标窗口创建失败时源 tab 和运行状态保持。 -- 关闭窗口恢复到合理 group;没有可恢复目标时保留后台任务。 -- 重启后 split tree 和稳定 ResourceRef 恢复,不复用旧 generation。 - -### 视觉与可访问性 - -- 深色 / 浅色主题、125% / 150% 缩放和窄窗口检查。 -- 侧栏保持现有 `sidebar-bg`,编辑区使用 `panel-bg`,不新增营销卡片式 surface。 -- 单分页 EditorGroup 不增加常驻 header 或标签栏;双分页开始使用现有中性桌面控件风格的轻量 tab strip。 -- 仅图标按钮具有 focus-visible、tooltip 和足够点击区域。 -- 可点击行使用 button / treeitem 语义,不使用不可聚焦的 click div。 -- 拖动是增强能力;键盘和“移动到…”菜单可完成相同操作。 -- 状态使用低饱和 icon/dot,不引入说明性 badge、pill 或 chip。 - -统一验证命令: - -```powershell -bun run test -bun run typecheck:test -``` - -涉及实际多 checkout / Unity 时使用隔离实例与现有 driver,禁止使用 `bun test`。 - -## 性能预算 - -- 树继续使用 `FileTreeList` 虚拟化;目标为 10,000 个可见扁平节点仍可滚动。 -- 多工作区模式只先加载 ProjectContext 元数据;checkout 元数据在【协作】展开或 EditorCheckoutBinding 解析时加载。 -- ProjectContext 级 Sessions、Knowledge、Collab 和 Views 在分区首次展开时独立加载。 -- 共享 provider snapshot 按 projectId + revision 缓存;runtime provider 按 checkoutId + generation 缓存,并使用 LRU 释放后台数据。 -- Asset 不进入默认全量树。 -- 一次共享资源事件只失效对应 project / section,一次 runtime 事件只失效对应 checkout projection,不能重载整棵树。 -- 拖动期间只更新本地 projection;后端确认后提交 snapshot,冲突时精确回滚。 -- 资源标题变化采用增量 patch,避免重新 flatten 所有 project roots。 - -## 可观测性 - -新增结构化日志字段: - -- `windowId`、`paneId` -- `projectId`、`checkoutId` -- `layoutRevision`、`operationId` -- `resourceKind`、`resourceId` -- `intentEpoch` -- `workspaceGeneration`、`serviceInstanceId`、`serviceGeneration` - -开发构建可提供一个只读 diagnostics 面板,显示当前窗口的 pane -> checkout -> resource 绑定、runtime lease 和最近 event revision。该面板进入开发者工具,不常驻用户一级界面。 - -## 风险与控制 - -| 风险 | 控制措施 | -| --- | --- | -| 树拖动误触物理移动 | Explorer operation 与 Knowledge/View 领域 move 使用不同 service、类型和菜单文案;E2E 校验 hash/path | -| 多窗口最后写入覆盖 | ProjectContext 级 layout revision CAS、事务、operationId 和 event reducer;checkout 级 runtime projection 独立路由 | -| 树展开抢占 checkout | hydrate 与 focus 分离;只有 EditorGroup 激活资源才更新 PaneContext | -| 重复 Explorer 嵌套 | Knowledge / Chat / View 提供 embedded content mode,统一树完成后删除内层导航 | -| 旧 session folder 迁移破坏会话 | 只读导入 placement,不删除或改写历史 session;保留 export 回归 | -| 标签恢复引用旧 runtime | 持久化稳定 ResourceRef,恢复时重新解析 generation | -| 首验范围跨越 tabs 与 split | P3 内部按 EditorInput、单组 tab host、按 session 隔离状态、split tree、拖放与恢复逐步提交;这些步骤共同交付主窗口拖动分屏首验,不形成更早的用户验收节点 | -| 大型资源树卡顿 | 虚拟化、section lazy load、分页 provider 和 scoped invalidation | - -## 验收门槛 - -### 首验前置工程门槛 - -以下能力并入首个验收节点,不单独组织更早的用户验收: - -- 主窗口只有一层应用导航,第一项为“开发”。 -- 第二层栏和顶部 workspace selector 已删除。 -- 工作区级入口全部位于开发页资源树。 -- 单 / 多工作区模式可切换。 -- 同一 ProjectContext 的【知识】与【协作】在多个 worktree 下保持单一入口和共享资源身份。 -- 两个 checkout 绑定的编辑器可并发打开,ProjectContext 资源与 checkout runtime 事件分别按作用域更新。 -- 会话、知识和 View 的虚拟拖动持久化且不改变物理数据。 -- 协作、资产和视图没有因为删除分页而失去入口。 -- Chat 与 Knowledge 页面不再显示重复左侧导航。 -- 所有测试命令通过,隔离实例完成双 worktree E2E。 - -### 首个用户验收:主窗口内拖动分屏 - -- 从资源树拖动 Session、Knowledge document 或 local file 到主编辑区边缘可以创建分屏。 -- 单个 EditorGroup 只有一个分页时保持当前无 tab 的界面;同组存在两个及以上分页时显示标签栏。 -- 从已显示的标签栏拖动活动标签到另一组或组边缘,可以移动标签或继续拆分。 -- 左右、上下分屏均可创建,分隔条可实时调整并遵守 pane 最小尺寸。 -- 两个可见 pane 的会话、流式状态、workspace focus、active session 和 scoped event 保持独立。 -- 重启后恢复 split tree、比例、pane ID、标签和活动标签。 - -### 会话引用拖动与公共资产预览 - -会话正文中的文件、Unity 资产和知识文档引用进入统一的语义拖动链路。消息引用是只读来源,拖动操作固定为 `copy`;工作区放置只修改 ExplorerLayout,TabGroup 放置只创建或激活 EditorInput,原始文件、资产和知识文档保持原位。 - -统一载荷使用版本化结构,并显式携带来源作用域: - -```ts -interface WorkbenchReferenceDragData { - version: 1; - origin: { - projectId: string; - workspaceRef: WorkspaceRef; - workspaceRoot: string; - }; - entries: Array< - | { kind: "file"; path: string; isDir: boolean; name?: string } - | { kind: "asset"; path: string; name?: string; typeLabel?: string } - | { kind: "sceneObject"; scenePath: string; objectPath: string; name?: string } - | { kind: "knowledge"; type: KnowledgeDocumentType; path: string; documentId?: string; name?: string } - >; -} -``` - -落点语义: - -| 引用 | 左侧 Workspace Tree | TabGroup / EditorGroup | -| --- | --- | --- | -| 文件 | 通过 `mountPath` 创建或复用路径挂载 | 打开 workspace file editor | -| Unity 资产 | 挂载对应物理资产文件 | 打开 asset editor | -| 场景对象 | 放置所属 scene 资产 | 打开 scene object inspector editor | -| 知识文档 | 解析 `documentId` 后 `placeResource` | 打开 Knowledge document editor | - -- Tab strip 落点按指针所在 tab 的左右半区插入;EditorGroup 正文落点沿用左、右、上、下半组拆分预览。 -- Composer 落点优先级高于 EditorGroup,可把同一语义载荷转换为输入附件。 -- 多工作区模式下,Workspace Tree 放置只接受来源 ProjectContext;TabGroup 可以承载来源项目的 EditorInput,并依据资源自身的 EditorCheckoutBinding 切换 pane scope。 -- 引用解析器由 Chat 点击、右键菜单、内部拖动和原生拖动适配器共同使用,统一覆盖 `design / plan / memory / skill / reference`。 -- 原生文件与 Unity 拖动事件由 Workbench 单点订阅并按指针位置定向提交;已挂载的多个 Chat composer 不直接广播消费同一次 drop。 - -资产编辑器首版复用现有 Locus Inspector / Asset 预览能力。公共前端设施分为显式 scope 的加载状态与现有渲染层: - -```text -WorkspaceAssetPreview -├─ 显式 WorkspaceRef、资源身份、受控/自动加载与宿主操作 -└─ UnityObjectPreview:加载缓存、目标选择、文本、二进制、结构化资产、Live Inspector 与交互预览 -``` - -- 公共入口必须接收 `workspaceRef`,缓存键包含 `checkoutId + expectedGeneration + assetPath`。 -- Asset 页面、Locus Inspector、Workbench asset editor 和 Unity workspace file preview 复用同一入口。 -- 首版保持现有 Inspector 展示与控件密度;不同资产类型的专用界面在公共资源身份和生命周期稳定后迭代。 -- 资产与场景对象 EditorInput 使用稳定逻辑路径作为资源身份,runtime generation 保留在 EditorCheckoutBinding,恢复时重新校验物理文件与 checkout generation。 - -实施状态(2026-08-28):版本化引用载荷、会话引用解析、Workbench Tree/Composer/TabGroup 路由、原生 drop 单点分发、Asset/Locus Inspector/Workbench/Workspace file 公共预览入口与恢复类型已经落地;验证覆盖语义解析、拖动外部化、布局路由、Inspector 集成、store 恢复、完整 Vitest、应用/测试类型检查、生产构建与隔离实例启动。 - -验收覆盖:会话内三类引用拖入根目录、虚拟文件夹、Tab strip 和组边缘;双 pane 定向 drop;同路径双 checkout 隔离;隐藏 editor 不消费 drop;重启恢复资产与知识标签;原生 Unity / OS 拖出能力保持。 - -### 完整工作台完成 - -- 任意资源可进入编辑器标签。 -- 一个窗口可分屏显示不同 checkout。 -- 支持可靠拖出第二窗口和跨窗口移动。 -- 窗口、分屏和资源标签可恢复。 -- Runtime lease、Unity Ready 和后台执行不依赖全局 selected checkout。 -- legacy workspace page / current directory 路径和重复窗口实现完成清理。 - -## 推荐实施顺序 - -1. 先提交稳定类型、文本预设格式、IPC 与存储测试。 -2. 再提交一级“开发”导航、DevelopmentWorkbench shell 和 session 单工作区闭环。 -3. 接入多工作区 projection、Knowledge content mode、Collab / Asset / View adapter。 -4. 完成虚拟拖动、物理隔离 E2E 后删除重复 Explorer 路径。 -5. 建立最小 EditorInput、Workbench store 和单组 tab host,同时把 Chat 活动状态改为按 editor/session 隔离。 -6. 在 PaneContext 上实现 split tree、资源树与标签拖放、group resize 和主窗口布局恢复,交付首个“主窗口内拖动分屏”用户验收节点。 -7. 补齐 preview/pinned、dirty guard、共享 document model 和全部 Editor Adapter。 -8. 抽取通用 WorkbenchWindow transfer,支持拖出、拖回和跨窗口移动。 -9. 最后迁移现有专用窗口并删除兼容代码。 - -这个顺序把前置架构能力合并进一个用户可直接操作的主窗口分屏闭环,同时让 ProjectRegistry、WorkspaceRuntime、WindowContext 和 scoped event 在双 pane 场景中接受第一次完整验收。原生窗口化在主窗口 split tree 与编辑器生命周期稳定后继续复用同一套状态模型。 diff --git a/docs/product/knowledge-system.mdx b/docs/product/knowledge-system.mdx index 3bef6b11..79f9a120 100644 --- a/docs/product/knowledge-system.mdx +++ b/docs/product/knowledge-system.mdx @@ -4,12 +4,11 @@ description: 面向长期项目积累的统一知识分类、检索与注入机 sidebarTitle: 知识系统 --- -Locus 把知识做成了独立工作区,并把项目知识明确分成五类,方便长期维护、统一检索和稳定注入。 +Locus 把知识做成了独立工作区,并把项目知识明确分成四类,方便长期维护、统一检索和稳定注入。 -## 五类知识语义 +## 四类知识语义 - `Design`:项目设计与方向 -- `Plan`:任务计划、里程碑与进度 - `Memory`:长期记忆与用户偏好 - `Skill`:标准流程与 SOP - `Reference`:外部资料 diff --git a/docs/product/univer-oss-validation.md b/docs/product/univer-oss-validation.md deleted file mode 100644 index 85036a61..00000000 --- a/docs/product/univer-oss-validation.md +++ /dev/null @@ -1,87 +0,0 @@ -# Univer OSS 实测报告 - -日期:2026-09-16。结论:**单窗口 CSV 工作表方案可行,不能直接替换现有 CsvGrid。** 核心交互已在 Locus WebView2 中验证;正式迁移需要文本类型保护、仅修改视图的合并适配,以及浮动窗口的独立运行时与状态传递。 - -本次未更换正式编辑器,也未修改根 `package.json` / `bun.lock`。验证工程位于 `scripts/univer-oss-validation/`,包含独立依赖锁、宿主、CDP 驱动、窗口测试和依赖审计。界面采用现有满幅工作表布局,关闭 Univer 工具栏、公式栏及工作表底栏,未引入新的产品页面或装饰控件。 - -## 环境与许可 - -- Univer:npm `latest` 为 `0.25.1`,本次固定该版本;未采用 `1.0.0-rc.0`。 -- Windows + 隔离 Locus `bun run locus:test:app -- --skip-onboarding`,WebView2 `Edg/153.0.4234.32`。 -- 测量主窗口视口为 1400 × 900;网格高约 865px。功能与性能结果来自 Vite 生产构建的本地预览页,不是 jsdom。 -- 隔离根目录:`\locus-app-test-`。正式 Locus 保持运行,测试未读写正式会话库。 -- 采用逐个注册 OSS 插件的方式;没有安装 `@univerjs/presets` 通用聚合包。 -- 实际依赖审计:137 个包,MIT 91、Apache-2.0 25、BSD-3-Clause 11、ISC 9、0BSD 1;没有 `@univerjs-pro/*`。`@univerjs/telemetry` 的 package.json 缺少 license 字段,包内 LICENSE 与源码头明确为 Apache-2.0,该包仅提供服务标识符。 -- 上述授权适合继续按项目 GPLv3 组合分发,正式集成时仍需纳入仓库现有第三方许可清单与声明。 - -## 功能验证结果 - -主验证脚本 **24 项:23 项通过,1 项原生行为不符合 Locus 约定**。窗口专项另有 2 项:独立运行时通过,共享 DOM 搬移未通过。失败项保留在报告与脚本中,没有屏蔽。 - -| 场景 | 结果 | 证据与边界 | -| --- | --- | --- | -| 无冻结、冻结 1 列、冻结 3 列后横向滚动并拖选 | 通过 | 原生 CDP 鼠标事件;A2 到 L4 的选择覆盖中间不可见列 | -| Shift + 方向键跨冻结边界扩选 | 通过 | C2 扩展到 D2 | -| 跨冻结区复制数据 | 通过 | 库生成的 HTML 表格包含 3 行 × 12 列,包括不可见中间列 | -| 输入前导零、以 `=` 开头的字符串 | 适配后通过 | `000123` 与 `=1+1` 保持字符串;空白格必须有显式单元格文本格式 | -| 中文组合输入 | 通过 | Chromium CDP composition 提交“中文输入验证”,无重复字符;未测试 Windows 候选窗口 | -| 多行编辑 | 适配后通过 | Alt+Enter;需读取富文本 dataStream,并将段落 CR 转成 CSV 编辑器使用的换行 | -| 矩形粘贴 | 适配后通过 | 浏览器 ClipboardEvent 的 2×2 TSV 保留前导零;未测试 OS 剪贴板与 Excel HTML 格式粘贴 | -| 原生单格编辑撤销/重做 | 通过 | 数据回滚与重新应用正确 | -| 合并区域跨冻结边界并点击 | 通过 | B2:D3 可渲染与选中 | -| 原生合并后取消合并保留覆盖值 | **未通过** | 默认 merge 命令清空非左上角值,取消合并后仍为空 | -| 仅改变视图的 merge mutation | 通过 | 通过公开导出的 mutation 修改合并几何,保留覆盖值;编辑锚点后取消合并,其他值仍在 | -| 隐藏/显示合并区内的列 | 通过 | 冻结与合并配置保持有效 | -| 缩放、指定行高、面板改宽与临时隐藏 | 通过 | 125% 缩放、64px 行高;宽度 1400→700→1400,选择状态保留 | -| 销毁并重新创建实例 | 通过 | 快照恢复数据、冻结、合并、缩放和选择 | -| CSV 原文往返与单格保存 | 通过 | 复用 Locus 解析器;BOM、CRLF、引号、长整数、日期形文本、公式形文本和末尾空字段保持,单格修改只改目标字段 | - -### 接入时必须处理的三个问题 - -**1. 文本格式必须作用于实际可编辑单元格。** - -在工作表 `defaultStyle` 上设置 `@`,虽然显示层能读出文本格式,但 0.25.1 的输入/粘贴代码读取的是单元格自身样式。首次测试中,空白格输入 `000123` 被转换成数值 123,`=1+1` 被识别为公式,TSV `007` 被转换成数值 7。给有限编辑区域的空白格也设置显式 `s: "plain"` 后,同一组真实输入测试通过。生产适配必须覆盖新增行列及各种粘贴入口,不能只在首次加载时设置。 - -关闭公式栏不等于可以省略公式 UI 插件:0.25.1 的普通单元格编辑器由 `UniverSheetsFormulaUIPlugin` 提供。去掉该 OSS 插件时能够显示表格,但没有完整单元格键盘编辑器。 - -**2. 合并只能改变 Locus 的视图模型。** - -使用原生 `range.merge()` 不符合现有 CSV 语义。验证中改用 `AddWorksheetMergeMutation` / `RemoveWorksheetMergeMutation`,只调整合并几何,成功保留覆盖值。这些是公开导出的低层 mutation,但不会代替 Locus 的业务撤销历史;正式集成应把右键菜单、快捷键和视图保存统一路由到 Locus 的命令,再更新网格投影。不能直接导出 Univer 全表覆盖 CSV。 - -**3. 浮动窗口需要独立运行时。** - -采用与 Locus 一样的原生 `about:blank#locus-shared-workbench-workbench-*` 子窗口,将现有网格 DOM 搬过去并同步样式:点击选格、文字输入可以发生,但 Enter 未提交到单元格,原值仍为 `2:0`。已记录子窗口收到可信 F2 与 Enter 事件,并保留未提交编辑器截图,因此不是未发送按键。 - -随后让同一子窗口加载自己的 JavaScript 运行时,通过快照创建 Univer:编辑后的 `2:0standalone-window-edit` 正确提交,光标移到下一行,冻结状态保留。**可行的是“每个窗口创建自己的实例 + 数据/视图快照或增量消息”,不是直接搬移已有实例的 DOM。** 本次只验证了快照进入子窗口和编辑提交,没有实现工作台的完整双向状态同步、草稿冲突与原生窗口关闭协议。 - -## 性能与体积 - -后续已补充同环境、同 CSV 数据更新路径的三轮 [Tabulator / Univer 对照](./csv-grid-comparison.md)。下列数字保留为本轮单独验证记录,做引擎间选型比较时请使用对照报告。 - -以下为本机单次生产构建样本。数据是字符串,冻结 2 列;加载包含 Locus 解析、投影、Univer 生命周期 Rendered 及两次 requestAnimationFrame。滚动与修改也等待两帧,数值不是纯计算耗时或 FPS。不与旧方案不同环境的历史数字直接比较。 - -| 样本 | 解析/投影到可渲染 | 单格修改到两帧后 | 20 次跳转滚动中位数 / P95 | -| --- | ---: | ---: | ---: | -| 5000 行 × 20 列,10 万格 | 407 ms | 48 ms | 49 / 51 ms | -| 100 行 × 1000 列,10 万格 | 416 ms | 60 ms | 66 / 103 ms | - -- 10 万格场景保持约 48 个 DOM 元素、2 个 Canvas,不随单元格数量线性增加 DOM。 -- 连续三次重建 5000×20 样本并执行 GC,页面 JS 堆约 41.7、41.8、42.4 MB;这是短程观测,不能代替长时间泄漏测试,也不是整个 WebView2 进程内存。 -- 本次最小验证宿主构建:主 JS 约 5.51 MB,gzip 约 1.58 MB;全部产物约 10.17 MB,gzip 合计约 2.67 MB,包含动态语言/断词数据。不是 Locus 正式包的净增量,正式集成需要按需加载和打包分析。 -- 浏览器记录无未捕获 JavaScript 异常、无冻结/选区警告;唯一网络错误为验证宿主缺少 `favicon.ico` 的 404。 - -## 建议 - -可以继续做 Univer 的正式适配原型,但不要立即替换所有现有 CSV 页面。先固定独立窗口运行时方案,保留 Locus CSV/YAML 与文档会话作为唯一数据来源,统一编辑、合并与撤销的命令入口。完成结构编辑、列重排、排序/筛选的源坐标映射、跨窗口双向同步、冲突保存、Excel HTML 粘贴和真实 Windows IME 验收后,再决定上线迁移。 - -若必须保持现有共享 DOM 浮动窗口架构且不增加独立运行时,当前验证结果不足以支持替换。之前“优先验证 Univer OSS”的建议应收敛为这个有条件结论。 - -## 复现与证据 - -- [验证工程说明](../../scripts/univer-oss-validation/README.md) -- 本地原始记录:`scripts/univer-oss-validation/results/report.json`、`shared-window.json`、`retained-memory.json`、`dependencies-and-bundle.json`。 -- 截图:同目录 `frozen-1.png`、`frozen-3.png`、`merged-frozen.png`、`shared-window.png`、`standalone-window.png`。 -- `bun run build` 与独立 TypeScript 检查通过。`bun run verify` 当前按设计退出 1,原因是保留原生破坏性合并的兼容性断言;其他主验证项通过。 -- 功能 API 与配置以安装的 0.25.1 类型和源码为准,避免混用官网当前 RC 文档。 - -官方资料:[Univer 安装与插件模式](https://docs.univer.ai/guides/sheets/getting-started/installation)、[冻结](https://docs.univer.ai/guides/sheets/features/core/freeze)、[范围与选区](https://docs.univer.ai/guides/sheets/features/core/range-selection)、[源码与许可证](https://github.com/dream-num/univer)。 diff --git a/docs/product/view-host-native-extension-review.md b/docs/product/view-host-native-extension-review.md deleted file mode 100644 index 132d689e..00000000 --- a/docs/product/view-host-native-extension-review.md +++ /dev/null @@ -1,212 +0,0 @@ -# Locus View 运行机制与原生嵌入 Review - -2026-09-07。本文记录迁移前的机制 review 与方案;后续已按用户要求实施。当前实现与验证见 [View 原生运行时](view-native-runtime.md)。相关文件同时存在其他工作的修改。 - -用户确认的目标:View 嵌入工作台,复用 Locus 原生组件、服务和上下文。进一步明确:工作台内的 View 可以取消独立 WebView;实际发行构建必须支持在 Locus 内修改源码并热更新。 - -**结论:建议将工作台 View 改成当前 Vue 应用的普通组件子树,并保留发行版内的源码编译能力。** 每个 View 有独立的编辑器上下文和生命周期,但共享当前窗口的 Vue、Pinia、公共组件、主题及服务实现。源码编译应独立于渲染,并由检查和执行共同使用编译产物。预编译只作为首次打开和未修改代码的加速路径,不能成为运行 View 的唯一方式。 - -## 当前实际运行路径 - -```mermaid -flowchart TD - A[打开 View] --> B[Rust 读取 View package] - B --> C[工作台创建 editor tab] - C --> D[WorkbenchViewEditor 计算原生坐标] - D --> E[view_content_mount] - E --> F[独立 WebView / window.html] - F --> G[新的 Vue app 与 Pinia] - G --> H[ViewHostWindow 再读取 package] - H --> I[TS / SFC 编译与自定义模块加载] - I --> J[动态 Vue 组件] - J --> K[原生组件与 SDK 服务] -``` - -工作台内看起来是一个面板,实际仍由独立 `WebviewWindow` 承载。Windows 上使用 `SetParent`、`SetWindowPos` 把内容窗口嵌到工作台窗口中。工作台监听布局、窗口移动和缩放,再经 IPC 同步几何信息。[工作台容器](../../src/components/workbench/WorkbenchViewEditor.vue#L32)、[原生挂载](../../src-tauri/src/view.rs#L5054)。 - -子窗口入口重新执行 `createApp(WindowApp)` 和 `createPinia()`,所以共享的是组件与服务的源码,不是工作台所在应用的响应式实例。[子窗口入口](../../src/window-main.ts#L31)。 - -已有实现中值得保留的部分: - -- `createViewRuntimeComponent()` 返回普通 Vue `Component`;真正渲染已经使用动态组件,并不依赖 iframe。可以将这一层迁入工作台。[运行组件](../../src/components/view/viewRuntime.ts#L2231)。 -- `BaseButton`、Unity 字段、属性树、Graph、Canvas 等直接使用 Locus 原组件;全局主题和字体也已有共享入口。[组件注册](../../src/components/view/viewRuntime.ts#L793)。 -- 后端 IPC 已有 `WorkspaceRef` 校验,工作台 editor 也能提供自己的工作区绑定。原生嵌入应沿用这一归属关系。 -- Unity C# 调用已有源码缓存和 `invoke_named_cached`,仅在需要编译时回退发送源码,不应把这部分误判成每次调用都重新编译。[脚本调用](../../src-tauri/src/view.rs#L6173)。 - -## 已确认的问题 - -**[P1] SDK 的编辑器更新订阅没有跟上新的事件路由。** - -`onUpdate` 仍订阅裸事件 `unity-editor-update`;Unity transport 现在将事件交给工作区路由器,而路由器向前端发送的是 `locus://workspace-event`,实际事件名在 envelope 中。当前这条链路无法把 Unity 编辑器更新送到 SDK 的该订阅。应像其他原生工作区服务一样,订阅总线并校验 checkout、generation 和 materialization epoch,再交付 payload。[订阅端](../../src/components/ViewHostWindow.vue#L2465)、[Unity 转发端](../../src-tauri/src/unity_bridge/transport.rs#L298)、[前端事件出口](../../src-tauri/src/workspace_service/event.rs#L203)。 - -**[P1,原生兼容性] `createApp` 兼容层静默丢弃 Vue 应用配置。** - -`createVueModule()` 只记录根组件;`use()`、`component()`、`provide()` 都是空操作,也没有完整的 `app.config`。复制原生前端入口后,插件不会安装,应用级注册不会生效。这不是“同样使用 Vue”就能覆盖的差异。[兼容层](../../src/components/view/viewRuntime.ts#L1104)。 - -本次执行当前函数源码的独立探针:原生 Vue 的 plugin installer 被调用 1 次,View shim 为 0 次;原生全局组件可读取,View shim 读取失败。Vue 对这些 API 的语义有明确约定。[Vue Application API](https://vuejs.org/api/application.html)。 - -**[P2] 编译检查与运行重复编译,缓存只覆盖局部生命周期。** - -管理页选择或打开 View 时遍历文件编译,只保留检查结果;运行窗口随后重新编译模块。运行 loader 的 `Map` 建在每个新 runtime context 内,无法复用检查产物,也不能跨重建复用已编译代码。[管理页检查](../../src/components/ViewPackageView.vue#L559)、[运行模块缓存](../../src/components/view/viewRuntime.ts#L1808)、[运行准备](../../src/components/view/viewRuntime.ts#L2251)。 - -从管理页首次打开时,源码检查、后端打开、后端创建内容窗口、内容前端读取都可能各读一次 package。`read_view_sync` 扫描 View 的源文件和共享 `src/`,并传输源码内容,窗口创建只需要的元数据与真正编译需要的源码没有分开。[包读取](../../src-tauri/src/view.rs#L3551)、[打开工作台](../../src-tauri/src/view.rs#L5277)、[创建内容窗口](../../src-tauri/src/view.rs#L5182)。 - -**[P2] 隐藏与销毁策略影响切换成本和面板状态。** - -内容窗口隐藏后计划在 30 秒后销毁;在没有 View 自行保存状态的情况下,之后切回需要新建窗口、重建运行时,局部响应式状态和撤销记录不会自动恢复。隐藏期间也没有 SDK 级暂停通知;不能把原生窗口隐藏等同于停止业务订阅和后台任务。[销毁计时](../../src-tauri/src/view.rs#L4957)、[隐藏入口](../../src-tauri/src/view.rs#L5244)。 - -**[P2] 文件监听资源没有与 View 使用生命周期闭合。** - -每个 View watcher 创建线程,以 160 ms 超时等待事件,还会重复监听同一个包工作区的共享 `src/`。内容窗口销毁只清窗口和路径缓存,没有释放 watcher;现有释放点主要是包删除/转移和工作区 runtime 退休。不断打开新 View 会累积监听资源,应改成按规范化目录共享 watcher、引用计数和显式释放。[监听器](../../src-tauri/src/view.rs#L6001)、[窗口销毁](../../src-tauri/src/view.rs#L4984)、[现有释放](../../src-tauri/src/view.rs#L5933)。 - -**[P2,模块兼容性] 自定义 loader 尚未形成与前端构建一致的模块语义。** - -例如后端读取 `.json` 文件,但 View loader 没有 JSON 分支,送进 TS 转译会失败。本次使用当前 loader 函数加载 `{"answer":42}` 得到 `Debug Failure. Output generation failed`。相邻 drawer loader 已单独实现 JSON 解析,说明两套运行时已经出现差异。[View loader](../../src/components/view/viewRuntime.ts#L1808)、[drawer loader](../../src/services/inspectorDrawerExtensions.ts#L168)。 - -其他限制包括固定的模块映射、CommonJS 执行包装,以及缺少常规资产处理。运行时还复用预览 CSS 清洗,把所有 `url(...)` 替成 `none`、移除 `@import`;`read_view_file` 将单文件截到 96 KiB。这些路径不能原样承担完整的原生扩展构建产物。[CSS 处理](../../src/components/view/viewPackageFiles.ts#L30)、[文件读取上限](../../src-tauri/src/view.rs#L6873)。 - -**[P2,日志开销] 每条 console 日志都有独立 IPC 和同步文件工作。** - -Host 包装当前窗口的全局 console,每条消息都调用追加日志命令。后端每次重新解析 View 路径、读取 manifest、打开文件并追加;读取最近日志时又先读取整个文件。高频日志会把调试成本带进正常运行路径。应使用带实例归属的 logger、批量缓冲、滚动文件和真正的尾部读取。[console 包装](../../src/components/ViewHostWindow.vue#L598)、[日志 I/O](../../src-tauri/src/view.rs#L6195)。 - -## 构建与验证证据 - -执行了当前工作区的生产前端构建,输出到独立 `.tmp` 目录,未覆盖通常的 `dist`。结果: - -| 项目 | 产物字节数 | 含义 | -| --- | ---: | --- | -| ViewHostWindow 自身 | 43,192 | 只计算 Host chunk 会低估实际依赖 | -| ViewHostWindow 的静态 JS 依赖闭包 | 1,563,940 / 48 chunks | 包含公共 vendor、View runtime 和 Inspector 等依赖 | -| View 编译器主体 chunk | 3,471,257 | 包含该构建分配到此处的编译代码,首次运行动态加载 | -| 公共 vendor | 1,087,392 | `manualChunks` 将 Vue 及 `@vue/*` 等放在一起 | - -这些是 minified 文件大小,不是 WebView 内存占用、实际磁盘读取量或启动耗时;闭包存在共享依赖,不能简单相加。没有采集真实 WebView 冷启动 p95 或 RSS,本轮不声称具体加速倍数。ELK 和 three 已有延迟导入,也不能把整个发行目录体积计为首屏成本。 - -11 个相关 Vitest 文件、47 项测试通过。现有测试主要覆盖编译变换、源码结构约定和 IPC 参数,不能证明插件安装、隐藏/恢复、资源释放等运行时行为正确。独立探针验证了上述 Vue shim 和 JSON 导入差异,并记录了构建依赖闭包。 - -证据:[review-evidence.json](../../.tmp/view-host-review-20260907/review-evidence.json);可重复运行的探针:[review-probe.mjs](../../.tmp/view-host-review-20260907/review-probe.mjs)。 - -## 建议的原生嵌入结构 - -```mermaid -flowchart TD - A[当前窗口 Vue App / Pinia] --> B[DevelopmentWorkbench] - B --> C[WorkbenchViewEditor] - C --> D[ViewRuntimeHost 普通组件] - D --> E[View App.vue] - D --> F[每个 editor 独立的 ViewContext] - E --> G[Locus 公共组件 / 主题 / 拖拽 / 浮层] - F --> H[原生 services 与工作区事件总线] - H --> I[Rust / Unity] - J[独立编译服务与产物缓存] --> D -``` - -工作台原本已经以组件方式渲染 Knowledge、Collab 等内容,并传递 editor 自己的 `workspaceRef` 和激活状态。View 可以遵循同样的组织方式,保留当前标签栏和分栏,不增加新的视觉结构。[工作台现有布局](../../src/components/workbench/DevelopmentWorkbench.vue#L7627)。 - -建议保留 `WorkbenchViewEditor` 作为工作台适配层,将内部坐标同步替换成 `ViewRuntimeHost`。后者加载定义、提供上下文、管理激活和销毁,并通过 `` 渲染 View。它是普通 Vue 子树,天然继承当前 app 的插件及祖先注入;不再为每个 tab 创建 app 或 Pinia。 - -`ViewHostWindow` 则保留为需要真实独立窗口时的外壳,复用同一个 `ViewRuntimeHost`。工作台打开路径不再调用 `view_content_mount`,也不再进行屏幕坐标换算、原生 reparent 和窗口池维护。拖出到另一个真实窗口时,应通过 editor 状态快照重建组件实例,不跨 WebView 搬运 Vue 实例。 - -共享渲染线程意味着 View 中的重计算也会影响工作台响应。编译、图布局和大数据变换应按需要放到 Worker 或后端;组件、DOM 操作及普通交互留在当前前端。 - -## SDK 如何与 Locus 前端一致 - -**同一套实现,按实例绑定上下文。** 将 SDK 提供者从 3,000 多行的窗口组件中抽出,建立由原生页面与 View 共用的组件、composable 和 service 入口;不要再维护一套近似前端行为的实现。可以继续保留 `@locus/components` 与 `@locus/view-runtime` 名称作为兼容入口。 - -每个 `ViewContext` 至少包含 `viewId`、`editorId`、`paneId`、`windowId`、完整 `WorkspaceRef`、激活状态、生命周期 signal,以及工作台操作和作用域已绑定的服务。主题、字体和语言可共享当前窗口状态;选择、草稿、撤销及会话观察应按 editor 或业务文档归属管理。 - -“共享 Pinia”不等于“所有操作读取当前 focused checkout”。当前 `unity.select/inspect` 内部读取 `focusedWorkspaceRef`,另一些 Unity API 却使用 `api.workspaceRef`;同窗口放入多个 checkout 的 View 后会产生错目标风险,必须先统一为 editor 绑定的上下文。[当前差异](../../src/components/view/viewRuntime.ts#L496)。 - -新 View 入口应导出组件或扩展定义,由 Host 挂载;不要求作者重新执行 `createApp`。可设计 `defineView({ component, activate(context) })`,组件通过明确的 `useViewContext()` 获取服务。这里的接口为建议设计,尚未实现。需要影响整个 app 的插件由宿主注册;View 局部依赖通过组件子树的 provide/inject 提供,不继续把配置调用静默忽略。 - -类型声明应从公共源码入口生成,并配套同版本组件目录和行为测试。现有源码导出脚本可继续作为阅读材料,但复制源码清单不能替代可校验的 SDK 契约。[现有源码导出](../../scripts/export-view-runtime-sources.mjs#L9)。`apiVersion` 目前只要求非空,应增加明确的兼容范围和能力判断。[版本检查](../../src-tauri/src/view.rs#L126)。 - -## 迁入同一个前端前必须处理的边界 - -| 边界 | 当前机制 | 迁移要求 | -| --- | --- | --- | -| 实例身份 | 多处以 viewId 为中心 | 编译产物与实例分开;实例绑定 editor 和完整工作区身份 | -| 全局 API | 每次覆盖 `window.locus.view/unity` | 改为实例注入;兼容模块也必须绑定自己的实例 | -| CSS | 样式插入 document.head,允许全局选择器 | 新包使用 scoped styles;旧包做选择器归属处理;浮层复用宿主容器 | -| 日志 | 包装整个 window 的 console | 使用实例 logger,不能让一个 View 接管其他面板日志 | -| 订阅与注册 | 多数 API 返回手动清理函数 | Host 统一记录 disposer;异步晚到的注册也应立即清理 | -| 非活动状态 | 隐藏窗口 / v-show | 显式 suspend/resume;暂停 UI 观察和轮询,不误取消后端会话 | -| 自动化 | 多处按窗口和 document 查找 | 按 editor 实例限定 root,并保留原有 snapshot/action/wait 工具行为 | -| 模块状态 | 当前 loader 每实例有自己的模块缓存 | 共享编译代码,不共享含响应式状态或捕获 SDK 的实例模块导出 | - -这里尤其不能把 `createViewRuntimeComponent()` 直接贴到工作台就宣告完成:全局 API、CSS、console 和错误的 focused checkout 读取在独立窗口中不明显,合并到同一个 JS 环境后会变成 View 之间的干扰。 - -已有 drawer runtime 会跟踪注册的 disposer,可复用这种组织方式,不必新建另一套清理规则。[drawer 生命周期](../../src/services/inspectorDrawerExtensions.ts#L312)。 - -## 实施顺序与验收 - -1. **统一上下文与生命周期。** 抽出 SDK factory、View runtime host、自动化 root 和日志接口;修复更新订阅、实例归属及清理。先让独立窗口复用这些公共层,行为测试覆盖异步注册和重载。 -2. **工作台直接挂载。** 沿用现有 editor 容器及标签样式,替换原生内容窗口适配;验证多 View、多 checkout、焦点、拖拽、快捷键、浮层、错误呈现及旧工具调用。 -3. **统一编译产物。** 检查和运行使用同一份 JS/CSS/diagnostics。发行版继续内置即时源码编译能力,将编译放在独立服务中;包可附带预编译产物作为缓存初值,源码变化后必须在应用内增量编译。对支持的语言和资源建立与原生前端一致的编译约定,Vue、Pinia 和公共 SDK 由宿主提供单例;不承诺无需额外实现即可支持任意 Vite 插件或 Node 构建脚本。 -4. **补齐资源和观测。** watcher 共享与引用计数;日志批量与上限;非活动实例暂停;根据测量设置有界缓存,淘汰前处理未保存状态。 - -编译缓存至少纳入源码内容、依赖图、编译器版本、SDK ABI 和相关编译选项;不要只用 `viewId`、manifest 时间或入口源码判断。源码文件索引使用 Map;源码编译与产物加载不再使用 96 KiB 的展示读取截断。 - -预编译、按需加载本身也符合 Vue 官方性能建议,但本项目的优先级来自上述实际执行路径和构建结果。[Vue 性能建议](https://vuejs.org/guide/best-practices/performance.html#bundle-size-and-tree-shaking)。 - -验收应同时记录冷启动、缓存命中、切换、隐藏 60 秒后恢复、热重载、关闭,以及多 View 场景的耗时、长任务、IPC 数、WebView 数、订阅数和 watcher 数。关键行为断言包括: - -- 工作台每新增 View tab 不新增内容 WebView;无源码变化时切换不重新编译。 -- A checkout 的 View 在焦点移到 B 后仍只操作 A;旧 generation/epoch 的结果不能写入当前实例。 -- View 销毁或重载后,其订阅、注册、定时任务和样式不会继续残留。 -- 暂时隐藏不丢草稿和选择;UI 暂停不会错误终止后台会话。 -- 原生页面和 View 使用公共组件、composable 时,注入、主题、键盘交互和数据归属一致。 -- 编译或激活失败后显示明确错误,已加载实例的状态有可定义的保留策略。 - -现有 `viewFirstInteractive` 是组件准备完成后的 nextTick/帧标记,不代表业务数据已加载或交互已验证。性能验收应区分“首帧显示”“组件已挂载”和“数据可操作”,避免只优化一个过早的完成标记。[当前标记](../../src/components/view/viewRuntime.ts#L2333)。 - -## 发行版内部编辑与热更新的可行性 - -**可以同时满足:发行版、工作台同一 WebView、应用内修改、即时生效。** 不需要启动开发服务器,也不需要用户安装 Node、Bun 或重新打包 Locus。发行版中保留浏览器可运行的编译器、文件服务和热替换调度器即可。 - -当前已经具备四个基础环节: - -- 工作台文本编辑器可调用 `workspace_file_write` 保存源码,带 `expectedContentHash` 并发写入检查;文本类型包含 `.vue`、`.ts`、`.css`。[保存入口](../../src/components/workbench/WorkspaceFilePreview.vue#L256)、[后端写入](../../src-tauri/src/commands/workspace_explorer.rs#L1124)。 -- Rust 的 View 文件监听不依赖开发服务器,修改后发送带工作区归属的 `view-package-reloaded`。[变更通知](../../src-tauri/src/view.rs#L5868)。 -- `@vue/compiler-sfc` 与 TypeScript 编译器已进入生产前端产物;现有运行时就在浏览器中转译并执行 View 源码。 -- 当前 Tauri 配置没有启用 CSP,既有 `new Function` 执行方式未受当前策略阻止;若日后收紧策略,需同时验证编译产物的执行及 Worker 资源加载。[当前配置](../../src-tauri/tauri.conf.json#L28)。 - -本轮补充验证直接导入刚构建出的生产浏览器编译器 chunk,将源码 revision 1 和 revision 2 分别编译并执行生成的 setup/render,得到不同文本和 scoped CSS;无效源码返回具体语法错误。执行环境为 Bun,初始化时屏蔽宿主 process 以进入浏览器分支,render 使用最小 Vue helper 替身;不是已安装 EXE 的 DOM / Worker 端到端测试。[生产编译证据](../../.tmp/view-host-review-20260907/production-compile-evidence.json)、[探针](../../.tmp/view-host-review-20260907/production-compile-probe.mjs)。 - -建议发行版采用以下链路: - -```mermaid -flowchart LR - A[Locus 内编辑并保存源码] --> B[完整源码快照与 revision] - B --> C[共享编译 Worker] - C --> D[JS / CSS / 诊断 / 依赖图] - D --> E{仍是最新且编译成功} - E -->|是| F[准备并替换目标 View 组件] - E -->|否| G[保留旧 View 并呈现诊断] - F --> H[保存可复用编译缓存] -``` - -Worker 随应用构建进安装包,按需启动并复用,不是一整个 WebView。主线程经 Rust 文件服务拿到文本快照,再把文本传给 Worker;Worker 只返回可序列化的代码、样式和诊断,组件创建及 SDK 绑定仍在主线程完成。Vite 支持将 Worker 在生产构建中输出成单独资源;在 Locus 的 `tauri.localhost` 资源环境下的实际启动、分包依赖及错误恢复仍需发行构建验收。[Vite Worker 构建](https://vite.dev/guide/features#web-workers)。 - -源码保存在项目 View 目录,缓存放入可写的运行时缓存目录,不修改安装目录内的主应用 bundle。插件提供的文件若需保留可更新性,应通过可编辑副本或项目覆盖层处理,避免一次插件更新覆盖用户改动。 - -**热更新的状态保证必须明确分层。** - -| 修改类型 | 建议保证 | 实现边界 | -| --- | --- | --- | -| CSS | 原位替换样式,不重建 Vue 实例 | scopeId 必须在源码修订间稳定;当前 scopeId 对完整源码哈希,需要调整 | -| template | 修改即时生效;初期可重建该 View 的局部组件 | 精细到仅替换 render 并保留所有局部状态,需要额外的生产热更新适配 | -| script / setup / 普通模块 | 清理旧实例并重建受影响组件 | Host 持有的状态可以保留;任意闭包、DOM 引用和局部 ref 无法无条件保留 | -| 共享模块 | 只重建依赖它的 View | 需要反向依赖图;不能让所有 View 每次全量重启 | -| 语法错误 | 显示诊断,旧的可运行 View 继续存在 | 编译成功之前不切换组件引用 | -| 激活或渲染错误 | 清理新版本资源,并提供恢复旧版本的路径 | 外部写入无法靠 UI 回滚撤销;activate 应避免不可回滚的副作用 | - -本次生产 vendor 不包含 `__VUE_HMR_RUNTIME__`;当前安装的 Vue runtime-core 也只在非 production 分支安装这一全局对象。因此不能依赖 Vite 开发客户端或 Vue 的私有开发 HMR API,来承诺发行版保留任意组件状态。使用公开的组件挂载/卸载能力,加 Locus 管理的状态与资源生命周期,可以实现可靠的局部热替换。 - -第一阶段可将滚动、选择、筛选、草稿和撤销等需要保留的状态放到 editor 级 `ViewContext`,提供带状态版本的保存/恢复契约;正常组件局部 ref 在 script 变更后重置。Vue 普通页面的内置服务和 UI 仍然共享,此策略不影响原生组件能力。 - -调度需要按完整 workspace 身份、viewId 和 instanceId 隔离。保存触发直接通知、OS watcher 负责外部修改,两路事件通过内容哈希去重。快速连续保存只应用最后一版;关闭实例、切换 materialization 或更新 SDK 后,旧编译任务的结果不能落地。缓存包含 compiler/SDK 版本,离线重启后也应校验再使用。 - -**能力范围应与运行模式分开承诺。** `.vue`、TypeScript、JS、CSS、JSON、相对模块和宿主 SDK 可以在浏览器编译链中实现。npm 依赖需要随包携带可用的浏览器产物或由宿主解析;Sass、任意 Vite 插件、原生 Node 扩展、postinstall 等不因共享 Vue 就自动可用。完整类型检查也应作为独立后台任务,当前 `transpileModule` 的语法诊断不等于类型检查。 - -对应发行版验收:在没有 Node/Bun、没有开发服务器且离线的安装环境内,用 Locus 编辑器保存 Vue/TS/CSS,确认 View 生效且 WebView 数不增加;加入快速连续保存、错误源码恢复、共享模块变更、工作区失效、缓存跨进程恢复、样式更新保持输入焦点,以及 100 次更新后资源计数回落等场景。这个端到端验证尚未在本轮实施。 diff --git a/docs/product/view-native-runtime.md b/docs/product/view-native-runtime.md deleted file mode 100644 index 4ee6012a..00000000 --- a/docs/product/view-native-runtime.md +++ /dev/null @@ -1,81 +0,0 @@ -# Locus View 原生运行时 - -2026-09-07。View 已作为 Workbench 的 Vue 组件子树运行,复用所在窗口的 Vue、Pinia、原生组件、主题与服务。工作台 View 不再创建内容 WebView,也不再执行原生子窗口的坐标同步、重挂父窗口或空闲销毁。 - -## 运行链路 - -```mermaid -flowchart LR - A[View 源文件] --> B[编译 Worker] - B --> C[JS / CSS 编译缓存] - C --> D[ViewRuntimeHost] - D --> E[Workbench Vue 子树] - F[execute_typescript] --> G[共享 TypeScript SDK] - G --> E - G --> D - G --> H[原生前端服务] -``` - -`WorkbenchViewEditor` 直接渲染 `ViewRuntimeHost`。每个实例绑定 editorId、窗口、checkout、generation 和 materialization epoch;切换焦点不改变已打开 View 的项目归属。共享工作台弹窗按窗口注册控制器,并使用对应的 ownerDocument、样式容器及原生捕获窗口。 - -新 View 直接使用 Vue 单文件组件作为入口。已有 `createApp(App).use(...).provide(...).mount(...)` 入口通过兼容层保留插件、组件、directive 和 provide 注册,挂载仍由原生 Workbench 完成。`@locus/components` 使用原生组件实现;`pinia` 使用当前应用的实例。 - -保留 Unity 外部嵌入窗口的薄适配器,它也渲染同一 `ViewRuntimeHost`。这属于 Unity 外部窗口场景;Locus 工作台中的 View 全部使用内置路径。 - -## 发行后的编辑与热更新 - -TS / Vue SFC 编译器随应用资源发布,由 Worker 按需加载。Locus 文件编辑器、SDK 写文件和外部修改均可触发包监听。运行时读取完整源码,编译完成后更新已打开的组件,不依赖 Vite、Node 或重新安装 Locus。 - -- CSS 更新只替换该包的样式,保留现有 DOM。样式选择器限制在 View 根节点;`html`、`body`、`:root` 映射到该根节点。 -- 脚本与模板更新替换组件。`useViewState(initial, stableKey)` 保留显式编辑器状态;普通组件局部状态随重建重置。 -- 编译失败保留上一个可运行组件并显示错误。运行期错误由组件边界捕获并写入 View 日志。 -- 多次快速保存只有最新版本可提交。隐藏标签延迟重新编译,激活时更新。 -- 卸载和热替换释放定时器、事件监听、Vue watch/effectScope、SDK 订阅及文件监听租约;异步到达的订阅也会释放。 - -编译由检查与运行共享:相同请求去重,编译产物使用有界内存缓存与 IndexedDB 持久缓存;Worker 内缓存未变化的模块。缓存键包含应用版本、编译协议、路径、manifest 与源码。Worker 空闲 30 秒后释放,View 编辑状态继续保留。日志以有界批次写入,避免每条 console 都产生一次独立磁盘写入。 - -## 单一工具入口 - -### 单文件创建 - -`locus.views.create({ fileName: "asset-panel.vue", component: source })` 直接创建单个 Vue SFC。组件保存于独立 View 目录,目录根只有该 `.vue` 文件,不生成 `view.json`、`src/main.ts`、独立 CSS 或 workspace scaffold。文件名去掉 `.vue` 即 id 和默认显示名;也可以只传 `id`,由 Locus 生成文件名。 - -可选的元数据使用文件开头的 `` JSON 自定义块,仅保留 `name`、`icon`、`displayPath`、`unity` 和可选的 `scripts`。格式、API 版本、组件入口等在读取时推导为现有运行时 manifest。列表、重命名、分组移动、日志、存储、ZIP 导入导出和插件复制共用该读取链路;元数据修改写回 Vue 文件,源码保持不变。旧 `view.json` 包继续读取,历史 `template` 字段不再参与校验,也不出现在新 View 或界面中。 - -创建时省略 `component` 会初始化一个空 Vue 组件;`directories: ["src/components", "unity"]` 按需建立包内目录,不复制示例页面、脚本或样式。模板参数、模板目录和 `view_templates` 命令已移除。`locus.views.components()` 列出现有原生组件,Agent 根据 `skills/view/components.md` 组合控件。画布、图、表格和属性编辑继续复用现有公共组件;原连接面板的交互提取为受控的 `LinkBoard`,通过 props、slots 和 `v-model` 提供数据,持久化由调用方决定。 - -运行时仍通过同一 Worker 编译组件,` diff --git a/scripts/univer-oss-validation/baseline.ts b/scripts/univer-oss-validation/baseline.ts deleted file mode 100644 index 075715cd..00000000 --- a/scripts/univer-oss-validation/baseline.ts +++ /dev/null @@ -1,85 +0,0 @@ -import { createApp, h, nextTick, shallowRef, type App } from "vue"; -import { TabulatorFull as Tabulator } from "tabulator-tables"; -import CsvGrid from "../../src/components/csv/CsvGrid.vue"; -import { applyCsvCellEdits, parseCsvDocument, type CsvCellEdit, type CsvDocument } from "../../src/document/csv/csvDocument"; -import { defaultCsvView, reconcileCsvView, type CsvView } from "../../src/document/csv/csvView"; -import "./style.css"; - -let app: App | null = null; -let source = ""; -const documentRef = shallowRef(); -const view = shallowRef(); -const grid = shallowRef | null>(null); -const errors: unknown[] = []; -const afterPaint = async () => { await new Promise(requestAnimationFrame); await new Promise(requestAnimationFrame); }; -const table = () => Tabulator.findTable(".csv-grid")[0]!; -const scroller = () => document.querySelector(".tabulator-tableholder")!; -function edit(edits: CsvCellEdit[]) { - const result = applyCsvCellEdits(documentRef.value!, source, edits); - source = result.text; - documentRef.value = result.document; - view.value = reconcileCsvView(view.value!, result.document); -} -async function load(text: string, frozen = 2) { - app?.unmount(); - document.querySelector("#grid")!.replaceChildren(); - errors.length = 0; - const start = performance.now(); - source = text; - documentRef.value = parseCsvDocument(source); - view.value = reconcileCsvView({ ...defaultCsvView(), frozenColumns: frozen }, documentRef.value); - const projectionMs = performance.now() - start; - app = createApp({ setup: () => () => h(CsvGrid, { ref: grid, - document: documentRef.value!, view: view.value!, active: true, - onEdit: edit, onViewChange: (next: CsvView) => { view.value = next; }, onError: (error: unknown) => errors.push(error), - }) }); - app.mount(document.querySelector("#grid")!); - const deadline = performance.now() + 30000; - while (!Tabulator.findTable(".csv-grid")[0]?.getDataCount() || !document.querySelector(".tabulator-row .tabulator-cell")) { - if (errors.length) throw errors[0]; - if (performance.now() > deadline) throw new Error("CsvGrid did not render its initial rows."); - await new Promise(resolve => setTimeout(resolve, 20)); - } - await afterPaint(); - if (errors.length) throw errors[0]; - document.querySelector("#status")!.textContent = `${documentRef.value.records.length} 行 × ${documentRef.value.columnCount} 列`; - return { totalMs: performance.now() - start, projectionMs, - cells: documentRef.value.records.reduce((sum, row) => sum + row.fields.length, 0) }; -} -const probe = { - load, - async setView(patch: Partial) { - view.value = { ...view.value!, ...patch }; - await nextTick(); - await grid.value!.refresh(); - await afterPaint(); - }, - async sample(rows: number, columns: number) { - return load(Array.from({ length: rows }, (_, r) => Array.from({ length: columns }, (_, c) => `${r}:${c}`).join(",")).join("\r\n")); - }, - async scroll(row: number, column: number) { - scroller().scrollTop = row * 28; - scroller().scrollLeft = Math.max(0, column - 2) * 140; - await afterPaint(); - return { top: scroller().scrollTop, left: scroller().scrollLeft }; - }, - async benchmarkEdit(row: number, column: number, value: string) { - const start = performance.now(); - edit([{ row, column, value }]); - await nextTick(); - await afterPaint(); - const cell = table().getRow(row); - if (!cell || cell.getData()[view.value!.columnOrder[column]!] !== value) throw new Error("CSV incremental update did not reach Tabulator."); - if (errors.length) throw errors[0]; - return { totalMs: performance.now() - start, value }; - }, - get source() { return source; }, get grid() { return grid.value; }, get table() { return table(); }, - get view() { return view.value; }, - metrics() { const box=document.querySelector("#grid")!.getBoundingClientRect();return { - elements: document.querySelectorAll("*").length, cells: document.querySelectorAll(".tabulator-cell").length, - canvases: document.querySelectorAll("canvas").length, width: box.width, height: box.height, - }; }, -}; -Object.assign(window, { probe }); -if (!new URLSearchParams(location.search).has("benchmark")) await probe.sample(100, 20); -Object.assign(window, { probeReady: true }); diff --git a/scripts/univer-oss-validation/bun.lock b/scripts/univer-oss-validation/bun.lock deleted file mode 100644 index 4fe884f9..00000000 --- a/scripts/univer-oss-validation/bun.lock +++ /dev/null @@ -1,302 +0,0 @@ -{ - "lockfileVersion": 1, - "configVersion": 1, - "workspaces": { - "": { - "name": "locus-univer-oss-validation", - "dependencies": { - "@univerjs/core": "0.25.1", - 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if (!target) throw new Error("Requested test page no longer exists."); - return { client: await CdpClient.connect(target.webSocketDebuggerUrl), version, target }; -} - -if (import.meta.main) { - const [browserUrl, targetId, action, value] = process.argv.slice(2); - const { client } = await connect(browserUrl!, targetId!); - try { - if (action === "navigate") { - if (!/^http:\/\/(localhost|127\.0\.0\.1):1492[12]\//.test(value!)) throw new Error("Only the validation host may be navigated to."); - console.log(await client.send("Page.navigate", { url: value })); - } else if (action === "screenshot") { - const result = await client.send("Page.captureScreenshot", { format: "png" }) as { data: string }; - await writeFile(value!, Buffer.from(result.data, "base64")); - console.log(value); - } else if (action === "eval") console.log(JSON.stringify(await client.evaluate(value!), null, 2)); - else throw new Error("Expected navigate, screenshot or eval."); - } finally { client.close(); } -} diff --git a/scripts/univer-oss-validation/compare.ts b/scripts/univer-oss-validation/compare.ts deleted file mode 100644 index 955497bb..00000000 --- a/scripts/univer-oss-validation/compare.ts +++ /dev/null @@ -1,63 +0,0 @@ -import { strict as assert } from "node:assert"; -import { mkdir, writeFile } from "node:fs/promises"; -import { connect } from "./cdp"; - -const [browserUrl, targetId, requestedRows, requestedColumns] = process.argv.slice(2); -const cases = requestedRows && requestedColumns ? [[Number(requestedRows), Number(requestedColumns)]] - : [[100,20],[5000,20],[1000,100],[100,1000]]; -const { client: c, version } = await connect(browserUrl!, targetId!); -const results: any[] = [], runtimeIssues: any[] = []; -let context: any = {}; -c.subscribeEvents(({method,params})=>{ - if(method==='Runtime.exceptionThrown'||method==='Runtime.consoleAPICalled'&&['error','warning'].includes(String(params.type))) { - runtimeIssues.push({context:{...context},method,params}); - } -}); -await c.send("Runtime.enable"); -await c.send("Page.bringToFront"); -await c.send("Emulation.setDeviceMetricsOverride",{width:1400,height:900,deviceScaleFactor:1,mobile:false}); -await mkdir(new URL("results/",import.meta.url),{recursive:true}); -const e=(source:string)=>c.evaluate(source); -async function navigate(engine:string, round:number, rows:number,columns:number) { - const url=`http://127.0.0.1:14922/${engine==='tabulator'?'baseline.html':''}?benchmark=1&round=${round}&rows=${rows}&columns=${columns}`; - await c.send("Page.navigate",{url}); - const deadline=Date.now()+30000; - while(Date.now()setTimeout(r,25)); - } - throw new Error(`Timeout loading ${url}`); -} -try { - for(const [rows,columns] of cases) { - for(let round=0;round<3;round++) { - for(const engine of round%2?['univer','tabulator']:['tabulator','univer']) { - context={engine,rows,columns,round}; - await navigate(engine,round,rows!,columns!); - await c.send("HeapProfiler.collectGarbage"); - const emptyHeap=await c.send("Runtime.getHeapUsage"); - const load=await e(`probe.sample(${rows},${columns})`); - assert.equal(load.cells,rows!*columns!); - const metrics=await e("probe.metrics()"); - assert.equal(metrics.width,1400);assert.equal(metrics.height,866); - const scroll=await e(`(async()=>{const durations=[];for(let i=0;i<20;i++){ - const start=performance.now();await probe.scroll(Math.floor((${rows}-30)*i/19),Math.floor((${columns}-10)*i/19));durations.push(performance.now()-start); - }return durations;})()`); - await e("probe.scroll(0,2)"); - const edits=await e(`(async()=>{const values=[];for(let i=0;i<5;i++)values.push(await probe.benchmarkEdit(1,1,'edit-'+i));return values;})()`); - await c.send("HeapProfiler.collectGarbage"); - const loadedHeap=await c.send("Runtime.getHeapUsage"); - const resources=await e("performance.getEntriesByType('resource').filter(r=>/\\.(js|css)(\\?|$)/.test(r.name)).map(r=>({url:r.name.split('/').pop(),bytes:r.decodedBodySize}))"); - const record={...context,load,scroll,edits,metrics,emptyHeap,loadedHeap,resources}; - results.push(record); - console.log(JSON.stringify({engine,rows,columns,round,loadMs:load.totalMs,editMs:edits.map((r:any)=>r.totalMs),elements:metrics.elements,heap:(loadedHeap as any).usedSize})); - if(round===0){const shot=await c.send('Page.captureScreenshot',{format:'png'})as{data:string};await writeFile(new URL(`results/compare-${engine}-${rows}-${columns}.png`,import.meta.url),Buffer.from(shot.data,'base64'));} - } - } - } -} finally { - const name = requestedRows && requestedColumns ? `comparison-${requestedRows}x${requestedColumns}.json` : 'comparison.json'; - await writeFile(new URL(`results/${name}`,import.meta.url),JSON.stringify({createdAt:new Date().toISOString(),version,results,runtimeIssues},null,2)); - await c.send('Emulation.clearDeviceMetricsOverride').catch(()=>{}); - c.close(); -} diff --git a/scripts/univer-oss-validation/index.html b/scripts/univer-oss-validation/index.html deleted file mode 100644 index e8ed06d3..00000000 --- a/scripts/univer-oss-validation/index.html +++ /dev/null @@ -1,3 +0,0 @@ - -Locus · Univer OSS 验证 -
Univer OSS 0.25.1载入中
diff --git a/scripts/univer-oss-validation/main.ts b/scripts/univer-oss-validation/main.ts deleted file mode 100644 index 68391f0e..00000000 --- a/scripts/univer-oss-validation/main.ts +++ /dev/null @@ -1,180 +0,0 @@ -/// -import { CellValueType, extractPureTextFromCell, LifecycleStages, LocaleType, mergeLocales, Univer, type ICellData, type IWorkbookData } from "@univerjs/core"; -import { FUniver } from "@univerjs/core/facade"; -import { UniverRenderEnginePlugin } from "@univerjs/engine-render"; -import { UniverUIPlugin } from "@univerjs/ui"; -import { UniverDocsPlugin } from "@univerjs/docs"; -import { UniverDocsUIPlugin } from "@univerjs/docs-ui"; -import { AddWorksheetMergeMutation, RemoveWorksheetMergeMutation, UniverSheetsPlugin } from "@univerjs/sheets"; -import { UniverSheetsUIPlugin } from "@univerjs/sheets-ui"; -import { UniverSheetsNumfmtPlugin } from "@univerjs/sheets-numfmt"; -import { UniverSheetsNumfmtUIPlugin } from "@univerjs/sheets-numfmt-ui"; -import { UniverFormulaEnginePlugin } from "@univerjs/engine-formula"; -import { UniverSheetsFormulaPlugin } from "@univerjs/sheets-formula"; -import { UniverSheetsFormulaUIPlugin } from "@univerjs/sheets-formula-ui"; -import DesignZh from "@univerjs/design/locale/zh-CN"; -import UIZh from "@univerjs/ui/locale/zh-CN"; -import DocsUIZh from "@univerjs/docs-ui/locale/zh-CN"; -import SheetsZh from "@univerjs/sheets/locale/zh-CN"; -import SheetsUIZh from "@univerjs/sheets-ui/locale/zh-CN"; -import NumfmtUIZh from "@univerjs/sheets-numfmt-ui/locale/zh-CN"; -import FormulaUIZh from "@univerjs/sheets-formula-ui/locale/zh-CN"; -import "@univerjs/ui/facade"; -import "@univerjs/docs-ui/facade"; -import "@univerjs/sheets/facade"; -import "@univerjs/sheets-ui/facade"; -import "@univerjs/sheets-numfmt/facade"; -import "@univerjs/sheets-formula/facade"; -import "@univerjs/design/lib/index.css"; -import "@univerjs/ui/lib/index.css"; -import "@univerjs/docs-ui/lib/index.css"; -import "@univerjs/sheets-ui/lib/index.css"; -import "@univerjs/sheets-numfmt-ui/lib/index.css"; -import "@univerjs/sheets-formula-ui/lib/index.css"; -import "./style.css"; -import { applyCsvCellEdits, parseCsvDocument, serializeCsvDocument, type CsvDocument } from "../../src/document/csv/csvDocument"; - -// This is a disposable validation host, not a production editor replacement. -// The production CSV parser is deliberately reused, so lexical preservation is -// measured against Locus rather than against a new export implementation. -let univer: Univer; -let api: FUniver; -let workbook: ReturnType; -let source = ""; -let documentModel: CsvDocument; -let serial = 0; -const events: unknown[] = []; -const afterPaint = async () => { await new Promise(requestAnimationFrame); await new Promise(requestAnimationFrame); }; -const status = (value: string) => { document.querySelector("#status")!.textContent = value; }; -const sheet = () => workbook.getActiveSheet(); -const cellText = (cell: ICellData | null) => cell?.p?.body - ? extractPureTextFromCell(cell).replaceAll("\r\n", "\n").replaceAll("\r", "\n") - : String(cell?.v ?? ""); - -async function mount(snapshot: Partial) { - univer?.dispose(); - document.querySelector("#grid")!.replaceChildren(); - const start = performance.now(); - univer = new Univer({ locale: LocaleType.ZH_CN, darkMode: true, - locales: { [LocaleType.ZH_CN]: mergeLocales(DesignZh, UIZh, DocsUIZh, SheetsZh, SheetsUIZh, NumfmtUIZh, FormulaUIZh) } }); - univer.registerPlugin(UniverRenderEnginePlugin); - univer.registerPlugin(UniverFormulaEnginePlugin); - univer.registerPlugin(UniverUIPlugin, { container: "grid", header: false, toolbar: false, footer: false }); - univer.registerPlugin(UniverDocsPlugin); - univer.registerPlugin(UniverDocsUIPlugin); - univer.registerPlugin(UniverSheetsPlugin); - univer.registerPlugin(UniverSheetsUIPlugin, { formulaBar: false, footer: false }); - univer.registerPlugin(UniverSheetsNumfmtPlugin); - univer.registerPlugin(UniverSheetsNumfmtUIPlugin); - // In 0.25.1 this OSS plugin supplies the normal cell editor too, even with - // formulaBar:false. Omitting it renders a grid with no keyboard editor. - univer.registerPlugin(UniverSheetsFormulaPlugin); - univer.registerPlugin(UniverSheetsFormulaUIPlugin); - api = FUniver.newAPI(univer); - api.addEvent(api.Event.CommandExecuted, (event) => { - events.push({ id: event.id, parameterKeys: Object.keys(event.params ?? {}) }); - if (events.length > 100) events.shift(); - }); - workbook = api.createWorkbook(snapshot); - const deadline = performance.now() + 10000; - while (api.getCurrentLifecycleStage() < LifecycleStages.Rendered || !document.querySelector("#grid canvas")) { - if (performance.now() > deadline) throw new Error("Univer did not reach its rendered lifecycle stage."); - await new Promise((resolve) => setTimeout(resolve, 20)); - } - await afterPaint(); - status(`${sheet().getMaxRows()} 行 × ${sheet().getMaxColumns()} 列`); - return { mountMs: performance.now() - start, canvases: document.querySelectorAll("canvas").length }; -} - -async function load(text: string, options: { frozen?: number; rows?: number; columns?: number } = {}) { - source = text; - const start = performance.now(); - const parsed = documentModel = parseCsvDocument(source); - const cellData: Record> = {}; - parsed.records.forEach((record, row) => { - cellData[row] = {}; - record.fields.forEach((field, column) => { cellData[row]![column] = { v: field.value, t: CellValueType.STRING, s: "plain" }; }); - }); - const rowCount = Math.max(options.rows ?? 100, parsed.records.length + 20); - const columnCount = Math.max(options.columns ?? 26, parsed.columnCount + 8); - // 0.25.1's input/paste paths read cell.s, not the composed worksheet default. - // Explicit styles on the finite editing surface prevent numeric/formula - // inference in empty cells. This is an adapter requirement being measured. - for (let row = 0; row < rowCount; row++) { - cellData[row] ??= {}; - for (let column = 0; column < columnCount; column++) cellData[row]![column] ??= { s: "plain" }; - } - const frozen = options.frozen ?? 2; - const projectionMs = performance.now() - start; - const result = await mount({ id: `csv-probe-${++serial}`, name: "CSV 验证", sheetOrder: ["sheet"], - styles: { plain: { n: { pattern: "@" }, fs: 13 } }, - sheets: { sheet: { id: "sheet", name: "CSV", rowCount, - columnCount, defaultColumnWidth: 140, defaultRowHeight: 28, - freeze: { xSplit: frozen, ySplit: 0, startColumn: frozen, startRow: -1 }, - cellData, defaultStyle: { n: { pattern: "@" }, fs: 13 } } } }); - return { ...result, projectionMs, totalMs: performance.now() - start, cells: parsed.records.reduce((n, row) => n + row.fields.length, 0) }; -} - -const probe = { - load, - async loadSnapshot(snapshot: Partial, text: string) { source = text; documentModel = parseCsvDocument(text); return mount(snapshot); }, - async sample(rows = 100, columns = 20) { - return load(Array.from({ length: rows }, (_, r) => Array.from({ length: columns }, (_, c) => `${r}:${c}`).join(",")).join("\r\n"), { columns: columns + 8 }); - }, - async benchmarkEdit(row: number, column: number, value: string) { - const start = performance.now(); - const result = applyCsvCellEdits(documentModel, source, [{ row, column, value }]); - source = result.text; documentModel = result.document; - sheet().getRange(row,column).setValue({ v:value,t:CellValueType.STRING,f:null,s:"plain" }); - await afterPaint(); - if (sheet().getRange(row,column).getValue() !== value) throw new Error("CSV incremental update did not reach Univer."); - return {totalMs:performance.now()-start,value}; - }, - get api() { return api; }, get workbook() { return workbook; }, get sheet() { return sheet(); }, - get events() { return events; }, get source() { return source; }, - cells(a1: string) { return sheet().getRange(a1).getCellDatas(); }, - text(a1: string) { return cellText(sheet().getRange(a1).getCellData()); }, - values(a1: string) { return sheet().getRange(a1).getValues(); }, - selection() { return sheet().getSelection()?.getActiveRange()?.getRange() ?? sheet().getActiveRange()?.getRange(); }, - async select(a1: string) { sheet().setActiveRange(sheet().getRange(a1)); await afterPaint(); return this.selection(); }, - async freeze(count: number) { sheet().setFrozenColumns(count); await afterPaint(); return workbook.save().sheets.sheet!.freeze; }, - async scroll(row: number, column: number) { sheet().scrollToCell(row, column, 0); await afterPaint(); return sheet().getVisibleRange(); }, - async literal(a1: string, text: string) { sheet().getRange(a1).setValue({ v: text, t: CellValueType.STRING, f: null, s: { n: { pattern: "@" } } }); await afterPaint(); }, - async merge(a1: string) { sheet().getRange(a1).merge(); await afterPaint(); return workbook.save().sheets.sheet!.mergeData; }, - async unmerge(a1: string) { sheet().getRange(a1).breakApart(); await afterPaint(); }, - async mergeView(a1: string, remove = false) { - // The CSV .view model owns merge semantics/history. The exported mutation - // changes only geometry, whereas the user-facing merge command clears data. - const result = await api.executeCommand(remove ? RemoveWorksheetMergeMutation.id : AddWorksheetMergeMutation.id, { - unitId: workbook.getId(), subUnitId: sheet().getSheetId(), ranges: [sheet().getRange(a1).getRange()], - }); - await afterPaint(); return result; - }, - async zoom(ratio: number) { sheet().zoom(ratio); await afterPaint(); return sheet().getZoom(); }, - async recreate() { - const snapshot = workbook.save(); - const selection = this.selection(); - const scroll = sheet().getScrollState(); - const result = await mount(snapshot); - if (selection) sheet().setActiveRange(sheet().getRange(selection)); - if (scroll) sheet().scrollToCell(scroll.sheetViewStartRow, scroll.sheetViewStartColumn, 0); - await afterPaint(); - return { ...result, selection: this.selection(), scroll: sheet().getScrollState() }; - }, - // Diff only a known edited source cell. This demonstrates the integration - // boundary; merging must never be exported as deletions of covered CSV cells. - commitCell(row: number, column: number) { - const parsed = parseCsvDocument(source); - const value = cellText(sheet().getRange(row, column).getCellData()); - source = applyCsvCellEdits(parsed, source, [{ row, column, value: String(value ?? "") }]).text; - return source; - }, - unchangedRoundTrip() { return serializeCsvDocument(parseCsvDocument(source)); }, - snapshot() { return workbook.save(); }, - metrics() { return { elements: document.querySelectorAll("*").length, canvases: document.querySelectorAll("canvas").length, - width: document.querySelector("#grid")!.getBoundingClientRect().width, height: document.querySelector("#grid")!.getBoundingClientRect().height, - heap: (performance as Performance & { memory?: { usedJSHeapSize: number } }).memory?.usedJSHeapSize ?? null }; }, -}; -Object.assign(window, { probe }); -if (!new URLSearchParams(location.search).has("benchmark")) await probe.sample(); -Object.assign(window, { probeReady: true }); diff --git a/scripts/univer-oss-validation/package.json b/scripts/univer-oss-validation/package.json deleted file mode 100644 index 28350c18..00000000 --- a/scripts/univer-oss-validation/package.json +++ /dev/null @@ -1,34 +0,0 @@ -{ - "name": "locus-univer-oss-validation", - "private": true, - "type": "module", - "license": "GPL-3.0-or-later", - "scripts": { - "dev": "bun ../../node_modules/vite/bin/vite.js --host 127.0.0.1 --port 14921 --strictPort", - "build": "bun ../../node_modules/vite/bin/vite.js build", - "verify": "bun verify.ts", - "verify:windows": "bun shared-window.ts", - "audit": "bun audit.ts", - "compare": "bun compare.ts", - "compare:summary": "bun summarize-comparison.ts", - "compare:window": "bun baseline-window.ts" - }, - "dependencies": { - "@univerjs/core": "0.25.1", - "@univerjs/design": "0.25.1", - "@univerjs/docs": "0.25.1", - "@univerjs/docs-ui": "0.25.1", - "@univerjs/engine-formula": "0.25.1", - "@univerjs/engine-render": "0.25.1", - "@univerjs/sheets": "0.25.1", - "@univerjs/sheets-formula": "0.25.1", - "@univerjs/sheets-formula-ui": "0.25.1", - "@univerjs/sheets-numfmt": "0.25.1", - "@univerjs/sheets-numfmt-ui": "0.25.1", - "@univerjs/sheets-ui": "0.25.1", - "@univerjs/ui": "0.25.1", - "react": "19.2.0", - "react-dom": "19.2.0", - "rxjs": "7.8.2" - } -} diff --git a/scripts/univer-oss-validation/shared-window.ts b/scripts/univer-oss-validation/shared-window.ts deleted file mode 100644 index 9873584a..00000000 --- a/scripts/univer-oss-validation/shared-window.ts +++ /dev/null @@ -1,78 +0,0 @@ -import { writeFile } from "node:fs/promises"; -import { connect } from "./cdp"; -const [browserUrl, targetId] = process.argv.slice(2); -const { client: main } = await connect(browserUrl!, targetId!); -const records: unknown[] = []; -let child: Awaited>["client"] | null = null; -try { - await main.evaluate(`(async()=>{ - await probe.sample(); - window.testPopupUrl='about:blank#locus-shared-workbench-workbench-univer-validation-'+Date.now(); - window.testPopup=window.open(testPopupUrl,'','width=1000,height=700'); - if (!testPopup) throw new Error('Shared native window was denied'); - })()`); - const popupUrl=await main.evaluate("testPopupUrl"); - let target: {id:string}|undefined; - for(let attempt=0;attempt<40&&!target;attempt++) { - target=(await (await fetch(`${browserUrl}/json/list`)).json()).find((t:any)=>t.url===popupUrl); - if (!target) await new Promise(r=>setTimeout(r,100)); - } - if(!target) throw new Error("No shared WebView2 target"); - child=(await connect(browserUrl!,target.id)).client; - await main.evaluate(`(() => { - const d=testPopup.document;d.title='Univer shared-window validation'; - for(const style of document.head.querySelectorAll('style,link[rel="stylesheet"]')) d.head.appendChild(style.cloneNode(true)); - const host=document.querySelector('#grid');d.body.appendChild(host);host.style.inset='0'; - })()`); - await new Promise(r=>setTimeout(r,250)); - await child.send("Page.bringToFront"); - await child.evaluate("window.keyEvidence=[];window.addEventListener('keydown',e=>keyEvidence.push({key:e.key,trusted:e.isTrusted,target:e.target.tagName}),true)"); - const p:any=await child.evaluate(`(()=>{const r=opener.probe.sheet.getRange('A3').getCellRect();const b=document.querySelector('canvas[id^="univer-sheet-main-canvas"]').getBoundingClientRect();return {x:b.x+r.x+30,y:b.y+r.y+14}})()`); - await child.send("Input.dispatchMouseEvent",{type:"mousePressed",...p,button:"left",buttons:1,clickCount:1}); - await child.send("Input.dispatchMouseEvent",{type:"mouseReleased",...p,button:"left",buttons:0,clickCount:1}); - const sendKey=async(key:string,code:string,n:number)=>{ - await child!.send("Input.dispatchKeyEvent",{type:"keyDown",key,code,windowsVirtualKeyCode:n}); - await child!.send("Input.dispatchKeyEvent",{type:"keyUp",key,code,windowsVirtualKeyCode:n}); - }; - await sendKey("F2","F2",113); - await new Promise(r=>setTimeout(r,80)); - await child.send("Input.insertText",{text:"shared-window-edit"}); - await sendKey("Enter","Enter",13); - await new Promise(r=>setTimeout(r,150)); - const actual=await main.evaluate("({value:probe.text('A3'),selection:probe.selection()})"); - records.push({name:"move existing Univer DOM into Locus shared native window and edit",passed:(actual as any).value==='shared-window-edit',actual,keys:await child.evaluate("keyEvidence")}); - const screenshot=await child.send("Page.captureScreenshot",{format:"png"}) as {data:string}; - await writeFile(new URL("results/shared-window.png",import.meta.url),Buffer.from(screenshot.data,"base64")); - await main.evaluate(`(async()=>{ - await probe.workbook.endEditingAsync(false); - const host=testPopup.document.querySelector('#grid');document.body.appendChild(host);host.style.inset=''; - })()`); - const snapshot = await main.evaluate("probe.snapshot()"); - const source = await main.evaluate("probe.source"); - const hostUrl = await main.evaluate("location.origin"); - await child.send("Page.navigate",{url:`${hostUrl}/?detached=1`}); - const deadline=Date.now()+15000; - while(Date.now()setTimeout(r,100)); - } - await child.evaluate(`probe.loadSnapshot(${JSON.stringify(snapshot)},${JSON.stringify(source)})`); - const q:any=await child.evaluate(`(()=>{const r=probe.sheet.getRange('A3').getCellRect();const b=document.querySelector('canvas[id^="univer-sheet-main-canvas"]').getBoundingClientRect();return {x:b.x+r.x+30,y:b.y+r.y+14}})()`); - await child.send("Input.dispatchMouseEvent",{type:"mousePressed",...q,button:"left",buttons:1,clickCount:1}); - await child.send("Input.dispatchMouseEvent",{type:"mouseReleased",...q,button:"left",buttons:0,clickCount:1}); - await sendKey("F2","F2",113);await new Promise(r=>setTimeout(r,80)); - await child.send("Input.insertText",{text:"standalone-window-edit"}); - await sendKey("Enter","Enter",13);await new Promise(r=>setTimeout(r,150)); - const standalone=await child.evaluate("({value:probe.text('A3'),selection:probe.selection(),frozen:probe.snapshot().sheets.sheet.freeze})"); - records.push({name:"new window own JavaScript runtime with transferred snapshot",passed:(standalone as any).value==='2:0standalone-window-edit',actual:standalone}); - const standaloneScreenshot=await child.send("Page.captureScreenshot",{format:"png"}) as {data:string}; - await writeFile(new URL("results/standalone-window.png",import.meta.url),Buffer.from(standaloneScreenshot.data,"base64")); - console.log(JSON.stringify(records,null,2)); -} catch(error) { - records.push({name:"shared window test",passed:false,error:String(error)}); - console.log(String(error)); -} finally { - await main.evaluate(`(()=>{if(window.testPopup&&!testPopup.closed){if(!document.querySelector('#grid')){const host=testPopup.document.querySelector('#grid');if(host){document.body.appendChild(host);host.style.inset='';}}testPopup.close();}delete window.testPopup;})()`).catch(()=>{}); - await writeFile(new URL("results/shared-window.json",import.meta.url),JSON.stringify(records,null,2)); - child?.close();main.close(); -} diff --git a/scripts/univer-oss-validation/style.css b/scripts/univer-oss-validation/style.css deleted file mode 100644 index 0dfa0ef2..00000000 --- a/scripts/univer-oss-validation/style.css +++ /dev/null @@ -1,6 +0,0 @@ -:root { color-scheme: dark; --bg-color: #181a1f; --panel-bg: #181a1f; --sidebar-bg: #202227; --border-color: #34373e; --border-strong: #454a55; --text-color: #d6d8dd; --text-secondary: #9ca2ad; --accent-color: #8aa8e4; --accent-soft: #28344c; --font-ui: system-ui, sans-serif; } -* { box-sizing: border-box; } -body { margin: 0; font: 13px/1.5 system-ui, sans-serif; background: var(--bg-color); color: var(--text-color); } -body > header { height: 34px; display: flex; align-items: center; gap: 24px; padding: 0 12px; background: var(--sidebar-bg); border-bottom: 1px solid var(--border-color); } -#status { color: var(--text-secondary); } -#grid { position: absolute; inset: 34px 0 0; } diff --git a/scripts/univer-oss-validation/summarize-comparison.ts b/scripts/univer-oss-validation/summarize-comparison.ts deleted file mode 100644 index 3c913a9a..00000000 --- a/scripts/univer-oss-validation/summarize-comparison.ts +++ /dev/null @@ -1,27 +0,0 @@ -import { readFileSync, readdirSync } from "node:fs"; -import { writeFile } from "node:fs/promises"; -import { gzipSync } from "node:zlib"; - -const files = readdirSync("results").filter(name => name === "comparison.json" || /^comparison-\d+x\d+\.json$/.test(name)); -const runs = files.flatMap(name => JSON.parse(readFileSync(`results/${name}`, "utf8")).results); -const median = (values: number[]) => [...values].sort((a,b)=>a-b)[Math.floor(values.length/2)]!; -const percentile = (values:number[], p:number) => [...values].sort((a,b)=>a-b)[Math.ceil(values.length*p)-1]!; -const groups = new Map(); -for (const run of runs) { - const key = `${run.engine}:${run.rows}:${run.columns}`; - const group = groups.get(key) ?? []; group.push(run); groups.set(key,group); -} -const summary = [...groups.values()].map(group => { - const first=group[0], scroll=group.flatMap(run=>run.scroll), edits=group.flatMap(run=>run.edits.map((edit:any)=>edit.totalMs)); - const assets=[...new Set(first.resources.map((asset:any)=>asset.url))]; - let loadedBytes=0,loadedGzip=0; - for(const asset of assets){const bytes=readFileSync(`dist/assets/${asset}`);loadedBytes+=bytes.length;loadedGzip+=gzipSync(bytes).length;} - return {engine:first.engine,rows:first.rows,columns:first.columns,rounds:group.length, - loadMedian:median(group.map(run=>run.load.totalMs)),loadMin:Math.min(...group.map(run=>run.load.totalMs)),loadMax:Math.max(...group.map(run=>run.load.totalMs)), - editMedian:median(edits),scrollMedian:median(scroll),scrollP95:percentile(scroll,.95), - heapMB:median(group.map(run=>run.loadedHeap.usedSize))/1e6, - heapDeltaMB:median(group.map(run=>run.loadedHeap.usedSize-run.emptyHeap.usedSize))/1e6, - dom:first.metrics.elements,visibleCells:first.metrics.cells,loadedBytes,loadedGzip,assets}; -}); -await writeFile("results/comparison-summary.json",JSON.stringify(summary,null,2)); -console.log(JSON.stringify(summary.map(({assets,...result})=>result),null,2)); diff --git a/scripts/univer-oss-validation/verify-frozen.ts b/scripts/univer-oss-validation/verify-frozen.ts deleted file mode 100644 index 16871803..00000000 --- a/scripts/univer-oss-validation/verify-frozen.ts +++ /dev/null @@ -1,136 +0,0 @@ -import { strict as assert } from "node:assert"; -import { mkdir, writeFile } from "node:fs/promises"; -import { connect } from "./cdp"; - -const [browserUrl, targetId, hostUrl = "http://127.0.0.1:14922"] = process.argv.slice(2); -if (!/^http:\/\/127\.0\.0\.1:1492[12]$/.test(hostUrl)) throw new Error("Expected a local validation host"); -const { client: c, version } = await connect(browserUrl!, targetId!); -const results: Array<{ name: string; passed: boolean; actual?: unknown }> = []; -const issues: unknown[] = []; -c.subscribeEvents(({ method, params }) => { - if (method === "Runtime.exceptionThrown" || method === "Runtime.consoleAPICalled" && ["warning", "error"].includes(String(params.type))) issues.push({ method, params }); -}); -const e = (expression: string) => c.evaluate(expression); -const settle = () => e("new Promise(r=>requestAnimationFrame(()=>requestAnimationFrame(r)))"); -async function snapshot(row: number, column: number, endRow = row, endColumn = column, scrollLeft = 1120) { - await e(`probe.grid.applySnapshot({row:${row},column:${column},endRow:${endRow},endColumn:${endColumn},scrollLeft:${scrollLeft},scrollTop:0})`); - await settle(); -} -async function point(row: number, column: number) { - return e<{ x: number; y: number }>(`(()=>{const r=probe.table.getRow(${row}).getCell(probe.view.columnOrder[${column}]).getElement().getBoundingClientRect();return{x:r.left+r.width/2,y:r.top+r.height/2}})()`); -} -async function drag(from: [number, number], to: [number, number]) { - const a = await point(...from), b = await point(...to); - await c.send("Input.dispatchMouseEvent", { type: "mousePressed", ...a, button: "left", buttons: 1, clickCount: 1 }); - for (let step = 1; step <= 8; step++) await c.send("Input.dispatchMouseEvent", { type: "mouseMoved", x: a.x + (b.x - a.x) * step / 8, y: a.y + (b.y - a.y) * step / 8, buttons: 1 }); - await c.send("Input.dispatchMouseEvent", { type: "mouseReleased", ...b, button: "left", buttons: 0, clickCount: 1 }); - await settle(); -} -async function key(key: string, modifiers = 0) { - const code = key, windowsVirtualKeyCode = ({ ArrowRight: 39, ArrowLeft: 37, ArrowDown: 40, Delete: 46, F2: 113, Enter: 13 })[key]; - await c.send("Input.dispatchKeyEvent", { type: "keyDown", key, code, windowsVirtualKeyCode, modifiers }); - await c.send("Input.dispatchKeyEvent", { type: "keyUp", key, code, windowsVirtualKeyCode, modifiers }); - await settle(); -} -async function check(name: string, action: () => Promise) { - const actual = await action(); results.push({ name, passed: true, actual }); console.log(`PASS ${name}`); -} -async function selection(rows: number[], columns: number[]) { - const actual = await e("({rows:probe.grid.selectedRows(),columns:probe.grid.selectedColumns()})"); - assert.deepEqual(actual, { rows, columns }); return actual; -} -try { - await c.send("Runtime.enable"); - await c.send("Page.bringToFront"); - await c.send("Emulation.setDeviceMetricsOverride", { width: 1400, height: 900, deviceScaleFactor: 1, mobile: false }); - const url = hostUrl + "/baseline.html?benchmark=1&frozenValidation=1"; - await c.send("Page.navigate", { url }); - let ready = false; - for (let i = 0; i < 200 && !ready; i++) { - try { ready = await e(`location.href===${JSON.stringify(url)}&&window.probeReady===true`); } catch {} - if (!ready) await new Promise(r => setTimeout(r,50)); - } - assert.ok(ready, "validation page ready"); - for (const frozen of [1, 3, 0]) { - await e(String.raw`probe.load(Array.from({length:100},(_,r)=>Array.from({length:24},(_,c)=>r+':'+c).join(',')).join('\r\n'),${frozen})`); - const startColumn = frozen ? 0 : 10; - await snapshot(1, startColumn); - await check(`${frozen} frozen: native mouse drag across scrolled columns`, async () => { - await drag([1,startColumn],[3,12]); - return selection([1,2,3],Array.from({length:13-startColumn},(_,i)=>i+startColumn)); - }); - await check(`${frozen} frozen: reverse drag and clipboard include virtualized cells`, async () => { - await drag([3,12],[1,startColumn]); - await selection([1,2,3],Array.from({length:13-startColumn},(_,i)=>i+startColumn)); - const copied = await e(`(()=>{const data=new DataTransfer();document.querySelector('.tabulator-tableholder').dispatchEvent(new ClipboardEvent('copy',{bubbles:true,cancelable:true,clipboardData:data}));return data.getData('text/plain')})()`); - assert.equal(copied,[1,2,3].map(r=>Array.from({length:13-startColumn},(_,i)=>`${r}:${i+startColumn}`).join('\t')).join('\n')); - return copied; - }); - if (!frozen) continue; - await check(`${frozen} frozen: split borders match cell bounds after horizontal and vertical scroll`, async () => { - await snapshot(1,0,3,12); - const geometry = await e(`(()=>{const parts=[...document.querySelectorAll('.csv-range-fragment')];const cell=(c)=>probe.table.getRow(1).getCell(probe.view.columnOrder[c]).getElement().getBoundingClientRect().toJSON();return{parts:parts.map(p=>({frozen:p.dataset.frozen,display:p.style.display,rect:p.getBoundingClientRect().toJSON(),clip:p.style.clipPath})),first:cell(0),edge:cell(${frozen-1}),last:cell(12)}})()`); - const [fixed,scrolling] = geometry.parts; - assert.equal(fixed.display,'block'); assert.equal(scrolling.display,'block'); - assert.ok(Math.abs(fixed.rect.left-geometry.first.left)<1); - assert.ok(Math.abs(fixed.rect.right-geometry.edge.right)<1); - assert.ok(Math.abs(scrolling.rect.right-geometry.last.right)<1); - assert.ok(Math.abs(fixed.rect.top-geometry.first.top)<1); - const layers = await e("({overlay:Number(getComputedStyle(document.querySelector('.tabulator-range-overlay')).zIndex),frozen:Number(getComputedStyle(document.querySelector('.tabulator-row .tabulator-frozen')).zIndex)})"); - assert.ok(layers.overlay > layers.frozen, "selection borders must paint above frozen cells"); - // Vertical virtualization must not leave a border over unrelated rows. - await e("probe.scroll(70,10)"); await settle(); - assert.equal(await e("[...document.querySelectorAll('.csv-range-fragment')].every(p=>p.style.display==='none')"),true); - await snapshot(1,0,3,12); - return geometry; - }); - await check(`${frozen} frozen: Shift+Right reveals the first scrolling column`, async () => { - await snapshot(1,frozen-1); await e("probe.grid.focus()"); - await key("ArrowRight",8); - await selection([1],[frozen-1,frozen]); - assert.equal(await e("probe.grid.getSnapshot().scrollLeft"),0); - }); - await check(`${frozen} frozen: Ctrl+Shift+Right uses the frozen boundary`, async () => { - await snapshot(1,0); await e("probe.grid.focus()"); - await key("ArrowRight",10); - await selection([1],Array.from({length:24},(_,i)=>i)); - const geometry = await e(`(()=>{const c=probe.table.getRow(1).getCell(probe.view.columnOrder[23]).getElement().getBoundingClientRect();const h=document.querySelector('.tabulator-tableholder');return{right:c.right,edge:h.getBoundingClientRect().left+h.clientWidth}})()`); - assert.ok(geometry.right<=geometry.edge+1); return geometry; - }); - await check(`${frozen} frozen: paste and delete preserve CSV coordinates and strings`, async () => { - await snapshot(1,frozen-1,1,frozen-1,0); - await e(String.raw`(()=>{const data=new DataTransfer();data.setData('text/plain','001\t9007199254740993\t=1+1\nx\ty\tz');document.querySelector('.tabulator-tableholder').dispatchEvent(new ClipboardEvent('paste',{bubbles:true,cancelable:true,clipboardData:data}))})()`); await settle(); - const values = await e(String.raw`probe.source.split('\r\n').slice(1,3).map(r=>r.split(',').slice(${frozen-1},${frozen+2}))`); - assert.deepEqual(values,[['001','9007199254740993','=1+1'],['x','y','z']]); - await snapshot(1,frozen-1,2,frozen+1,0); await e("probe.grid.focus()"); await key("Delete"); - assert.deepEqual(await e(String.raw`probe.source.split('\r\n').slice(1,3).map(r=>r.split(',').slice(${frozen-1},${frozen+2}))`),[['','',''],['','','']]); - return values; - }); - await check(`${frozen} frozen: hiding the first column keeps the next frozen columns on the left`, async () => { - await e("probe.setView({columns:{...probe.view.columns,[probe.view.columnOrder[0]]:{...probe.view.columns[probe.view.columnOrder[0]],hidden:true}}})"); - await snapshot(1,1,3,12); - const actual = await e(`probe.table.getColumns().filter(c=>c.isVisible()).slice(1,${frozen+1}).map(c=>({left:c.getElement().getBoundingClientRect().left,position:c.getElement().style.left,right:c.getElement().style.right}))`); - assert.ok(actual.every((c:any)=>c.left>=40 && !c.right)); return actual; - }); - await check(`${frozen} frozen: resizing and zooming keep borders aligned`, async () => { - await e("probe.setView({columns:{...probe.view.columns,[probe.view.columnOrder[1]]:{...probe.view.columns[probe.view.columnOrder[1]],width:220}}})"); - await e("probe.grid.setZoom(1.5)"); await settle(); await settle(); - await snapshot(1,1,3,12); - const actual = await e("(()=>{const r=document.querySelector('.csv-range-fragment[data-frozen=\"true\"]').getBoundingClientRect();const c=probe.table.getRow(1).getCell(probe.view.columnOrder[1]).getElement().getBoundingClientRect();return{rangeLeft:r.left,cellLeft:c.left,cellWidth:c.width}})()"); - assert.ok(Math.abs(actual.rangeLeft-actual.cellLeft)<1); assert.equal(actual.cellWidth,330); return actual; - }); - } - await check("no compatibility warnings or uncaught exceptions", async()=>{assert.deepEqual(issues,[]);return issues;}); - await e("probe.setView({frozenColumns:3})"); - await snapshot(1,0,3,12); - await mkdir(new URL('results/',import.meta.url),{recursive:true}); - const shot=await c.send('Page.captureScreenshot',{format:'png'}) as {data:string}; - await writeFile(new URL('results/tabulator-frozen-selection.png',import.meta.url),Buffer.from(shot.data,'base64')); -} catch(error) { - results.push({name:'validation stopped',passed:false,actual:String(error)}); - console.error(error); process.exitCode=1; -} finally { - await mkdir(new URL('results/',import.meta.url),{recursive:true}); - await writeFile(new URL('results/tabulator-frozen-selection.json',import.meta.url),JSON.stringify({version,results,issues},null,2)); - await c.send('Emulation.clearDeviceMetricsOverride').catch(()=>{}); c.close(); -} diff --git a/scripts/univer-oss-validation/verify.ts b/scripts/univer-oss-validation/verify.ts deleted file mode 100644 index 6d82f32f..00000000 --- a/scripts/univer-oss-validation/verify.ts +++ /dev/null @@ -1,260 +0,0 @@ -import { strict as assert } from "node:assert"; -import { mkdir, writeFile } from "node:fs/promises"; -import { connect } from "./cdp"; - -const [browserUrl, targetId] = process.argv.slice(2); -const { client: cdp, version, target } = await connect(browserUrl!, targetId!); -if (!/^http:\/\/127\.0\.0\.1:1492[12]\//.test(target.url)) throw new Error("Navigate the isolated test page to the validation host first."); -await mkdir(new URL("results/", import.meta.url), { recursive: true }); -const records: { name: string; passed: boolean; durationMs: number; detail?: unknown; error?: string }[] = []; -const consoleMessages: unknown[] = []; -cdp.subscribeEvents(({ method, params }) => { - if (method === "Runtime.exceptionThrown" || method === "Log.entryAdded" - || method === "Runtime.consoleAPICalled" && ["error", "warning"].includes(String(params.type))) { - consoleMessages.push({ method, params }); - } -}); -await cdp.send("Runtime.enable"); -await cdp.send("Log.enable"); -await cdp.send("Page.bringToFront"); -const evaluate = (expression: string) => cdp.evaluate(expression); -const settle = () => evaluate("new Promise(r => requestAnimationFrame(() => requestAnimationFrame(r)))"); -async function check(name: string, action: () => Promise) { - const start = performance.now(); - try { - const detail = await action(); - records.push({ name, passed: true, durationMs: performance.now() - start, detail }); - console.log(`PASS ${name} ${JSON.stringify(detail ?? "")}`); - } catch (error) { - records.push({ name, passed: false, durationMs: performance.now() - start, error: String(error) }); - console.log(`FAIL ${name} ${String(error)}`); - } -} -async function point(a1: string) { - return evaluate<{ x: number; y: number }>(`(() => { - const range=probe.sheet.getRange(${JSON.stringify(a1)}), cell=range.getCell(), r=range.getCellRect(); - const visible=probe.sheet.getVisibleRange(), freeze=probe.snapshot().sheets.sheet.freeze; - const canvas=document.querySelector('canvas[id^="univer-sheet-main-canvas"]').getBoundingClientRect(); - // Facade getCellRect is in worksheet coordinates, not viewport coordinates. - // All drag fixtures have fixed widths/heights, integral scroll and zoom=1. - const scrollX=cell.actualColumn >= freeze.xSplit ? (visible.startColumn-freeze.xSplit)*140 : 0; - const scrollY=cell.actualRow >= freeze.ySplit ? (visible.startRow-freeze.ySplit)*28 : 0; - return {x:canvas.left+r.x+r.width/2-scrollX,y:canvas.top+r.y+r.height/2-scrollY}; })()`); -} -async function mouse(type: string, p: { x: number; y: number }, extra = {}) { - await cdp.send("Input.dispatchMouseEvent", { type, ...p, ...extra }); -} -async function click(a1: string) { - const p = await point(a1); - await mouse("mousePressed", p, { button: "left", clickCount: 1, buttons: 1 }); - await mouse("mouseReleased", p, { button: "left", clickCount: 1, buttons: 0 }); - await settle(); -} -async function drag(from: string, to: string) { - const start = await point(from), end = await point(to); - await mouse("mouseMoved", start); - await mouse("mousePressed", start, { button: "left", buttons: 1, clickCount: 1 }); - for (let i = 1; i <= 8; i++) await mouse("mouseMoved", { - x: start.x + (end.x - start.x) * i / 8, y: start.y + (end.y - start.y) * i / 8, - }, { button: "left", buttons: 1 }); - await mouse("mouseReleased", end, { button: "left", buttons: 0, clickCount: 1 }); - await settle(); - return evaluate("probe.selection()"); -} -async function key(key: string, code: string, windowsVirtualKeyCode: number, modifiers = 0) { - await cdp.send("Input.dispatchKeyEvent", { type: "keyDown", key, code, windowsVirtualKeyCode, modifiers }); - await cdp.send("Input.dispatchKeyEvent", { type: "keyUp", key, code, windowsVirtualKeyCode, modifiers }); - await settle(); -} -async function screenshot(name: string) { - const { data } = await cdp.send("Page.captureScreenshot", { format: "png" }) as { data: string }; - await writeFile(new URL(`results/${name}.png`, import.meta.url), Buffer.from(data, "base64")); -} -try { - const deadline = Date.now() + 15000; - while (!await evaluate("window.probeReady") && Date.now() < deadline) await new Promise(resolve => setTimeout(resolve, 100)); - assert.equal(await evaluate("window.probeReady"), true); - await check("mount OSS plugins in WebView2", () => evaluate("probe.sample()")); - for (const frozen of [0, 1, 3]) { - await check(`native drag across ${frozen} frozen columns after scrolling`, async () => { - await evaluate(`probe.freeze(${frozen})`); - await evaluate(`probe.scroll(0, ${frozen ? 10 : 0})`); - const range = await drag("A2", frozen ? "L4" : "D4"); - assert.equal(range.startColumn, 0); assert.equal(range.endColumn, frozen ? 11 : 3); - assert.equal(range.startRow, 1); assert.equal(range.endRow, 3); - await screenshot(`frozen-${frozen}`); - return range; - }); - } - await check("Shift keyboard selection crosses freeze boundary", async () => { - await evaluate("probe.scroll(0, 3)"); await click("C2"); - await key("ArrowRight", "ArrowRight", 39, 8); - const selected = await evaluate("probe.selection()"); - assert.equal(selected.startColumn, 2); assert.equal(selected.endColumn, 3); - return selected; - }); - await check("copy serialization includes offscreen cells across freeze boundary", async () => { - const copied = await evaluate(`(() => { - const html=probe.sheet.getRange('A2:L4').generateHTML(); - return [...new DOMParser().parseFromString(html,'text/html').querySelectorAll('tr')] - .map(row=>[...row.querySelectorAll('td')].map(cell=>cell.textContent)); - })()`); - assert.deepEqual(copied, Array.from({length:3},(_,r)=>Array.from({length:12},(_,col)=>`${r+1}:${col}`))); - return { rows: copied.length, columns: copied[0].length }; - }); - await check("initial CSV strings retain types and lexical source", async () => { - const source = '\ufeff"id",long,date,formula,note,empty\r\n001,9007199254740993,2026-09-16,=1+1,"line1\nline2",\r\n'; - await evaluate(`probe.load(${JSON.stringify(source)})`); - assert.equal(await evaluate("probe.unchangedRoundTrip()"), source); - const data = await evaluate("probe.cells('A2:F2')"); - assert.deepEqual(data[0].map((cell: any) => cell.v), ["001", "9007199254740993", "2026-09-16", "=1+1", "line1\nline2", ""]); - assert.ok(data[0].every((cell: any) => cell.t === 1 && !cell.f)); - return { sourceUnchanged: true, strings: data[0].map((cell: any) => cell.v) }; - }); - await check("cell edit patches CSV without rewriting untouched lexical fields", async () => { - const before = await evaluate("probe.source"); - await evaluate("probe.literal('C2', '修改日期')"); - const after = await evaluate("probe.commitCell(1,2)"); - assert.equal(after, before.replace("2026-09-16", "修改日期")); - return { retainedBomQuotesCrlfAndTrailingEmpty: true }; - }); - await check("native typed leading zeros stay text", async () => { - await evaluate("probe.select('A3')"); await click("A3"); - await key("F2", "F2", 113); - await cdp.send("Input.insertText", { text: "000123" }); - await key("Enter", "Enter", 13); - const cell = await evaluate("probe.cells('A3')[0][0]"); - assert.equal(cell.v, "000123"); assert.equal(cell.t, 1); - return cell; - }); - await check("native typed formula-like string stays literal", async () => { - await click("D3"); await key("F2", "F2", 113); - await cdp.send("Input.insertText", { text: "=1+1" }); - await key("Tab", "Tab", 9); - const cell = await evaluate("probe.cells('D3')[0][0]"); - assert.equal(cell.v, "=1+1"); assert.ok(!cell.f); - return cell; - }); - await check("Chromium IME composition commits Chinese once", async () => { - await click("B3"); await key("F2", "F2", 113); - await cdp.send("Input.imeSetComposition", { text: "中文输", selectionStart: 3, selectionEnd: 3 }); - await cdp.send("Input.imeSetComposition", { text: "中文输入验证", selectionStart: 6, selectionEnd: 6 }); - await cdp.send("Input.insertText", { text: "中文输入验证" }); - await key("Enter", "Enter", 13); - const cell = await evaluate("probe.cells('B3')[0][0]"); - assert.equal(cell.v, "中文输入验证"); - return { value: cell.v, method: "CDP composition; OS candidate window not exercised" }; - }); - await check("native multiline text editing", async () => { - await click("E3"); await key("F2", "F2", 113); - await cdp.send("Input.insertText", { text: "第一行" }); - await key("Enter", "Enter", 13, 1); - await cdp.send("Input.insertText", { text: "第二行" }); - await key("Enter", "Enter", 13); - const text = await evaluate("probe.text('E3')"); - assert.equal(text.replaceAll('\r\n','\n').replaceAll('\r','\n'), "第一行\n第二行"); return {text}; - }); - await check("browser paste event fills a rectangle preserving leading zeros", async () => { - await click("A5"); - const result = await evaluate(`(async () => { - const data = new DataTransfer(); data.setData('text/plain', ${JSON.stringify("007\t0008\n009\t0010")}); - (document.activeElement ?? document.body).dispatchEvent(new ClipboardEvent('paste', {bubbles:true,cancelable:true,clipboardData:data})); - await new Promise(r=>setTimeout(r,150)); return probe.values('A5:B6'); - })()`); - assert.deepEqual(result, [["007", "0008"], ["009", "0010"]]); return result; - }); - await check("undo and redo a native cell edit", async () => { - await click("C8"); await key("F2", "F2", 113); - await cdp.send("Input.insertText", { text: "undo-check" }); await key("Enter", "Enter", 13); - assert.equal(await evaluate("probe.values('C8')[0][0]"), "undo-check"); - await evaluate("probe.api.undo()"); - assert.notEqual(await evaluate("probe.values('C8')[0][0]"), "undo-check"); - await evaluate("probe.api.redo()"); - assert.equal(await evaluate("probe.values('C8')[0][0]"), "undo-check"); return true; - }); - await check("merge crosses freeze boundary and remains selectable", async () => { - await evaluate("probe.sample()"); - await evaluate("probe.merge('B2:D3')"); - assert.equal(await evaluate("probe.sheet.getRange('B2:D3').isMerged()"), true); - await evaluate("probe.scroll(0, 4)"); - await click("B2"); - const selected = await evaluate("probe.selection()"); - assert.equal(selected.startColumn, 1); assert.equal(selected.endColumn, 3); - await screenshot("merged-frozen"); return selected; - }); - await check("native merge and unmerge preserve covered source values", async () => { - await evaluate("probe.unmerge('B2:D3')"); - const actual = await evaluate("probe.values('B2:D3')"); - assert.deepEqual(actual, [["1:1", "1:2", "1:3"], ["2:1", "2:2", "2:3"]]); - return actual; - }); - await check("view-only merge mutation preserves covered values and edited anchor", async () => { - await evaluate("probe.sample()"); - const original = await evaluate("probe.values('B2:D3')"); - assert.equal(await evaluate("probe.mergeView('B2:D3')"), true); - assert.deepEqual(await evaluate("probe.values('B2:D3')"), original); - await evaluate("probe.literal('B2', 'view-merge-edit')"); - await evaluate("probe.mergeView('B2:D3',true)"); - const actual = await evaluate("probe.values('B2:D3')"); - original[0][0] = "view-merge-edit"; - assert.deepEqual(actual, original); return actual; - }); - await check("merge cannot mutate authoritative CSV when only an anchor edit is committed", async () => { - await evaluate("probe.sample()"); const before = await evaluate("probe.source"); - await evaluate("probe.merge('B2:D3')"); await evaluate("probe.literal('B2', 'merged-edit')"); - const after = await evaluate("probe.commitCell(1,1)"); - assert.equal(after, before.replace("1:1,", "merged-edit,")); return true; - }); - await check("hide and show a column while frozen and merged", async () => { - await evaluate("void probe.sheet.hideColumns(2)"); await settle(); - assert.equal(await evaluate("probe.snapshot().sheets.sheet.columnData[2].hd"), 1); - await evaluate("void probe.sheet.showColumns(2)"); await settle(); - assert.notEqual(await evaluate("probe.snapshot().sheets.sheet.columnData[2].hd"), 1); - return await evaluate("probe.snapshot().sheets.sheet.mergeData"); - }); - await check("zoom and row height preserve selection", async () => { - await evaluate("probe.select('F5:G6')"); - const before = await evaluate("probe.selection()"); - await evaluate("probe.zoom(1.25)"); await evaluate("void probe.sheet.setRowHeight(4, 64)"); - await settle(); assert.deepEqual(await evaluate("probe.selection()"), before); - assert.equal(await evaluate("probe.sheet.getZoom()"), 1.25); - await screenshot("zoom-row-height"); return true; - }); - await check("pane resize and temporary hide retain editor state", async () => { - const before = await evaluate("probe.selection()"); - const dimensions = await evaluate(`(async()=>{ - const host=document.querySelector('#grid');host.style.width='700px'; - await new Promise(r=>setTimeout(r,200)); - const width=document.querySelector('canvas[id^="univer-sheet-main-canvas"]').getBoundingClientRect().width; - host.style.display='none';await new Promise(r=>setTimeout(r,80)); - host.style.display='';host.style.width='';await new Promise(r=>setTimeout(r,200)); - return {resized:width,restored:document.querySelector('canvas[id^="univer-sheet-main-canvas"]').getBoundingClientRect().width}; - })()`); - assert.equal(dimensions.resized, 700); assert.ok(dimensions.restored > 700); - assert.deepEqual(await evaluate("probe.selection()"), before); return dimensions; - }); - await check("dispose and recreate restores workbook, freeze, zoom and selection", async () => { - const before = await evaluate("({selection:probe.selection(),freeze:probe.snapshot().sheets.sheet.freeze,zoom:probe.sheet.getZoom(),merges:probe.snapshot().sheets.sheet.mergeData})"); - await evaluate("probe.recreate()"); - const after = await evaluate("({selection:probe.selection(),freeze:probe.snapshot().sheets.sheet.freeze,zoom:probe.sheet.getZoom(),merges:probe.snapshot().sheets.sheet.mergeData})"); - assert.deepEqual(after, before); return after; - }); - for (const [rows, columns] of [[5000, 20], [100, 1000]]) { - await check(`performance ${rows} rows x ${columns} columns`, async () => { - const load = await evaluate(`probe.sample(${rows},${columns})`); - const scroll = await evaluate(`(async () => { - const durations=[]; for(let i=0;i<20;i++) {const start=performance.now();await probe.scroll(Math.floor((${rows}-30)*i/19),Math.floor((${columns}-10)*i/19));durations.push(performance.now()-start);} - const start=performance.now();await probe.literal('B2','incremental');return {durations,editMs:performance.now()-start,metrics:probe.metrics(),visible:probe.sheet.getVisibleRange()}; - })()`); - assert.equal(load.cells, 100000); assert.ok(scroll.metrics.elements < 1000); - await screenshot(`performance-${rows}-${columns}`); return { ...load, ...scroll }; - }); - } -} finally { - const report = { createdAt: new Date().toISOString(), version, target, records, consoleMessages, - totals: { passed: records.filter(r => r.passed).length, failed: records.filter(r => !r.passed).length } }; - await writeFile(new URL("results/report.json", import.meta.url), JSON.stringify(report, null, 2)); - console.log(JSON.stringify(report.totals)); - process.exitCode = report.totals.failed ? 1 : 0; - cdp.close(); -} diff --git a/scripts/univer-oss-validation/vite.config.ts b/scripts/univer-oss-validation/vite.config.ts deleted file mode 100644 index 28096b96..00000000 --- a/scripts/univer-oss-validation/vite.config.ts +++ /dev/null @@ -1,10 +0,0 @@ -import { defineConfig } from "vite"; -import path from "node:path"; -import vue from "@vitejs/plugin-vue"; - -export default defineConfig({ - plugins: [vue()], - server: { fs: { allow: [path.resolve(import.meta.dirname, "../..")] } }, - build: { target: "chrome105", sourcemap: false, manifest: true, - rollupOptions: { input: { univer: path.resolve(import.meta.dirname, "index.html"), tabulator: path.resolve(import.meta.dirname, "baseline.html") } } }, -}); diff --git a/skills/graphics-debugger/SKILL.md b/skills/graphics-debugger/SKILL.md deleted file mode 100644 index bb2c90ac..00000000 --- a/skills/graphics-debugger/SKILL.md +++ /dev/null @@ -1,260 +0,0 @@ ---- -summary: >- - 用于 Unity 6.3+ 图形与渲染问题诊断:通过内置 Frame Debugger 快速检查事件、Pass、渲染状态和 Render Target,或通过后台 RenderDoc 截帧分析 GPU action、Compute Buffer、资源生命周期、中间纹理和管线状态。根据问题深度选择通道,所有 Unity 操作通过 `unity_execute` / `unity_run_states` 编排。 -tools: - - unity_execute - - unity_run_states - - bash - - read ---- - -# Unity Graphics Debugger - -## 选择通道 - -- 默认从 `FrameDebuggerApi` 开始:定位渲染顺序、Draw/Dispatch、Shader/Pass、Mesh、Render Target 和常规渲染状态,启动快、结果直接来自 Unity。 -- 需要实际 GPU replay、完整 action 树、Compute/UAV Buffer 字节、指定事件的管线快照、资源首次写入/后续读取关系或任意中间纹理时,使用 `RenderDocCaptureApi` 与 `locus_renderdoc`。 -- 可以先用 Frame Debugger 缩小事件和相机范围,再关闭 Frame Debugger,以相同场景状态截取 RenderDoc 帧。 -- 同一轮分析只保持一个捕获后端处于活动状态。切换前调用 `FrameDebuggerApi.Disable()`,或完成 RenderDoc `End()` / `Discard()`。 - -## 通用流程 - -1. 明确 Game 或 Scene 视图、相机、触发条件,以及需要回答的问题。 -2. 选择最轻量的后端并获取有界事件列表;先过滤,再读取少量事件详情。 -3. 导出纹理或 Buffer 时保留事件索引/EID、资源 ID、输出路径和选择器。 -4. 在 Locus Python 中直接导入包模块,返回 `dict`、`list`、`bytes`、数字等 Python 类型进行分析。 -5. 在成功、失败、超时和取消路径中清理捕获状态。 - -## Frame Debugger - -### C# API - -- `Status() -> FrameDebuggerStatus` -- `CaptureAsync(int timeoutMs = 15000, CancellationToken cancellationToken = default) -> Task` -- `Events(FrameEventQuery) -> FrameEventList` -- `EventAsync(int index, FrameEventOptions options = null, int timeoutMs = 5000, CancellationToken cancellationToken = default) -> Task` -- `Select(int index) -> FrameEventSummary` -- `ExportRenderTargetAsync(int index, FrameTextureExportOptions, CancellationToken) -> Task` -- `Disable() -> FrameDebuggerStatus` -- `Json(object) -> string` - -捕获 Editor 本地目标时 Play Mode 会暂停在当前帧。事件索引为零基;Unity Frame Debugger 的 event limit 等于 `index + 1`。 -切换事件后使用 `await EventAsync(...)`,等待目标事件的数据就绪。旧的 `Event(...)` 仅即时读取已就绪数据,不会阻塞编辑器等待渲染。异步读取和导出会串行处理选择操作,并支持超时与取消。 - -```csharp -using Locus.Skills; - -var capture = await FrameDebuggerApi.CaptureAsync(timeoutMs: 15000, cancellationToken: cancellationToken); -var events = FrameDebuggerApi.Events(new FrameEventQuery { - TypeContains = "Batch", - MaxEvents = 80 -}); -print(FrameDebuggerApi.Json(new { capture, events.Count, events.Events })); -``` - -读取单个候选并导出当前 Render Target: - -```csharp -var chosen = events.Events.Count > 0 ? events.Events[events.Events.Count - 1] : null; - -try { - if (chosen == null) throw new Exception("No matching frame event."); - var detail = await FrameDebuggerApi.EventAsync(chosen.Index, new FrameEventOptions { - IncludeRenderState = true, - IncludeShaderProperties = true, - MaxShaderProperties = 32 - }, cancellationToken: cancellationToken); - var exported = await FrameDebuggerApi.ExportRenderTargetAsync( - chosen.Index, - new FrameTextureExportOptions { Format = FrameTextureFormat.Png }, - cancellationToken); - print(FrameDebuggerApi.Json(new { chosen, detail, exported })); -} finally { - FrameDebuggerApi.Disable(); -} -``` - -`FrameTextureExportOptions` 支持: - -- `Format`:`Png`、`Exr`、`Tga` -- `TimeoutMs`:等待选择与渲染数据的总时限,默认 `5000` -- `OutputDirectory`:绝对路径或项目相对路径,默认 `Library/Locus/FrameDebugger` -- `RenderTargetIndex`:MRT 从 `0` 开始;深度为 `-1`,Stencil 为 `-2` -- `Channels`:`RGBA`、`RGB`、`R`、`G`、`B`、`A` -- `BlackLevel`、`WhiteLevel`、`FlipY`、`WriteMetadata` - -导出使用 Unity Frame Debugger 的 Render Target 可视化材质处理 backbuffer、MSAA、深度、Cube 与 Texture Array;可用时以 EXR 保留线性/HDR 数据。完成后始终调用 `FrameDebuggerApi.Disable()`。捕获失败时只清理本次开启的捕获;关闭捕获不会恢复游戏播放。 - -### Python 纹理分析 - -```python -import locus_texture_analysis as lta - -report = lta.analyze_texture(exported_texture_path) -comparison = lta.compare_textures(before_path, after_path) -``` - -`analyze_texture` 返回尺寸、格式、通道统计、分位数、亮度、透明度、截断比例、熵、边缘密度和颜色数量;`compare_textures` 返回 MAE、RMSE、PSNR、最大误差与变化像素比例。PNG/TGA 直接支持;EXR 取决于 Locus Python 图像运行时的 EXR codec。 - -## RenderDoc - -### 初始化与后台约束 - -选中 Skill 时注入内容包含只读 `Root`。每个 Unity 进程先初始化一次: - -```csharp -using Locus.Skills; - -var init = await RenderDocCaptureApi.InitializeAsync(@""); -print(RenderDocCaptureApi.Json(init)); -``` - -`InitializeAsync` 校验 Unity 版本、Windows x64、`renderdoc.dll`、`qrenderdoc.exe` 和 Python 模块。首次加载 runtime 会重建 Unity 图形设备。进程中已有其他路径的 `renderdoc.dll` 时返回 `renderdoc_module_conflict`;重启 Unity 后先初始化本 Skill。 - -捕获使用 RenderDoc in-app API、精确视图 HWND 和关闭的 overlay,不启动 qrenderdoc UI。不要调用 `UnityEditorInternal.RenderDoc.BeginCaptureRenderDoc`、`EndCaptureRenderDoc`、`LaunchReplayUI`,也不要直接启动 `qrenderdoc.exe`。 - -### C# API - -- `InitializeAsync(string root) -> Task` -- `CaptureOnceAsync(RenderDocBeginCaptureOptions, int maxEditorUpdates = 16) -> Task` -- `Status() -> RenderDocCaptureStatus` -- `Begin(RenderDocBeginCaptureOptions) -> RenderDocBeginCaptureResult` -- `Trigger() -> RenderDocTriggerCaptureResult` -- `RequestTargetRepaint() -> RenderDocRepaintResult` -- `LastCapture() -> RenderDocCaptureLookupResult` -- `End() -> RenderDocEndCaptureResult` -- `Discard() -> RenderDocDiscardCaptureResult` -- `RecoverStaleCaptures(int maxAttempts = 8) -> RenderDocRecoveryResult` -- `Json(object) -> string` - -每个操作返回独立结果类型,包含 `Success`、`ErrorCode`、`Message` 与操作特有数据。`.rdc` 创建后的 `ReplayValidation` 初始为 `not_run`;嵌入式 Python `OpenCapture` 成功才表示可回放。 - -立即截取当前视图: - -```csharp -var capture = await RenderDocCaptureApi.CaptureOnceAsync( - new RenderDocBeginCaptureOptions { - Target = RenderDocCaptureTarget.Game, - CaptureName = "game_analysis" - }); -print(RenderDocCaptureApi.Json(capture)); -``` - -Scene 视图使用 `RenderDocCaptureTarget.Scene`。默认输出目录为 `/Library/Locus/RenderDoc`。 - -### 条件触发 - -跨帧条件通过 `unity_run_states` 编排,生命周期固定为: - -`等待条件 → Begin → Trigger → LastCapture → End` - -每个失败、超时和取消路径调用 `End` 或 `Discard`,state 的 `end` 再以 `Discard` 兜底。触发状态示例: - -```csharp -bool trigger = GameObject.Find("CaptureMarker") != null; -if (!trigger) return; - -var begin = RenderDocCaptureApi.Begin(new RenderDocBeginCaptureOptions { - Target = RenderDocCaptureTarget.Game, - CaptureName = "marker_hit", - CaptureTitle = "CaptureMarker appeared" -}); -ctx.Print(RenderDocCaptureApi.Json(begin)); -if (!begin.Success) { ctx.Fail(begin.ErrorCode + ": " + begin.Message); return; } -ctx.Goto("capturing"); -``` - -`capturing.start`: - -```csharp -var trigger = RenderDocCaptureApi.Trigger(); -ctx.Print(RenderDocCaptureApi.Json(trigger)); -if (!trigger.Success) { - RenderDocCaptureApi.Discard(); - ctx.Fail(trigger.ErrorCode + ": " + trigger.Message); -} -``` - -`capturing.update`: - -```csharp -var lookup = RenderDocCaptureApi.LastCapture(); -if (lookup.Success && lookup.NewSinceLastBegin) { - var end = RenderDocCaptureApi.End(); - ctx.Print(RenderDocCaptureApi.Json(new { lookup, end })); - if (!end.Success) { ctx.Fail(end.ErrorCode + ": " + end.Message); return; } - ctx.Done(lookup.Capture.Path); - return; -} -RenderDocCaptureApi.RequestTargetRepaint(); -``` - -`capturing.end`: - -```csharp -if (RenderDocCaptureApi.Status().TrackedCaptureActive) - RenderDocCaptureApi.Discard(); -``` - -只有 `Status().State == "untracked_capture_active"` 时调用 `RecoverStaleCaptures`。正常清理始终使用精确会话的 `End` / `Discard`。 - -### Python replay API - -```python -import locus_renderdoc as lrd - -report = lrd.inspect_capture(capture_path) -actions = report["actions"] -resources = report["resources"] -buffers = report["buffers"] -``` - -公开入口直接返回 Python 数据类型: - -- `inspect_capture(path, include_pipeline=False) -> dict` -- `buffers(path) -> list[dict]` -- `compute_bindings(path, event_id) -> dict` -- `buffer_data(path, event_id, resource, offset=0, length=None) -> dict` -- `save_texture(path, event_id, resource, output_path, mip=0, slice_index=0) -> dict` -- `unpack_buffer(result_or_bytes, format_string, stride=None, max_elements=None) -> list[tuple]` -- `open_capture(path) -> Capture` - -模块自动使用与捕获版本一致的后台 qrenderdoc replay worker;调用方无需 CLI 参数、环境变量或 JSON 中间报告。`inspect_capture` 的 action marker 表示 RenderGraph/SRP 的 GPU 可见边界;大帧谨慎使用 `include_pipeline=True`。 - -读取指定 Dispatch 的 Compute Buffer: - -```python -bindings = lrd.compute_bindings(capture_path, event_id) -uav = bindings["readWrite"][0] -result = lrd.buffer_data( - capture_path, - event_id, - uav["resourceId"], - offset=0, - length=None, -) -assert isinstance(result["data"], bytes) -rows = lrd.unpack_buffer(result, "<4I", stride=16, max_elements=128) -``` - -`resource` 支持 `ResourceId::N`、精确资源名、资源字典,以及 `compute-readonly:` / `compute-readwrite:`。读取前会对目标 EID 执行 `SetFrameEvent`;大型 Buffer 应分段读取。 - -导出指定事件的中间纹理: - -```python -saved = lrd.save_texture( - capture_path, - event_id, - "color:0", - output_path, -) -``` - -纹理 selector 支持 `color:`、`depth`、`ResourceId::N` 和精确资源名;输出支持 `.png`、`.exr`、`.dds`、`.hdr`、`.jpg`、`.bmp`、`.tga`。 - -## 支持边界 - -- Frame Debugger:Unity `6000.3`、`6000.5`,Editor 本地渲染及 Unity 支持的远程 Development Player。 -- RenderDoc:Windows x64、Unity `6000.3+`,以及 RenderDoc 支持的 D3D11、D3D12、Vulkan、OpenGL 系列图形 API。 -- SRP 事件名称、层级与 Render Target 数量由当前渲染管线决定;分析通道本身与具体渲染管线无关。 -- RenderDoc runtime 由 `bun run renderdoc:bundle` 生成,安装版随 Skill 携带。 diff --git a/skills/graphics-debugger/scripts/locus_renderdoc.py b/skills/graphics-debugger/scripts/locus_renderdoc.py deleted file mode 100644 index fb2caeb6..00000000 --- a/skills/graphics-debugger/scripts/locus_renderdoc.py +++ /dev/null @@ -1,592 +0,0 @@ -"""Python-first RenderDoc replay helpers for Locus. - -Skill activation makes this module importable from Locus's Python runtime. It -uses the bundled qrenderdoc Python host for replay when necessary. Public methods -return ordinary Python values; buffer payloads remain ``bytes`` so callers can -use ``struct``, ``memoryview``, or ``numpy.frombuffer`` directly. -""" - -import os -import pickle -import subprocess -import struct -import tempfile -import time - -try: - import renderdoc as rd -except ImportError: - rd = None - - -def _enum(value): - try: - return str(value) - except Exception: - return repr(value) - - -def _rid(value): - if value is None or value == rd.ResourceId.Null(): - return None - return str(value) - - -def _descriptor_resource(descriptor): - if descriptor is None: - return rd.ResourceId.Null() - if hasattr(descriptor, "resource"): - return descriptor.resource - return getattr(descriptor, "resourceId", rd.ResourceId.Null()) - - -def _int(value, default=0): - try: - return int(value) - except Exception: - return default - - -def _format_name(value): - try: - return value.Name() - except Exception: - return _enum(value) - - -class Capture(object): - """An opened RDC and its replay controller.""" - - def __init__(self, capture_path, replay_options=None): - self.capture_path = os.path.abspath(capture_path) - self._remote = rd is None - if self._remote: - self.capture_file = None - self.controller = None - self.open_result = None - self.replay_result = None - self._closed = False - return - self.capture_file = rd.OpenCaptureFile() - self.controller = None - self.open_result = None - self.replay_result = None - self._closed = False - - self.open_result = self.capture_file.OpenFile(self.capture_path, "", None) - if self.open_result != rd.ResultCode.Succeeded: - self.capture_file.Shutdown() - self._closed = True - raise RuntimeError("OpenFile failed: " + _enum(self.open_result)) - - options = replay_options if replay_options is not None else rd.ReplayOptions() - self.replay_result, self.controller = self.capture_file.OpenCapture(options, None) - if self.replay_result != rd.ResultCode.Succeeded: - self.capture_file.Shutdown() - self._closed = True - raise RuntimeError("OpenCapture failed: " + _enum(self.replay_result)) - - def __enter__(self): - return self - - def __exit__(self, exc_type, exc_value, traceback): - self.close() - return False - - def close(self): - if self._closed: - return - if self._remote: - self._closed = True - return - if self.controller is not None: - self.controller.Shutdown() - self.controller = None - self.capture_file.Shutdown() - self._closed = True - - def info(self): - if self._remote: - return _invoke_worker("info", {"capture_path": self.capture_path}) - api = self.controller.GetAPIProperties() - return { - "capturePath": self.capture_path, - "openResult": _enum(self.open_result), - "replayResult": _enum(self.replay_result), - "pipelineType": _enum(api.pipelineType), - "localReplaySupport": bool(self.capture_file.LocalReplaySupport()), - } - - def set_event(self, event_id, force=True): - if self._remote: - raise RuntimeError( - "PipelineState objects only exist inside qrenderdoc; use the data-returning facade methods" - ) - event_id = int(event_id) - self.controller.SetFrameEvent(event_id, bool(force)) - return self.controller.GetPipelineState() - - def actions(self): - if self._remote: - return _invoke_worker("actions", {"capture_path": self.capture_path}) - structured_file = self.controller.GetStructuredFile() - rows = [] - - def visit(action, depth, parent_event): - try: - name = action.GetName(structured_file) - except Exception: - name = "event {}".format(int(action.eventId)) - dimensions = getattr(action, "dispatchDimension", [0, 0, 0]) - row = { - "eventId": int(action.eventId), - "actionId": int(action.actionId), - "parentEventId": parent_event, - "depth": depth, - "name": name, - "flags": _enum(action.flags), - "numIndices": _int(getattr(action, "numIndices", 0)), - "numInstances": _int(getattr(action, "numInstances", 0)), - "dispatchDimension": [_int(dimensions[i]) for i in range(3)], - "outputs": [ - rid for rid in (_rid(value) for value in getattr(action, "outputs", [])) - if rid is not None - ], - "depthOutput": _rid(getattr(action, "depthOut", None)), - "copySource": _rid(getattr(action, "copySource", None)), - "copyDestination": _rid(getattr(action, "copyDestination", None)), - "childCount": len(action.children), - } - rows.append(row) - for child in action.children: - visit(child, depth + 1, int(action.eventId)) - - for root in self.controller.GetRootActions(): - visit(root, 0, None) - return rows - - def resources(self): - if self._remote: - return _invoke_worker("resources", {"capture_path": self.capture_path}) - return [ - { - "resourceId": _rid(item.resourceId), - "name": item.name, - "type": _enum(item.type), - "autogeneratedName": bool(item.autogeneratedName), - } - for item in self.controller.GetResources() - ] - - def textures(self): - if self._remote: - return _invoke_worker("textures", {"capture_path": self.capture_path}) - names = self._resource_names() - rows = [] - for texture in self.controller.GetTextures(): - resource_id = _rid(texture.resourceId) - rows.append({ - "resourceId": resource_id, - "name": names.get(resource_id, ""), - "dimension": _enum(getattr(texture, "dimension", "")), - "width": _int(texture.width), - "height": _int(texture.height), - "depth": _int(texture.depth), - "arraySize": _int(texture.arraysize), - "mips": _int(texture.mips), - "samples": _int(texture.msSamp), - "format": _format_name(texture.format), - "creationFlags": _enum(getattr(texture, "creationFlags", "")), - }) - return rows - - def buffers(self): - if self._remote: - return _invoke_worker("buffers", {"capture_path": self.capture_path}) - names = self._resource_names() - rows = [] - for buffer in self.controller.GetBuffers(): - resource_id = _rid(buffer.resourceId) - rows.append({ - "resourceId": resource_id, - "name": names.get(resource_id, ""), - "length": _int(getattr(buffer, "length", 0)), - "gpuAddress": _int(getattr(buffer, "gpuAddress", 0)), - "creationFlags": _enum(getattr(buffer, "creationFlags", "")), - }) - return rows - - def compute_bindings(self, event_id): - if self._remote: - return _invoke_worker( - "compute_bindings", - {"capture_path": self.capture_path, "event_id": int(event_id)}, - ) - pipeline = self.set_event(event_id) - return { - "eventId": int(event_id), - "readOnly": self._binding_rows( - pipeline.GetReadOnlyResources(rd.ShaderStage.Compute) - ), - "readWrite": self._binding_rows( - pipeline.GetReadWriteResources(rd.ShaderStage.Compute) - ), - } - - def buffer_data(self, event_id, resource, offset=0, length=None): - """Return exact buffer bytes at ``event_id`` plus ordinary metadata. - - ``resource`` accepts an rd.ResourceId, ``ResourceId::N`` text, exact - resource name, a resource dictionary, or ``compute-readonly:N`` / - ``compute-readwrite:N`` for flattened Compute-stage bindings. - """ - if self._remote: - return _invoke_worker( - "buffer_data", - { - "capture_path": self.capture_path, - "event_id": int(event_id), - "resource": resource, - "offset": int(offset), - "length": length, - }, - ) - event_id = int(event_id) - offset = int(offset) - if offset < 0: - raise ValueError("offset must be non-negative") - self.set_event(event_id) - resource_id = self.resolve_resource(resource, event_id) - description = self._buffer_description(resource_id) - available = max(0, description["length"] - offset) - requested = available if length is None or int(length) == 0 else int(length) - if requested < 0: - raise ValueError("length must be non-negative") - if description["length"] > 0: - requested = min(requested, available) - raw = self.controller.GetBufferData(resource_id, offset, requested) - data = bytes(raw) - return { - "capturePath": self.capture_path, - "eventId": event_id, - "resourceId": _rid(resource_id), - "name": description["name"], - "buffer": description, - "offset": offset, - "requestedLength": requested, - "byteLength": len(data), - "data": data, - } - - def save_texture(self, event_id, resource, output_path, mip=0, slice_index=0): - if self._remote: - return _invoke_worker( - "save_texture", - { - "capture_path": self.capture_path, - "event_id": int(event_id), - "resource": resource, - "output_path": os.path.abspath(output_path), - "mip": int(mip), - "slice_index": int(slice_index), - }, - ) - event_id = int(event_id) - output_path = os.path.abspath(output_path) - self.set_event(event_id) - resource_id = self.resolve_resource(resource, event_id) - extension = os.path.splitext(output_path)[1].lower() - file_types = { - ".bmp": rd.FileType.BMP, - ".dds": rd.FileType.DDS, - ".exr": rd.FileType.EXR, - ".hdr": rd.FileType.HDR, - ".jpg": rd.FileType.JPG, - ".jpeg": rd.FileType.JPG, - ".png": rd.FileType.PNG, - ".tga": rd.FileType.TGA, - } - if extension not in file_types: - raise ValueError("Unsupported texture output extension: " + extension) - save = rd.TextureSave() - save.resourceId = resource_id - save.destType = file_types[extension] - save.mip = int(mip) - save.slice.sliceIndex = int(slice_index) - save.alpha = rd.AlphaMapping.Preserve - directory = os.path.dirname(output_path) - if directory: - os.makedirs(directory, exist_ok=True) - save_result = self.controller.SaveTexture(save, output_path) - return { - "eventId": event_id, - "resourceId": _rid(resource_id), - "outputPath": output_path, - "saveResult": _enum(save_result), - "bytes": os.path.getsize(output_path) if os.path.isfile(output_path) else 0, - } - - def resolve_resource(self, selector, event_id=None): - if isinstance(selector, dict): - selector = selector.get("resourceId", selector.get("resource")) - if selector is None: - raise ValueError("resource selector is required") - if not isinstance(selector, (str, int)): - for resource in self.controller.GetResources(): - if selector == resource.resourceId: - return resource.resourceId - text = str(selector).strip() - normalized = text.lower() - if normalized == "depth": - if event_id is None: - raise ValueError("event_id is required for depth selectors") - pipeline = self.set_event(event_id) - resource_id = _descriptor_resource(pipeline.GetDepthTarget()) - if resource_id == rd.ResourceId.Null(): - raise KeyError("The selected event has no depth output") - return resource_id - if normalized.startswith("color:"): - if event_id is None: - raise ValueError("event_id is required for color selectors") - index = int(normalized.split(":", 1)[1]) - pipeline = self.set_event(event_id) - outputs = pipeline.GetOutputTargets() - if index < 0 or index >= len(outputs): - raise IndexError("Color output index is out of range: {}".format(index)) - resource_id = _descriptor_resource(outputs[index]) - if resource_id == rd.ResourceId.Null(): - raise KeyError("The selected color output is null") - return resource_id - if normalized.startswith("compute-readonly:") or normalized.startswith("compute-readwrite:"): - if event_id is None: - raise ValueError("event_id is required for Compute binding selectors") - kind, index_text = normalized.split(":", 1) - index = int(index_text) - bindings = self.compute_bindings(event_id) - rows = bindings["readOnly" if kind == "compute-readonly" else "readWrite"] - if index < 0 or index >= len(rows): - raise IndexError("Compute binding index is out of range: {}".format(index)) - text = rows[index]["resourceId"] - normalized = text.lower() - for resource in self.controller.GetResources(): - if _rid(resource.resourceId).lower() == normalized or resource.name == text: - return resource.resourceId - raise KeyError("Resource was not found: " + text) - - def _resource_names(self): - return {_rid(item.resourceId): item.name for item in self.controller.GetResources()} - - def _buffer_description(self, resource_id): - resource_text = _rid(resource_id) - names = self._resource_names() - for buffer in self.controller.GetBuffers(): - if buffer.resourceId == resource_id: - return { - "resourceId": resource_text, - "name": names.get(resource_text, ""), - "length": _int(getattr(buffer, "length", 0)), - "gpuAddress": _int(getattr(buffer, "gpuAddress", 0)), - "creationFlags": _enum(getattr(buffer, "creationFlags", "")), - } - raise TypeError("Resource is not a buffer: " + resource_text) - - def _binding_rows(self, groups): - names = self._resource_names() - rows = [] - for bind_index, group in enumerate(groups): - resources = getattr(group, "resources", None) - if resources is None: - resources = [group] - for array_index, bound in enumerate(resources): - resource_id = _descriptor_resource(bound) - resource_text = _rid(resource_id) - if resource_text is None: - continue - rows.append({ - "bindingIndex": bind_index, - "arrayIndex": array_index, - "resourceId": resource_text, - "name": names.get(resource_text, ""), - "byteOffset": _int(getattr(bound, "byteOffset", 0)), - "byteSize": _int(getattr(bound, "byteSize", 0)), - }) - return rows - - -def open_capture(capture_path, replay_options=None): - return Capture(capture_path, replay_options) - - -def inspect_capture(capture_path, include_pipeline=False): - if rd is None: - return _invoke_worker( - "inspect_capture", - { - "capture_path": os.path.abspath(capture_path), - "include_pipeline": bool(include_pipeline), - }, - ) - with open_capture(capture_path) as capture: - actions = capture.actions() - result = capture.info() - result.update({ - "actions": actions, - "resources": capture.resources(), - "textures": capture.textures(), - "buffers": capture.buffers(), - }) - if include_pipeline: - snapshots = [] - for action in actions: - if action["eventId"] <= 0 or action["childCount"] != 0: - continue - pipeline = capture.set_event(action["eventId"]) - colors = [ - _rid(_descriptor_resource(target)) - for target in pipeline.GetOutputTargets() - if _descriptor_resource(target) != rd.ResourceId.Null() - ] - snapshots.append({ - "eventId": action["eventId"], - "colorOutputs": colors, - "depthOutput": _rid(_descriptor_resource(pipeline.GetDepthTarget())), - }) - result["pipelineSnapshots"] = snapshots - return result - - -def unpack_buffer(buffer_or_bytes, format_string, stride=None, max_elements=None): - """Decode buffer bytes into tuples with Python's standard ``struct`` module.""" - data = buffer_or_bytes.get("data") if isinstance(buffer_or_bytes, dict) else buffer_or_bytes - if not isinstance(data, (bytes, bytearray, memoryview)): - raise TypeError("buffer data must be bytes-like") - decoder = struct.Struct(format_string) - element_stride = decoder.size if stride is None else int(stride) - if element_stride < decoder.size or element_stride <= 0: - raise ValueError("stride must be at least the struct size") - count = len(data) // element_stride - if max_elements is not None: - count = min(count, max(0, int(max_elements))) - return [decoder.unpack_from(data, index * element_stride) for index in range(count)] - - -def buffers(capture_path): - with open_capture(capture_path) as capture: - return capture.buffers() - - -def compute_bindings(capture_path, event_id): - with open_capture(capture_path) as capture: - return capture.compute_bindings(event_id) - - -def buffer_data(capture_path, event_id, resource, offset=0, length=None): - with open_capture(capture_path) as capture: - return capture.buffer_data(event_id, resource, offset, length) - - -def save_texture(capture_path, event_id, resource, output_path, mip=0, slice_index=0): - with open_capture(capture_path) as capture: - return capture.save_texture(event_id, resource, output_path, mip, slice_index) - - -def _runtime_root(): - return os.path.abspath(os.path.join(os.path.dirname(__file__), "..", "runtime", "windows-x64")) - - -def _invoke_worker(method, arguments, timeout_seconds=120.0): - if rd is not None: - return _worker_dispatch(method, arguments) - runtime_root = _runtime_root() - qrenderdoc = os.path.join(runtime_root, "qrenderdoc.exe") - worker = os.path.join(os.path.dirname(__file__), "renderdoc_worker.py") - if not os.path.isfile(qrenderdoc): - raise RuntimeError("Bundled qrenderdoc.exe is missing: " + qrenderdoc) - if not os.path.isfile(worker): - raise RuntimeError("RenderDoc Python worker is missing: " + worker) - - with tempfile.TemporaryDirectory(prefix="locus-renderdoc-") as temp_dir: - request_path = os.path.join(temp_dir, "request.pkl") - response_path = os.path.join(temp_dir, "response.pkl") - with open(request_path, "wb") as handle: - pickle.dump( - {"method": method, "arguments": arguments}, - handle, - protocol=4, - ) - environment = os.environ.copy() - environment["LOCUS_RENDERDOC_REQUEST"] = request_path - environment["LOCUS_RENDERDOC_RESPONSE"] = response_path - environment["LOCUS_RENDERDOC_MODULE_ROOT"] = os.path.dirname(__file__) - environment.pop("PYTHONHOME", None) - environment.pop("PYTHONPATH", None) - creation_flags = getattr(subprocess, "CREATE_NO_WINDOW", 0) - process = subprocess.Popen( - [qrenderdoc, "--python=" + worker], - env=environment, - stdin=subprocess.DEVNULL, - stdout=subprocess.DEVNULL, - stderr=subprocess.DEVNULL, - creationflags=creation_flags, - ) - deadline = time.time() + float(timeout_seconds) - while not os.path.isfile(response_path): - if time.time() >= deadline: - try: - process.terminate() - except Exception: - pass - raise TimeoutError("RenderDoc Python worker timed out after {}s".format(timeout_seconds)) - if process.poll() is not None: - time.sleep(0.1) - if not os.path.isfile(response_path): - raise RuntimeError( - "RenderDoc Python worker exited with code {} before returning data".format( - process.returncode - ) - ) - time.sleep(0.02) - with open(response_path, "rb") as handle: - response = pickle.load(handle) - if not response.get("ok"): - message = response.get("error", "RenderDoc Python worker failed") - traceback_text = response.get("traceback") - if traceback_text: - message += "\n" + traceback_text - raise RuntimeError(message) - return response.get("value") - - -def _worker_dispatch(method, arguments): - capture_path = arguments["capture_path"] - if method == "inspect_capture": - return inspect_capture(capture_path, arguments.get("include_pipeline", False)) - with open_capture(capture_path) as capture: - if method == "info": - return capture.info() - if method == "actions": - return capture.actions() - if method == "resources": - return capture.resources() - if method == "textures": - return capture.textures() - if method == "buffers": - return capture.buffers() - if method == "compute_bindings": - return capture.compute_bindings(arguments["event_id"]) - if method == "buffer_data": - return capture.buffer_data( - arguments["event_id"], - arguments["resource"], - arguments.get("offset", 0), - arguments.get("length"), - ) - if method == "save_texture": - return capture.save_texture( - arguments["event_id"], - arguments["resource"], - arguments["output_path"], - arguments.get("mip", 0), - arguments.get("slice_index", 0), - ) - raise ValueError("Unsupported RenderDoc worker method: " + method) diff --git a/skills/graphics-debugger/scripts/locus_texture_analysis.py b/skills/graphics-debugger/scripts/locus_texture_analysis.py deleted file mode 100644 index f137d579..00000000 --- a/skills/graphics-debugger/scripts/locus_texture_analysis.py +++ /dev/null @@ -1,301 +0,0 @@ -#!/usr/bin/env python3 -"""Data-oriented texture statistics for Locus graphics-debugger exports.""" - -from __future__ import annotations - -import argparse -import json -import math -import sys -from pathlib import Path -from typing import Any - -__all__ = ["analyze_texture", "compare_textures"] - - -def _dependencies(): - try: - import numpy as np - from PIL import Image - except ImportError as exc: - raise RuntimeError( - "Texture analysis requires numpy and Pillow in the active Python runtime." - ) from exc - return np, Image - - -def _open(path: Path, crop: tuple[int, int, int, int] | None): - np, Image = _dependencies() - try: - image = Image.open(path) - image.load() - except Exception as exc: - if path.suffix.lower() == ".exr": - raise RuntimeError( - "The active Pillow runtime cannot decode this EXR. Install an EXR-capable " - "Pillow/OpenImageIO codec or export PNG for normalized analysis." - ) from exc - raise - - source_format = image.format or path.suffix.lstrip(".").upper() - source_mode = image.mode - if crop is not None: - x, y, width, height = crop - if width <= 0 or height <= 0: - raise ValueError("Crop width and height must be positive.") - image = image.crop((x, y, x + width, y + height)) - - if image.mode not in {"L", "LA", "RGB", "RGBA", "I", "F", "I;16"}: - image = image.convert("RGBA") - array = np.asarray(image) - if array.ndim == 2: - array = array[..., np.newaxis] - return image, array, source_format, source_mode - - -def _normalized(array): - np, _ = _dependencies() - if np.issubdtype(array.dtype, np.floating): - return array.astype(np.float64, copy=False), None - info = np.iinfo(array.dtype) - scale = float(info.max) - return array.astype(np.float64) / scale, scale - - -def _channel_names(mode: str, count: int) -> list[str]: - known = { - "L": ["l"], - "LA": ["l", "a"], - "RGB": ["r", "g", "b"], - "RGBA": ["r", "g", "b", "a"], - } - names = known.get(mode) - if names is not None and len(names) == count: - return names - return [f"c{index}" for index in range(count)] - - -def _round(value: Any, digits: int = 6): - np, _ = _dependencies() - if isinstance(value, (np.integer, int)): - return int(value) - result = float(value) - if not math.isfinite(result): - return None - return round(result, digits) - - -def _stats(values) -> dict[str, Any]: - np, _ = _dependencies() - percentiles = np.percentile(values, [1, 5, 50, 95, 99]) - return { - "min": _round(np.min(values)), - "max": _round(np.max(values)), - "mean": _round(np.mean(values)), - "std": _round(np.std(values)), - "p01": _round(percentiles[0]), - "p05": _round(percentiles[1]), - "p50": _round(percentiles[2]), - "p95": _round(percentiles[3]), - "p99": _round(percentiles[4]), - } - - -def _luminance(normalized, names: list[str]): - np, _ = _dependencies() - if all(channel in names for channel in ("r", "g", "b")): - red = normalized[..., names.index("r")] - green = normalized[..., names.index("g")] - blue = normalized[..., names.index("b")] - return 0.2126 * red + 0.7152 * green + 0.0722 * blue - return normalized[..., 0] - - -def _entropy(values, bins: int) -> float: - np, _ = _dependencies() - finite = values[np.isfinite(values)] - if finite.size == 0: - return 0.0 - low = float(np.min(finite)) - high = float(np.max(finite)) - if high <= low: - return 0.0 - histogram, _ = np.histogram(finite, bins=bins, range=(low, high)) - probabilities = histogram[histogram > 0].astype(np.float64) - probabilities /= probabilities.sum() - return float(-np.sum(probabilities * np.log2(probabilities))) - - -def analyze(path: Path, crop, bins: int) -> tuple[dict[str, Any], Any]: - np, _ = _dependencies() - image, array, source_format, source_mode = _open(path, crop) - normalized, integer_scale = _normalized(array) - names = _channel_names(image.mode, normalized.shape[2]) - luminance = _luminance(normalized, names) - - channels: dict[str, Any] = {} - for index, name in enumerate(names): - values = normalized[..., index] - channel = _stats(values) - channel["lowClipRatio"] = _round(np.mean(values <= 1.0 / 255.0)) - channel["highClipRatio"] = _round(np.mean(values >= 254.0 / 255.0)) - channels[name] = channel - - horizontal = np.abs(np.diff(luminance, axis=1)) if luminance.shape[1] > 1 else np.zeros((0,)) - vertical = np.abs(np.diff(luminance, axis=0)) if luminance.shape[0] > 1 else np.zeros((0,)) - edge_samples = horizontal.size + vertical.size - edge_count = int(np.count_nonzero(horizontal > 0.1) + np.count_nonzero(vertical > 0.1)) - - alpha = normalized[..., names.index("a")] if "a" in names else None - alpha_stats = None - if alpha is not None: - alpha_stats = { - **_stats(alpha), - "transparentRatio": _round(np.mean(alpha <= 1.0 / 255.0)), - "translucentRatio": _round( - np.mean((alpha > 1.0 / 255.0) & (alpha < 254.0 / 255.0)) - ), - "opaqueRatio": _round(np.mean(alpha >= 254.0 / 255.0)), - } - - flattened = normalized.reshape(-1, normalized.shape[2]) - if flattened.shape[0] > 250_000: - step = max(1, flattened.shape[0] // 250_000) - unique_sample = flattened[::step] - unique_is_sampled = True - else: - unique_sample = flattened - unique_is_sampled = False - quantized = np.clip(np.rint(unique_sample * 255.0), 0, 255).astype(np.uint8) - unique_colors = int(np.unique(quantized, axis=0).shape[0]) - - result: dict[str, Any] = { - "path": str(path.resolve()).replace("\\", "/"), - "format": source_format, - "sourceMode": source_mode, - "mode": image.mode, - "width": image.width, - "height": image.height, - "pixels": image.width * image.height, - "dtype": str(array.dtype), - "integerScale": integer_scale, - "channels": channels, - "luminance": { - **_stats(luminance), - "entropyBits": _round(_entropy(luminance, bins)), - "edgeDensity": _round(edge_count / edge_samples if edge_samples else 0.0), - }, - "uniqueColors8Bit": unique_colors, - "uniqueColorsSampled": unique_is_sampled, - } - if alpha_stats is not None: - result["alpha"] = alpha_stats - return result, normalized - - -def compare(left, right) -> dict[str, Any]: - np, _ = _dependencies() - if left.shape != right.shape: - raise ValueError( - f"Compared textures must have the same shape: {left.shape} != {right.shape}." - ) - difference = np.abs(left - right) - squared = np.square(left - right) - mae = float(np.mean(difference)) - mse = float(np.mean(squared)) - rmse = math.sqrt(mse) - psnr = None if mse == 0 else 10.0 * math.log10(1.0 / mse) - pixel_difference = np.max(difference, axis=2) - return { - "mae": _round(mae), - "rmse": _round(rmse), - "psnrDb": _round(psnr) if psnr is not None else None, - "maxAbsoluteError": _round(np.max(difference)), - "changedPixelRatio": _round(np.mean(pixel_difference > 1.0 / 255.0)), - "changedPixelRatio1Percent": _round(np.mean(pixel_difference > 0.01)), - "identical": bool(np.array_equal(left, right)), - } - - -def analyze_texture( - path: str | Path, - crop: tuple[int, int, int, int] | None = None, - histogram_bins: int = 256, -) -> dict[str, Any]: - """Analyze one texture and return ordinary Python data types.""" - source = Path(path) - if not source.is_file(): - raise FileNotFoundError(source) - bins = max(16, min(4096, int(histogram_bins))) - report, _ = analyze(source, crop, bins) - return report - - -def compare_textures( - left_path: str | Path, - right_path: str | Path, - crop: tuple[int, int, int, int] | None = None, - histogram_bins: int = 256, -) -> dict[str, Any]: - """Analyze and compare two same-shaped textures.""" - left_source = Path(left_path) - right_source = Path(right_path) - if not left_source.is_file(): - raise FileNotFoundError(left_source) - if not right_source.is_file(): - raise FileNotFoundError(right_source) - bins = max(16, min(4096, int(histogram_bins))) - left_report, left = analyze(left_source, crop, bins) - right_report, right = analyze(right_source, crop, bins) - return { - "left": left_report, - "right": right_report, - "comparison": compare(left, right), - } - - -def parse_crop(value: str | None): - if value is None: - return None - parts = [int(part.strip()) for part in value.split(",")] - if len(parts) != 4: - raise argparse.ArgumentTypeError("--crop must be x,y,width,height") - return tuple(parts) - - -def main() -> int: - parser = argparse.ArgumentParser(description=__doc__) - parser.add_argument("--input", required=True, type=Path) - parser.add_argument("--compare", type=Path) - parser.add_argument("--output", type=Path) - parser.add_argument("--crop", help="x,y,width,height") - parser.add_argument("--histogram-bins", type=int, default=256) - args = parser.parse_args() - - try: - crop = parse_crop(args.crop) - if not args.input.is_file(): - raise FileNotFoundError(args.input) - bins = max(16, min(4096, args.histogram_bins)) - analysis, normalized = analyze(args.input, crop, bins) - if args.compare is not None: - if not args.compare.is_file(): - raise FileNotFoundError(args.compare) - compared, compared_normalized = analyze(args.compare, crop, bins) - analysis["comparison"] = { - "path": compared["path"], - **compare(normalized, compared_normalized), - } - payload = json.dumps(analysis, ensure_ascii=False, separators=(",", ":"), allow_nan=False) - if args.output is not None: - args.output.parent.mkdir(parents=True, exist_ok=True) - args.output.write_text(payload + "\n", encoding="utf-8") - print(payload) - return 0 - except Exception as exc: - print(json.dumps({"error": str(exc)}, ensure_ascii=False, separators=(",", ":")), file=sys.stderr) - return 1 - - -if __name__ == "__main__": - raise SystemExit(main()) diff --git a/skills/graphics-debugger/scripts/renderdoc_worker.py b/skills/graphics-debugger/scripts/renderdoc_worker.py deleted file mode 100644 index 6b1f2f42..00000000 --- a/skills/graphics-debugger/scripts/renderdoc_worker.py +++ /dev/null @@ -1,52 +0,0 @@ -"""qrenderdoc-hosted worker for the importable locus_renderdoc facade.""" - -import os - - -def main(): - request_path = os.environ["LOCUS_RENDERDOC_REQUEST"] - response_path = os.environ["LOCUS_RENDERDOC_RESPONSE"] - response = {"ok": False} - try: - import pickle - import sys - import traceback - - scripts_dir = os.environ["LOCUS_RENDERDOC_MODULE_ROOT"] - if scripts_dir not in sys.path: - sys.path.insert(0, scripts_dir) - import locus_renderdoc - - with open(request_path, "rb") as handle: - request = pickle.load(handle) - response["value"] = locus_renderdoc._worker_dispatch( - request["method"], - request.get("arguments", {}), - ) - response["ok"] = True - except BaseException as error: - response["error"] = "{}: {}".format(type(error).__name__, error) - try: - response["traceback"] = traceback.format_exc() - except Exception: - pass - - import pickle - temporary = response_path + ".tmp" - try: - with open(temporary, "wb") as handle: - pickle.dump(response, handle, protocol=4) - except Exception as error: - response = { - "ok": False, - "error": "Response serialization failed: {}: {}".format( - type(error).__name__, error - ), - } - with open(temporary, "wb") as handle: - pickle.dump(response, handle, protocol=4) - os.replace(temporary, response_path) - return 0 if response["ok"] else 1 - - -raise SystemExit(main()) diff --git a/skills/graphics-debugger/skill.json b/skills/graphics-debugger/skill.json deleted file mode 100644 index eb456971..00000000 --- a/skills/graphics-debugger/skill.json +++ /dev/null @@ -1,41 +0,0 @@ -{ - "schema": "locus.skill.v1", - "id": "graphics-debugger", - "name": "Unity Graphics Debugger", - "version": "1.0.0", - "injectMode": "excerpt", - "ignoredMarkdownFiles": ["runtime/**/LICENSE.md"], - "description": "Use for Unity 6.3+ rendering diagnosis: inspect frame events and render targets with the built-in Frame Debugger, or capture and replay a GPU frame with RenderDoc for actions, passes, buffers, pipeline state, and intermediate textures.", - "argumentHint": "", - "command": { - "enabled": true, - "trigger": "/graphics-debugger", - "argumentHint": "" - }, - "capabilities": { - "unity": [ - { - "name": "frame-debugger-csharp-api", - "path": "unity/Editor/FrameDebuggerApi.cs", - "api": "unity_execute" - }, - { - "name": "renderdoc-csharp-api", - "path": "unity/Editor/RenderDocCapture.cs", - "api": "unity_execute" - } - ], - "python": [ - { - "name": "renderdoc-python-api", - "path": "scripts/locus_renderdoc.py", - "module": "locus_renderdoc" - }, - { - "name": "texture-analysis-python-api", - "path": "scripts/locus_texture_analysis.py", - "module": "locus_texture_analysis" - } - ] - } -} diff --git a/skills/graphics-debugger/unity/Editor/FrameDebuggerApi.cs b/skills/graphics-debugger/unity/Editor/FrameDebuggerApi.cs deleted file mode 100644 index 180a25c4..00000000 --- a/skills/graphics-debugger/unity/Editor/FrameDebuggerApi.cs +++ /dev/null @@ -1,1407 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Globalization; -using System.IO; -using System.Reflection; -using System.Text; -using System.Threading; -using System.Threading.Tasks; - -using UnityEditor; -using UnityEngine; -using UnityEngine.Experimental.Rendering; -using UnityEngine.Rendering; - -namespace Locus.Skills -{ - /// - /// Stable public facade over Unity 6.3/6.5's built-in Frame Debugger. - /// Unity keeps its detailed API internal, so all version-sensitive access - /// is isolated in FrameDebuggerReflection. - /// - public static class FrameDebuggerApi - { - public static FrameDebuggerStatus Status() - { - return FrameDebuggerRuntime.Status(); - } - - public static FrameDebuggerStatus Enable(int? remotePlayerId = null) - { - return FrameDebuggerRuntime.Enable(remotePlayerId); - } - - public static FrameDebuggerStatus Disable() - { - return FrameDebuggerRuntime.Disable(); - } - - public static Task CaptureAsync( - int timeoutMs = 15000, - CancellationToken cancellationToken = default(CancellationToken)) - { - return FrameDebuggerRuntime.CaptureAsync(timeoutMs, cancellationToken); - } - - public static FrameEventList Events(FrameEventQuery query = null) - { - return FrameDebuggerRuntime.Events(query ?? new FrameEventQuery()); - } - - public static FrameEventSummary Select(int index) - { - return FrameDebuggerRuntime.Select(index); - } - - [Obsolete("Use await FrameDebuggerApi.EventAsync(index, ...) when selecting an event. Event only reads data already available to the Editor.")] - public static FrameEventDetail Event(int index, FrameEventOptions options = null) - { - return FrameDebuggerRuntime.Event(index, options ?? new FrameEventOptions()); - } - - public static Task EventAsync( - int index, - FrameEventOptions options = null, - int timeoutMs = 5000, - CancellationToken cancellationToken = default(CancellationToken)) - { - return FrameDebuggerRuntime.EventAsync(index, options ?? new FrameEventOptions(), timeoutMs, cancellationToken); - } - - public static Task ExportRenderTargetAsync( - int index, - FrameTextureExportOptions options = null, - CancellationToken cancellationToken = default(CancellationToken)) - { - return FrameDebuggerRuntime.ExportRenderTargetAsync( - index, - options ?? new FrameTextureExportOptions(), - cancellationToken); - } - - public static string Json(object value) - { - return FrameDebuggerJson.Serialize(value); - } - } - - public enum FrameTextureFormat - { - Png, - Exr, - Tga - } - - public sealed class FrameEventQuery - { - public int FromIndex { get; set; } - public int MaxEvents { get; set; } = 120; - public string NameContains { get; set; } - public string TypeContains { get; set; } - public string ObjectNameContains { get; set; } - public bool Reverse { get; set; } - } - - public sealed class FrameEventOptions - { - public bool IncludeRenderState { get; set; } = true; - public bool IncludeShaderProperties { get; set; } - public int MaxShaderProperties { get; set; } = 48; - } - - public sealed class FrameTextureExportOptions - { - public int TimeoutMs { get; set; } = 5000; - public FrameTextureFormat Format { get; set; } = FrameTextureFormat.Png; - public string OutputDirectory { get; set; } - public string FileName { get; set; } - public int RenderTargetIndex { get; set; } - public string Channels { get; set; } = "RGBA"; - public float BlackLevel { get; set; } - public float WhiteLevel { get; set; } = 1f; - public bool? FlipY { get; set; } - public bool WriteMetadata { get; set; } = true; - } - - public sealed class FrameDebuggerStatus - { - public bool Enabled { get; internal set; } - public bool Remote { get; internal set; } - public bool LocallySupported { get; internal set; } - public bool ReceivingRemoteData { get; internal set; } - public int Count { get; internal set; } - public int SelectedIndex { get; internal set; } - public int EventsHash { get; internal set; } - public int RemotePlayerId { get; internal set; } - public string UnityVersion { get; internal set; } - public string EditorStatus { get; internal set; } - } - - public sealed class FrameEventList - { - public int TotalCount { get; internal set; } - public int MatchedCount { get; internal set; } - public bool Truncated { get; internal set; } - public IList Events { get; internal set; } - public int Count { get { return Events == null ? 0 : Events.Count; } } - } - - public sealed class FrameEventSummary - { - public int Index { get; internal set; } - public string Type { get; internal set; } - public string Name { get; internal set; } - public string ObjectName { get; internal set; } - public string ObjectType { get; internal set; } - } - - public sealed class FrameRenderTargetInfo - { - public string Name { get; internal set; } - public int Width { get; internal set; } - public int Height { get; internal set; } - public string Format { get; internal set; } - public int FormatCode { get; internal set; } - public string Dimension { get; internal set; } - public int CubemapFace { get; internal set; } - public int TargetCount { get; internal set; } - public bool HasDepth { get; internal set; } - public bool HasStencil { get; internal set; } - public bool IsBackBuffer { get; internal set; } - public bool Memoryless { get; internal set; } - public int DisplayIndex { get; internal set; } - public string LoadAction { get; internal set; } - public string StoreAction { get; internal set; } - } - - public sealed class FrameShaderProperty - { - public string Category { get; internal set; } - public string Name { get; internal set; } - public object Value { get; internal set; } - public string TextureName { get; internal set; } - public int Flags { get; internal set; } - } - - public sealed class FrameEventDetail - { - public int Index { get; internal set; } - public string Type { get; internal set; } - public string Name { get; internal set; } - public string ObjectName { get; internal set; } - public string ObjectType { get; internal set; } - public int? VertexCount { get; internal set; } - public int? IndexCount { get; internal set; } - public int? InstanceCount { get; internal set; } - public int? DrawCallCount { get; internal set; } - public string Shader { get; internal set; } - public string OriginalShader { get; internal set; } - public string Pass { get; internal set; } - public string LightMode { get; internal set; } - public int? SubShaderIndex { get; internal set; } - public int? ShaderPassIndex { get; internal set; } - public string ShaderKeywords { get; internal set; } - public string Mesh { get; internal set; } - public int? MeshSubset { get; internal set; } - public string ComputeShader { get; internal set; } - public string ComputeKernel { get; internal set; } - public int[] ComputeThreadGroups { get; internal set; } - public int[] ComputeGroupSize { get; internal set; } - public string RayTracingShader { get; internal set; } - public string RayTracingPass { get; internal set; } - public int[] RayTracingDispatch { get; internal set; } - public FrameRenderTargetInfo RenderTarget { get; internal set; } - public IDictionary BlendState { get; internal set; } - public IDictionary RasterState { get; internal set; } - public IDictionary DepthState { get; internal set; } - public IDictionary StencilState { get; internal set; } - public IList ShaderProperties { get; internal set; } - public bool ShaderPropertiesTruncated { get; internal set; } - } - - public sealed class FrameTextureExportResult - { - public int EventIndex { get; internal set; } - public int RenderTargetIndex { get; internal set; } - public string TexturePath { get; internal set; } - public string MetadataPath { get; internal set; } - public string Format { get; internal set; } - public int Width { get; internal set; } - public int Height { get; internal set; } - public string SourceFormat { get; internal set; } - public string Channels { get; internal set; } - public bool FlippedY { get; internal set; } - public FrameEventSummary Event { get; internal set; } - } - - internal static class FrameDebuggerRuntime - { - private static readonly SemaphoreSlim SelectionGate = new SemaphoreSlim(1, 1); - private static int _captureRevision; - - internal static FrameDebuggerStatus Status() - { - FrameDebuggerReflection.EnsureAvailable(); - int limit = FrameDebuggerReflection.IntProperty("limit", 0); - return new FrameDebuggerStatus - { - Enabled = UnityEngine.FrameDebugger.enabled, - Remote = FrameDebuggerReflection.IsRemoteEnabled(), - LocallySupported = FrameDebuggerReflection.BoolProperty("locallySupported", false), - ReceivingRemoteData = FrameDebuggerReflection.IsRemoteEnabled() - && FrameDebuggerReflection.BoolProperty("receivingRemoteFrameEventData", false), - Count = FrameDebuggerReflection.IntProperty("count", 0), - SelectedIndex = limit <= 0 ? -1 : limit - 1, - EventsHash = FrameDebuggerReflection.IntProperty("eventsHash", 0), - RemotePlayerId = Convert.ToInt32(FrameDebuggerReflection.Invoke("GetRemotePlayerGUID"), CultureInfo.InvariantCulture), - UnityVersion = Application.unityVersion, - EditorStatus = EditorApplication.isPlaying - ? (EditorApplication.isPaused ? "playing_paused" : "playing") - : "editing" - }; - } - - internal static FrameDebuggerStatus Enable(int? remotePlayerId) - { - FrameDebuggerReflection.EnsureAvailable(); - if (UnityEngine.FrameDebugger.enabled) - return Status(); - _captureRevision++; - if (!remotePlayerId.HasValue && !FrameDebuggerReflection.BoolProperty("locallySupported", false)) - throw new InvalidOperationException("Unity reports that local Frame Debugger capture is unsupported for the current graphics device."); - EnsurePlayModeView(); - if (!remotePlayerId.HasValue && EditorApplication.isPlaying && !EditorApplication.isPaused) - EditorApplication.isPaused = true; - if (!remotePlayerId.HasValue && FrameDebuggerReflection.TryEnableWithBuiltInWindow()) - return Status(); - int target = remotePlayerId ?? FrameDebuggerReflection.ConnectedProfilerId(); - if (target < 0) - target = 0; - FrameDebuggerReflection.Invoke("SetEnabled", true, target); - return Status(); - } - - internal static FrameDebuggerStatus Disable() - { - FrameDebuggerReflection.EnsureAvailable(); - _captureRevision++; - if (UnityEngine.FrameDebugger.enabled) - { - if (!FrameDebuggerReflection.TryDisableWithBuiltInWindow()) - { - int target = Convert.ToInt32( - FrameDebuggerReflection.Invoke("GetRemotePlayerGUID"), - CultureInfo.InvariantCulture); - FrameDebuggerReflection.Invoke("SetEnabled", false, target); - } - SceneView.RepaintAll(); - } - return Status(); - } - - internal static async Task CaptureAsync( - int timeoutMs, - CancellationToken cancellationToken) - { - cancellationToken.ThrowIfCancellationRequested(); - double deadline = Deadline(timeoutMs); - await EnterSelectionAsync(deadline, cancellationToken); - bool wasEnabled = UnityEngine.FrameDebugger.enabled; - int revision = wasEnabled ? _captureRevision : _captureRevision + 1; - try - { - cancellationToken.ThrowIfCancellationRequested(); - Enable(null); - revision = _captureRevision; - await WaitUntilAsync( - delegate - { - RequireCaptureRevision(revision); - RepaintRenderingViews(); - bool remote = FrameDebuggerReflection.IsRemoteEnabled(); - return FrameDebuggerReflection.IntProperty("count", 0) > 0 - && (!remote || !FrameDebuggerReflection.BoolProperty("receivingRemoteFrameEventData", false)) - && (remote || !FrameDebuggerReflection.IsWindowInitializing()); - }, - deadline, cancellationToken, - "Timed out waiting for Unity Frame Debugger events."); - return Status(); - } - catch - { - // Release only the capture this call enabled. Keep Play Mode paused. - if (!wasEnabled && revision == _captureRevision) - Disable(); - throw; - } - finally { SelectionGate.Release(); } - } - - internal static FrameEventList Events(FrameEventQuery query) - { - RequireCapturedFrame(); - Array events = FrameDebuggerReflection.Events(); - int from = Math.Max(0, query.FromIndex); - int maximum = Math.Max(1, Math.Min(5000, query.MaxEvents)); - List matched = new List(); - int matchedCount = 0; - if (!query.Reverse) - { - for (int i = from; i < events.Length; i++) - AddMatchingEvent(events, i, query, maximum, matched, ref matchedCount); - } - else - { - int start = query.FromIndex > 0 ? Math.Min(query.FromIndex, events.Length - 1) : events.Length - 1; - for (int i = start; i >= 0; i--) - AddMatchingEvent(events, i, query, maximum, matched, ref matchedCount); - } - return new FrameEventList - { - TotalCount = events.Length, - MatchedCount = matchedCount, - Truncated = matchedCount > matched.Count, - Events = matched - }; - } - - internal static FrameEventSummary Select(int index) - { - RequireSelectionIdle(); - return SelectCore(index); - } - - private static FrameEventSummary SelectCore(int index) - { - RequireCapturedFrame(); - Array events = FrameDebuggerReflection.Events(); - ValidateEventIndex(index, events.Length); - FrameDebuggerReflection.SetProperty("limit", index + 1); - RepaintRenderingViews(); - return Summary(events, index); - } - - internal static FrameEventDetail Event(int index, FrameEventOptions options) - { - RequireSelectionIdle(); - FrameEventSummary summary = SelectCore(index); - object data = FrameDebuggerReflection.EventData(index); - return DescribeEvent(index, options, summary, data); - } - - internal static async Task EventAsync( - int index, FrameEventOptions options, int timeoutMs, CancellationToken cancellationToken) - { - cancellationToken.ThrowIfCancellationRequested(); - double deadline = Deadline(timeoutMs); - await EnterSelectionAsync(deadline, cancellationToken); - try - { - FrameEventSummary summary = SelectCore(index); - object data = await WaitForEventDataAsync(index, null, deadline, cancellationToken); - return DescribeEvent(index, options, summary, data); - } - finally { SelectionGate.Release(); } - } - - private static FrameEventDetail DescribeEvent(int index, FrameEventOptions options, FrameEventSummary summary, object data) - { - FrameEventDetail detail = new FrameEventDetail - { - Index = index, - Type = summary.Type, - Name = summary.Name, - ObjectName = summary.ObjectName, - ObjectType = summary.ObjectType, - VertexCount = PositiveInt(data, "m_VertexCount"), - IndexCount = PositiveInt(data, "m_IndexCount"), - InstanceCount = PositiveInt(data, "m_InstanceCount"), - DrawCallCount = PositiveInt(data, "m_DrawCallCount"), - Shader = Text(data, "m_RealShaderName"), - OriginalShader = Text(data, "m_OriginalShaderName"), - Pass = Text(data, "m_PassName"), - LightMode = Text(data, "m_PassLightMode"), - SubShaderIndex = NonNegativeInt(data, "m_SubShaderIndex"), - ShaderPassIndex = NonNegativeInt(data, "m_ShaderPassIndex"), - ShaderKeywords = Text(data, "shaderKeywords"), - Mesh = ObjectName(FrameDebuggerReflection.Field(data, "m_Mesh")), - MeshSubset = NonNegativeInt(data, "m_MeshSubset"), - ComputeShader = Text(data, "m_ComputeShaderName"), - ComputeKernel = Text(data, "m_ComputeShaderKernelName"), - RayTracingShader = Text(data, "m_RayTracingShaderName"), - RayTracingPass = Text(data, "m_RayTracingShaderPassName"), - RenderTarget = RenderTarget(data) - }; - if (!string.IsNullOrEmpty(detail.ComputeShader)) - { - detail.ComputeThreadGroups = IntArray(data, - "m_ComputeShaderThreadGroupsX", "m_ComputeShaderThreadGroupsY", "m_ComputeShaderThreadGroupsZ"); - detail.ComputeGroupSize = IntArray(data, - "m_ComputeShaderGroupSizeX", "m_ComputeShaderGroupSizeY", "m_ComputeShaderGroupSizeZ"); - } - if (!string.IsNullOrEmpty(detail.RayTracingShader)) - { - detail.RayTracingDispatch = IntArray(data, - "m_RayTracingShaderWidth", "m_RayTracingShaderHeight", "m_RayTracingShaderDepth"); - } - if (options.IncludeRenderState) - { - detail.BlendState = State(FrameDebuggerReflection.Field(data, "m_BlendState")); - detail.RasterState = State(FrameDebuggerReflection.Field(data, "m_RasterState")); - detail.DepthState = State(FrameDebuggerReflection.Field(data, "m_DepthState")); - detail.StencilState = State(FrameDebuggerReflection.Field(data, "m_StencilState")); - } - if (options.IncludeShaderProperties) - { - int maximum = Math.Max(1, Math.Min(512, options.MaxShaderProperties)); - detail.ShaderProperties = ShaderProperties(data, maximum, out bool truncated); - detail.ShaderPropertiesTruncated = truncated; - } - return detail; - } - - internal static async Task ExportRenderTargetAsync( - int index, - FrameTextureExportOptions options, - CancellationToken cancellationToken) - { - cancellationToken.ThrowIfCancellationRequested(); - double deadline = Deadline(options.TimeoutMs); - await EnterSelectionAsync(deadline, cancellationToken); - try { return await ExportRenderTargetCoreAsync(index, options, deadline, cancellationToken); } - finally { SelectionGate.Release(); } - } - - private static async Task ExportRenderTargetCoreAsync( - int index, FrameTextureExportOptions options, double deadline, CancellationToken cancellationToken) - { - RequireCapturedFrame(); - if (options.WhiteLevel <= options.BlackLevel) - throw new ArgumentException("WhiteLevel must be greater than BlackLevel."); - SelectCore(index); - Vector4 channels = Channels(options.Channels); - FrameDebuggerReflection.Invoke( - "SetRenderTargetDisplayOptions", - options.RenderTargetIndex, - channels, - options.BlackLevel, - options.WhiteLevel); - object data = await WaitForEventDataAsync(index, options.RenderTargetIndex, deadline, cancellationToken); - cancellationToken.ThrowIfCancellationRequested(); - RenderTexture source = FrameDebuggerReflection.Field(data, "m_RenderTargetRenderTexture") as RenderTexture; - FrameRenderTargetInfo sourceInfo = RenderTarget(data); - if (source == null) - { - throw new InvalidOperationException( - "Frame event " + index + " has no readable Render Target for display index " - + options.RenderTargetIndex + "."); - } - - int width = sourceInfo.Width > 0 ? sourceInfo.Width : source.width; - int height = sourceInfo.Height > 0 ? sourceInfo.Height : source.height; - bool flipY = options.FlipY ?? (sourceInfo.IsBackBuffer && SystemInfo.graphicsUVStartsAtTop); - string directory = ResolveOutputDirectory(options.OutputDirectory); - Directory.CreateDirectory(directory); - string extension = Extension(options.Format); - string fileName = ResolveFileName(options.FileName, index, extension); - string texturePath = Path.GetFullPath(Path.Combine(directory, fileName)); - - RenderTexture copy = null; - Texture2D readable = null; - RenderTexture previous = RenderTexture.active; - try - { - RenderTextureFormat copyFormat = options.Format == FrameTextureFormat.Exr - ? RenderTextureFormat.ARGBHalf - : RenderTextureFormat.ARGB32; - copy = RenderTexture.GetTemporary( - width, - height, - 0, - copyFormat, - RenderTextureReadWrite.Linear); - FrameDebuggerReflection.BlitRenderTarget( - source, - copy, - width, - height, - channels, - new Vector4(options.BlackLevel, options.WhiteLevel, 0f, 0f), - flipY, - QualitySettings.activeColorSpace == ColorSpace.Linear); - RenderTexture.active = copy; - TextureFormat readableFormat = options.Format == FrameTextureFormat.Exr - ? TextureFormat.RGBAHalf - : TextureFormat.RGBA32; - readable = new Texture2D(width, height, readableFormat, false, true); - readable.ReadPixels(new Rect(0, 0, width, height), 0, 0, false); - readable.Apply(false, false); - byte[] bytes; - switch (options.Format) - { - case FrameTextureFormat.Exr: - bytes = readable.EncodeToEXR(Texture2D.EXRFlags.CompressZIP); - break; - case FrameTextureFormat.Tga: - bytes = readable.EncodeToTGA(); - break; - default: - bytes = readable.EncodeToPNG(); - break; - } - if (bytes == null || bytes.Length == 0) - throw new InvalidOperationException("Unity returned an empty encoded texture."); - File.WriteAllBytes(texturePath, bytes); - } - finally - { - RenderTexture.active = previous; - if (readable != null) - UnityEngine.Object.DestroyImmediate(readable); - if (copy != null) - RenderTexture.ReleaseTemporary(copy); - } - - FrameEventSummary summary = Summary(FrameDebuggerReflection.Events(), index); - FrameTextureExportResult result = new FrameTextureExportResult - { - EventIndex = index, - RenderTargetIndex = options.RenderTargetIndex, - TexturePath = texturePath.Replace('\\', '/'), - Format = options.Format.ToString().ToLowerInvariant(), - Width = width, - Height = height, - SourceFormat = sourceInfo.Format, - Channels = NormalizeChannels(options.Channels), - FlippedY = flipY, - Event = summary - }; - if (options.WriteMetadata) - { - string metadataPath = Path.ChangeExtension(texturePath, null) + ".metadata.json"; - File.WriteAllText(metadataPath, FrameDebuggerJson.Serialize(new - { - export = result, - renderTarget = sourceInfo, - unityVersion = Application.unityVersion, - graphicsDevice = SystemInfo.graphicsDeviceType.ToString(), - colorSpace = QualitySettings.activeColorSpace.ToString() - }), new UTF8Encoding(false)); - result.MetadataPath = metadataPath.Replace('\\', '/'); - } - return result; - } - - private static void AddMatchingEvent( - Array events, - int index, - FrameEventQuery query, - int maximum, - List output, - ref int matchedCount) - { - FrameEventSummary summary = Summary(events, index); - if (!Contains(summary.Name, query.NameContains) - || !Contains(summary.Type, query.TypeContains) - || !Contains(summary.ObjectName, query.ObjectNameContains)) - return; - matchedCount++; - if (output.Count < maximum) - output.Add(summary); - } - - private static FrameEventSummary Summary(Array events, int index) - { - object item = events.GetValue(index); - object type = FrameDebuggerReflection.Field(item, "m_Type"); - UnityEngine.Object owner = FrameDebuggerReflection.Field(item, "m_Obj") as UnityEngine.Object; - if (owner == null) - owner = FrameDebuggerReflection.Invoke("GetFrameEventObject", index) as UnityEngine.Object; - string name = Convert.ToString( - FrameDebuggerReflection.Invoke("GetFrameEventInfoName", index), - CultureInfo.InvariantCulture); - return new FrameEventSummary - { - Index = index, - Type = type == null ? null : type.ToString(), - Name = name, - ObjectName = owner == null ? null : owner.name, - ObjectType = owner == null ? null : owner.GetType().Name - }; - } - - private static FrameRenderTargetInfo RenderTarget(object data) - { - int formatCode = Int(data, "m_RenderTargetFormat"); - string format = EnumName(typeof(GraphicsFormat), formatCode); - RenderTexture rt = FrameDebuggerReflection.Field(data, "m_RenderTargetRenderTexture") as RenderTexture; - if (rt != null && rt.graphicsFormat != GraphicsFormat.None) - format = rt.graphicsFormat.ToString(); - return new FrameRenderTargetInfo - { - Name = Text(data, "m_RenderTargetName") ?? (rt == null ? null : rt.name), - Width = Int(data, "m_RenderTargetWidth"), - Height = Int(data, "m_RenderTargetHeight"), - Format = format, - FormatCode = formatCode, - Dimension = EnumName(typeof(TextureDimension), Int(data, "m_RenderTargetDimension")), - CubemapFace = Int(data, "m_RenderTargetCubemapFace"), - TargetCount = Int(data, "m_RenderTargetCount"), - HasDepth = Int(data, "m_RenderTargetHasDepthTexture") != 0, - HasStencil = Int(data, "m_RenderTargetHasStencilBits") != 0, - IsBackBuffer = Bool(data, "m_RenderTargetIsBackBuffer"), - Memoryless = Int(data, "m_RenderTargetMemoryless") != 0, - DisplayIndex = Int(data, "m_RTDisplayIndex"), - LoadAction = EnumName(typeof(RenderBufferLoadAction), Int(data, "m_RenderTargetLoadAction")), - StoreAction = EnumName(typeof(RenderBufferStoreAction), Int(data, "m_RenderTargetStoreAction")) - }; - } - - private static IDictionary State(object state) - { - if (state == null) - return null; - Dictionary output = new Dictionary(StringComparer.Ordinal); - FieldInfo[] fields = state.GetType().GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - for (int i = 0; i < fields.Length; i++) - { - string name = fields[i].Name; - if (name.StartsWith("m_", StringComparison.Ordinal)) - name = name.Substring(2); - object value = fields[i].GetValue(state); - output[name] = value is Enum ? value.ToString() : value; - } - return output; - } - - private static IList ShaderProperties( - object data, - int maximum, - out bool truncated) - { - List output = new List(); - object info = FrameDebuggerReflection.Field(data, "m_ShaderInfo"); - int total = 0; - AddShaderProperties(info, "Keyword", "m_Keywords", output, maximum, ref total); - AddShaderProperties(info, "Texture", "m_Textures", output, maximum, ref total); - AddShaderProperties(info, "Int", "m_Ints", output, maximum, ref total); - AddShaderProperties(info, "Float", "m_Floats", output, maximum, ref total); - AddShaderProperties(info, "Vector", "m_Vectors", output, maximum, ref total); - AddShaderProperties(info, "Matrix", "m_Matrices", output, maximum, ref total); - AddShaderProperties(info, "Buffer", "m_Buffers", output, maximum, ref total); - AddShaderProperties(info, "ConstantBuffer", "m_CBuffers", output, maximum, ref total); - truncated = total > output.Count; - return output; - } - - private static void AddShaderProperties( - object info, - string category, - string field, - List output, - int maximum, - ref int total) - { - Array values = FrameDebuggerReflection.Field(info, field) as Array; - if (values == null) - return; - for (int i = 0; i < values.Length; i++) - { - total++; - if (output.Count >= maximum) - continue; - object value = values.GetValue(i); - object propertyValue = FrameDebuggerReflection.Field(value, "m_Value"); - if (propertyValue is UnityEngine.Object) - propertyValue = ObjectName(propertyValue); - output.Add(new FrameShaderProperty - { - Category = category, - Name = Text(value, "m_Name"), - Value = CompactValue(propertyValue), - TextureName = Text(value, "m_TextureName"), - Flags = Int(value, "m_Flags") - }); - } - } - - private static object CompactValue(object value) - { - if (value is Matrix4x4) - { - Matrix4x4 matrix = (Matrix4x4)value; - float[] output = new float[16]; - for (int i = 0; i < 16; i++) - output[i] = matrix[i]; - return output; - } - if (value is Vector4) - { - Vector4 vector = (Vector4)value; - return new float[] { vector.x, vector.y, vector.z, vector.w }; - } - return value; - } - - private static double Deadline(int timeoutMs) - { - return EditorApplication.timeSinceStartup + Math.Max(100, Math.Min(60000, timeoutMs)) / 1000.0; - } - - private static int RemainingMilliseconds(double deadline) - { - return Math.Max(0, (int)Math.Ceiling((deadline - EditorApplication.timeSinceStartup) * 1000)); - } - - private static async Task EnterSelectionAsync(double deadline, CancellationToken cancellationToken) - { - if (!await SelectionGate.WaitAsync(RemainingMilliseconds(deadline), cancellationToken)) - throw new TimeoutException("Timed out waiting for the current Frame Debugger operation."); - } - - private static void RequireSelectionIdle() - { - if (SelectionGate.CurrentCount == 0) - throw new InvalidOperationException("A Frame Debugger operation is in progress. Await EventAsync() to read events in sequence."); - } - - private static void RequireCaptureRevision(int revision) - { - if (revision != _captureRevision || !UnityEngine.FrameDebugger.enabled) - throw new InvalidOperationException("Frame Debugger capture was disabled or replaced while waiting for data."); - } - - private static async Task WaitForEventDataAsync( - int index, int? renderTargetIndex, double deadline, CancellationToken cancellationToken) - { - int revision = _captureRevision; - int eventsHash = FrameDebuggerReflection.IntProperty("eventsHash", 0); - Action validate = delegate - { - RequireCaptureRevision(revision); - if (FrameDebuggerReflection.IntProperty("eventsHash", 0) != eventsHash) - throw new InvalidOperationException("The captured frame changed while reading event " + index + ". Capture the frame again."); - if (FrameDebuggerReflection.IntProperty("limit", 0) != index + 1) - throw new InvalidOperationException("Frame Debugger selection changed while reading event " + index + ". Retry EventAsync()."); - }; - object data = null; - await WaitUntilAsync( - delegate - { - validate(); - RepaintRenderingViews(); - object candidate; - if (!FrameDebuggerReflection.TryEventData(index, out candidate)) return false; - if (renderTargetIndex.HasValue && Int(candidate, "m_RTDisplayIndex") != renderTargetIndex.Value) - return false; - data = candidate; - return true; - }, - deadline, cancellationToken, - "Timed out waiting for Frame Debugger data for event " + index + ".", - false); - validate(); - return data; - } - - private static async Task WaitUntilAsync( - Func predicate, - double deadline, - CancellationToken cancellationToken, - string timeoutMessage, - bool checkImmediately = true) - { - cancellationToken.ThrowIfCancellationRequested(); - var source = new TaskCompletionSource(); - EditorApplication.CallbackFunction callback = null; - callback = delegate - { - if (source.Task.IsCompleted) return; - try - { - if (cancellationToken.IsCancellationRequested) - source.TrySetCanceled(); - else if (EditorApplication.timeSinceStartup >= deadline) - source.TrySetException(new TimeoutException(timeoutMessage)); - else if (predicate()) - source.TrySetResult(true); - } - catch (Exception exception) { source.TrySetException(exception); } - }; - using (var timeout = new CancellationTokenSource()) - using (cancellationToken.Register(() => source.TrySetCanceled())) - using (timeout.Token.Register(() => source.TrySetException(new TimeoutException(timeoutMessage)))) - { - timeout.CancelAfter(RemainingMilliseconds(deadline)); - EditorApplication.update += callback; - try - { - if (checkImmediately) callback(); - await source.Task; - } - // Timer/cancellation callbacks only settle the task. Unity API cleanup - // happens on the captured Editor context, never on a timer thread. - finally { EditorApplication.update -= callback; } - } - } - - private static void EnsurePlayModeView() - { - Type gameViewType = Type.GetType("UnityEditor.GameView,UnityEditor", false); - if (gameViewType == null) - gameViewType = FrameDebuggerReflection.FindType("UnityEditor.GameView"); - if (gameViewType == null) - return; - UnityEngine.Object[] existing = Resources.FindObjectsOfTypeAll(gameViewType); - if (existing == null || existing.Length == 0) - EditorWindow.GetWindow(gameViewType, false, "Game", false); - RepaintRenderingViews(); - } - - private static void RepaintRenderingViews() - { - EditorApplication.QueuePlayerLoopUpdate(); - SceneView.RepaintAll(); - EditorWindow[] windows = Resources.FindObjectsOfTypeAll(); - for (int i = 0; i < windows.Length; i++) - { - EditorWindow window = windows[i]; - if (window == null) - continue; - string name = window.GetType().Name; - if (name.IndexOf("GameView", StringComparison.OrdinalIgnoreCase) >= 0 - || name.IndexOf("PlayModeView", StringComparison.OrdinalIgnoreCase) >= 0 - || name.IndexOf("FrameDebugger", StringComparison.OrdinalIgnoreCase) >= 0) - window.Repaint(); - } - } - - private static void RequireCapturedFrame() - { - FrameDebuggerReflection.EnsureAvailable(); - if (!UnityEngine.FrameDebugger.enabled) - throw new InvalidOperationException("Frame Debugger is disabled. Call FrameDebuggerApi.CaptureAsync() first."); - if (FrameDebuggerReflection.IntProperty("count", 0) <= 0) - throw new InvalidOperationException("Frame Debugger has no captured events yet. Await CaptureAsync()."); - } - - private static void ValidateEventIndex(int index, int count) - { - if (index < 0 || index >= count) - throw new ArgumentOutOfRangeException("index", "Frame event index must be between 0 and " + (count - 1) + "."); - } - - private static bool Contains(string value, string query) - { - return string.IsNullOrWhiteSpace(query) - || (!string.IsNullOrEmpty(value) - && value.IndexOf(query.Trim(), StringComparison.OrdinalIgnoreCase) >= 0); - } - - private static int Int(object value, string field) - { - object raw = FrameDebuggerReflection.Field(value, field); - return raw == null ? 0 : Convert.ToInt32(raw, CultureInfo.InvariantCulture); - } - - private static int? PositiveInt(object value, string field) - { - int raw = Int(value, field); - return raw > 0 ? (int?)raw : null; - } - - private static int? NonNegativeInt(object value, string field) - { - object raw = FrameDebuggerReflection.Field(value, field); - if (raw == null) - return null; - int converted = Convert.ToInt32(raw, CultureInfo.InvariantCulture); - return converted >= 0 ? (int?)converted : null; - } - - private static bool Bool(object value, string field) - { - object raw = FrameDebuggerReflection.Field(value, field); - return raw != null && Convert.ToBoolean(raw, CultureInfo.InvariantCulture); - } - - private static string Text(object value, string field) - { - object raw = FrameDebuggerReflection.Field(value, field); - string text = raw == null ? null : Convert.ToString(raw, CultureInfo.InvariantCulture); - return string.IsNullOrEmpty(text) ? null : text; - } - - private static int[] IntArray(object value, params string[] fields) - { - int[] output = new int[fields.Length]; - for (int i = 0; i < fields.Length; i++) - output[i] = Int(value, fields[i]); - return output; - } - - private static string ObjectName(object value) - { - UnityEngine.Object unityObject = value as UnityEngine.Object; - return unityObject == null ? null : unityObject.name; - } - - private static string EnumName(Type type, int value) - { - return Enum.IsDefined(type, value) - ? Enum.GetName(type, value) - : value.ToString(CultureInfo.InvariantCulture); - } - - private static Vector4 Channels(string value) - { - switch (NormalizeChannels(value)) - { - case "R": return new Vector4(1, 0, 0, 0); - case "G": return new Vector4(0, 1, 0, 0); - case "B": return new Vector4(0, 0, 1, 0); - case "A": return new Vector4(0, 0, 0, 1); - case "RGB": return new Vector4(1, 1, 1, 0); - default: return Vector4.one; - } - } - - private static string NormalizeChannels(string value) - { - string normalized = (value ?? "RGBA").Trim().ToUpperInvariant(); - if (normalized != "RGBA" && normalized != "RGB" && normalized != "R" - && normalized != "G" && normalized != "B" && normalized != "A") - throw new ArgumentException("Channels must be RGBA, RGB, R, G, B, or A."); - return normalized; - } - - private static string ResolveOutputDirectory(string value) - { - string directory = string.IsNullOrWhiteSpace(value) - ? Path.Combine("Library", "Locus", "FrameDebugger") - : value.Trim(); - if (!Path.IsPathRooted(directory)) - { - string projectRoot = Directory.GetParent(Application.dataPath).FullName; - directory = Path.Combine(projectRoot, directory); - } - return Path.GetFullPath(directory); - } - - private static string ResolveFileName(string value, int index, string extension) - { - string fileName = string.IsNullOrWhiteSpace(value) - ? DateTime.Now.ToString("yyyyMMdd-HHmmss-fff", CultureInfo.InvariantCulture) - + "-event-" + index.ToString("D4", CultureInfo.InvariantCulture) - : Path.GetFileName(value.Trim()); - string currentExtension = Path.GetExtension(fileName); - if (!string.IsNullOrEmpty(currentExtension)) - fileName = fileName.Substring(0, fileName.Length - currentExtension.Length); - foreach (char invalid in Path.GetInvalidFileNameChars()) - fileName = fileName.Replace(invalid, '_'); - return fileName + extension; - } - - private static string Extension(FrameTextureFormat format) - { - switch (format) - { - case FrameTextureFormat.Exr: return ".exr"; - case FrameTextureFormat.Tga: return ".tga"; - default: return ".png"; - } - } - } - - internal static class FrameDebuggerReflection - { - private const BindingFlags AllStatic = BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic; - private const BindingFlags AllInstance = BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic; - private static Type _utilityType; - private static Type _eventDataType; - private static Type _helperType; - - internal static void EnsureAvailable() - { - if (_utilityType != null) - return; - Type utilityType = FindType("UnityEditorInternal.FrameDebuggerInternal.FrameDebuggerUtility"); - Type eventDataType = FindType("UnityEditorInternal.FrameDebuggerInternal.FrameDebuggerEventData"); - if (utilityType == null || eventDataType == null) - throw new NotSupportedException("Unity Frame Debugger internals were not found. Unity 6000.3 or newer is required."); - _utilityType = utilityType; - _eventDataType = eventDataType; - _helperType = FindType("UnityEditorInternal.FrameDebuggerInternal.FrameDebuggerHelper"); - } - - internal static Type FindType(string fullName) - { - Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); - for (int i = 0; i < assemblies.Length; i++) - { - Type type = assemblies[i].GetType(fullName, false); - if (type != null) - return type; - } - return null; - } - - internal static object Invoke(string name, params object[] arguments) - { - EnsureAvailable(); - MethodInfo method = FindMethod(_utilityType, name, arguments == null ? 0 : arguments.Length); - if (method == null) - throw new MissingMethodException(_utilityType.FullName, name); - try { return method.Invoke(null, arguments); } - catch (TargetInvocationException exception) - { - throw new InvalidOperationException( - "Unity Frame Debugger " + name + " failed: " - + (exception.InnerException == null ? exception.Message : exception.InnerException.Message), - exception.InnerException ?? exception); - } - } - - internal static bool BoolProperty(string name, bool fallback) - { - object value = Property(name); - return value == null ? fallback : Convert.ToBoolean(value, CultureInfo.InvariantCulture); - } - - internal static int IntProperty(string name, int fallback) - { - object value = Property(name); - return value == null ? fallback : Convert.ToInt32(value, CultureInfo.InvariantCulture); - } - - internal static void SetProperty(string name, object value) - { - EnsureAvailable(); - PropertyInfo property = _utilityType.GetProperty(name, AllStatic); - if (property == null || !property.CanWrite) - throw new MissingMemberException(_utilityType.FullName, name); - property.SetValue(null, value, null); - } - - internal static Array Events() - { - return Invoke("GetFrameEvents") as Array ?? new object[0]; - } - - internal static object EventData(int index) - { - object data; - if (!TryEventData(index, out data)) - throw new InvalidOperationException("Frame Debugger data for event " + index - + " is not ready. Use await FrameDebuggerApi.EventAsync(index, ...) to wait for rendering."); - return data; - } - - internal static bool TryEventData(int index, out object data) - { - EnsureAvailable(); - data = Activator.CreateInstance(_eventDataType, true); - object valid = Invoke("GetFrameEventData", index, data); - if (valid is bool && !(bool)valid) { data = null; return false; } - object actualIndex = Field(data, "m_FrameEventIndex"); - if (actualIndex == null || Convert.ToInt32(actualIndex, CultureInfo.InvariantCulture) != index) - { data = null; return false; } - return true; - } - - internal static bool IsRemoteEnabled() - { - if (!UnityEngine.FrameDebugger.enabled) return false; - MethodInfo method = typeof(UnityEngine.FrameDebugger).GetMethod("IsRemoteEnabled", AllStatic); - if (method == null) throw new MissingMethodException("UnityEngine.FrameDebugger", "IsRemoteEnabled"); - return (bool)method.Invoke(null, null); - } - - internal static bool IsWindowInitializing() - { - Type type = FindType("UnityEditor.FrameDebuggerWindow"); - if (type == null) return false; - PropertyInfo property = type.GetProperty("IsEnablingFrameDebugger", AllInstance); - if (property == null) return false; - UnityEngine.Object[] windows = Resources.FindObjectsOfTypeAll(type); - return windows.Length > 0 && (bool)property.GetValue(windows[0], null); - } - - internal static object Field(object value, string name) - { - if (value == null) - return null; - FieldInfo field = value.GetType().GetField(name, AllInstance); - return field == null ? null : field.GetValue(value); - } - - internal static int ConnectedProfilerId() - { - Type type = FindType("UnityEditorInternal.ProfilerDriver"); - if (type == null) - return 0; - PropertyInfo property = type.GetProperty("connectedProfiler", AllStatic); - if (property != null) - return Convert.ToInt32(property.GetValue(null, null), CultureInfo.InvariantCulture); - FieldInfo field = type.GetField("connectedProfiler", AllStatic); - return field == null ? 0 : Convert.ToInt32(field.GetValue(null), CultureInfo.InvariantCulture); - } - - internal static bool TryEnableWithBuiltInWindow() - { - Type type = FindType("UnityEditor.FrameDebuggerWindow"); - if (type == null) - return false; - MethodInfo method = type.GetMethod("EnableFrameDebugger", AllInstance); - if (method == null) - return false; - EditorWindow window = EditorWindow.GetWindow(type, false, "Frame Debugger", true); - if (window == null) - return false; - try - { - method.Invoke(window, null); - return UnityEngine.FrameDebugger.enabled; - } - catch (TargetInvocationException exception) - { - throw new InvalidOperationException( - "Unity Frame Debugger window failed to enable capture: " - + (exception.InnerException == null ? exception.Message : exception.InnerException.Message), - exception.InnerException ?? exception); - } - } - - internal static bool TryDisableWithBuiltInWindow() - { - Type type = FindType("UnityEditor.FrameDebuggerWindow"); - if (type == null) - return false; - MethodInfo method = type.GetMethod("DisableFrameDebugger", AllInstance); - if (method == null) - return false; - UnityEngine.Object[] windows = Resources.FindObjectsOfTypeAll(type); - if (windows == null || windows.Length == 0) - return false; - try - { - method.Invoke(windows[0], null); - return !UnityEngine.FrameDebugger.enabled; - } - catch (TargetInvocationException exception) - { - throw new InvalidOperationException( - "Unity Frame Debugger window failed to disable capture: " - + (exception.InnerException == null ? exception.Message : exception.InnerException.Message), - exception.InnerException ?? exception); - } - } - - internal static void BlitRenderTarget( - RenderTexture source, - RenderTexture destination, - int width, - int height, - Vector4 channels, - Vector4 levels, - bool flipY, - bool undoOutputSrgb) - { - EnsureAvailable(); - if (_helperType != null) - { - MethodInfo[] methods = _helperType.GetMethods(AllStatic); - for (int i = 0; i < methods.Length; i++) - { - MethodInfo method = methods[i]; - ParameterInfo[] parameters = method.GetParameters(); - if (method.Name != "BlitToRenderTexture" || parameters.Length != 8) - continue; - Type first = parameters[0].ParameterType; - if (first.IsByRef) - first = first.GetElementType(); - if (first != typeof(RenderTexture)) - continue; - object[] args = { source, destination, width, height, channels, levels, flipY, undoOutputSrgb }; - try - { - method.Invoke(null, args); - return; - } - catch (TargetInvocationException) - { - break; - } - } - } - Graphics.Blit(source, destination); - } - - private static object Property(string name) - { - EnsureAvailable(); - PropertyInfo property = _utilityType.GetProperty(name, AllStatic); - return property == null ? null : property.GetValue(null, null); - } - - private static MethodInfo FindMethod(Type type, string name, int argumentCount) - { - MethodInfo[] methods = type.GetMethods(AllStatic); - for (int i = 0; i < methods.Length; i++) - { - if (methods[i].Name == name && methods[i].GetParameters().Length == argumentCount) - return methods[i]; - } - return null; - } - } - - internal static class FrameDebuggerJson - { - internal static string Serialize(object value) - { - StringBuilder output = new StringBuilder(512); - HashSet path = new HashSet(ReferenceComparer.Instance); - Write(output, value, path, 0); - return output.ToString(); - } - - private static void Write(StringBuilder output, object value, HashSet path, int depth) - { - if (value == null) { output.Append("null"); return; } - if (depth > 12) { Quote(output, ""); return; } - if (value is string || value is char) { Quote(output, Convert.ToString(value, CultureInfo.InvariantCulture)); return; } - if (value is bool) { output.Append((bool)value ? "true" : "false"); return; } - if (IsNumber(value)) { output.Append(Convert.ToString(value, CultureInfo.InvariantCulture)); return; } - if (value is Enum) { Quote(output, value.ToString()); return; } - if (value is UnityEngine.Object) - { - UnityEngine.Object unityObject = (UnityEngine.Object)value; - Quote(output, unityObject == null ? null : unityObject.name); - return; - } - bool track = !value.GetType().IsValueType; - if (track && !path.Add(value)) { Quote(output, ""); return; } - try - { - IDictionary dictionary = value as IDictionary; - if (dictionary != null) { WriteDictionary(output, dictionary, path, depth); return; } - IEnumerable enumerable = value as IEnumerable; - if (enumerable != null) { WriteList(output, enumerable, path, depth); return; } - WriteObject(output, value, path, depth); - } - finally { if (track) path.Remove(value); } - } - - private static void WriteDictionary(StringBuilder output, IDictionary value, HashSet path, int depth) - { - output.Append('{'); - bool first = true; - foreach (DictionaryEntry item in value) - { - if (Omit(item.Value)) continue; - if (!first) output.Append(','); - first = false; - Quote(output, Convert.ToString(item.Key, CultureInfo.InvariantCulture)); - output.Append(':'); - Write(output, item.Value, path, depth + 1); - } - output.Append('}'); - } - - private static void WriteList(StringBuilder output, IEnumerable value, HashSet path, int depth) - { - output.Append('['); - bool first = true; - foreach (object item in value) - { - if (!first) output.Append(','); - first = false; - Write(output, item, path, depth + 1); - } - output.Append(']'); - } - - private static void WriteObject(StringBuilder output, object value, HashSet path, int depth) - { - output.Append('{'); - bool first = true; - Type type = value.GetType(); - PropertyInfo[] properties = type.GetProperties(BindingFlags.Instance | BindingFlags.Public); - for (int i = 0; i < properties.Length; i++) - { - PropertyInfo property = properties[i]; - if (!property.CanRead || property.GetIndexParameters().Length != 0) continue; - object item; - try { item = property.GetValue(value, null); } catch { continue; } - if (Omit(item)) continue; - if (!first) output.Append(','); - first = false; - Quote(output, char.ToLowerInvariant(property.Name[0]) + property.Name.Substring(1)); - output.Append(':'); - Write(output, item, path, depth + 1); - } - FieldInfo[] fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public); - for (int i = 0; i < fields.Length; i++) - { - object item = fields[i].GetValue(value); - if (Omit(item)) continue; - if (!first) output.Append(','); - first = false; - Quote(output, fields[i].Name); - output.Append(':'); - Write(output, item, path, depth + 1); - } - output.Append('}'); - } - - private static bool Omit(object value) - { - if (value == null) return true; - string text = value as string; - if (text != null) return text.Length == 0; - ICollection collection = value as ICollection; - return collection != null && collection.Count == 0; - } - - private static bool IsNumber(object value) - { - return value is byte || value is sbyte || value is short || value is ushort - || value is int || value is uint || value is long || value is ulong - || value is float || value is double || value is decimal; - } - - private static void Quote(StringBuilder output, string value) - { - if (value == null) { output.Append("null"); return; } - output.Append('"'); - for (int i = 0; i < value.Length; i++) - { - char ch = value[i]; - switch (ch) - { - case '"': output.Append("\\\""); break; - case '\\': output.Append("\\\\"); break; - case '\b': output.Append("\\b"); break; - case '\f': output.Append("\\f"); break; - case '\n': output.Append("\\n"); break; - case '\r': output.Append("\\r"); break; - case '\t': output.Append("\\t"); break; - default: - if (ch < 32) output.Append("\\u").Append(((int)ch).ToString("x4", CultureInfo.InvariantCulture)); - else output.Append(ch); - break; - } - } - output.Append('"'); - } - - private sealed class ReferenceComparer : IEqualityComparer - { - internal static readonly ReferenceComparer Instance = new ReferenceComparer(); - public new bool Equals(object left, object right) { return ReferenceEquals(left, right); } - public int GetHashCode(object value) { return System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(value); } - } - } -} diff --git a/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs b/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs deleted file mode 100644 index ab998883..00000000 --- a/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs +++ /dev/null @@ -1,1763 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Diagnostics; -using System.Globalization; -using System.IO; -using System.Reflection; -using System.Runtime.InteropServices; -using System.Text; -using System.Threading.Tasks; - -using UnityEditor; -using UnityEngine; - -namespace Locus.Skills -{ - /// - /// Public RenderDoc capture facade for unity_execute and unity_run_states. - /// Normal capture resolves an exact UnityGUIView HWND and uses RenderDoc's - /// in-application API. Wildcard capture is reserved for stale-state recovery. - /// - public static class RenderDocCaptureApi - { - public static Task InitializeAsync(string skillPackageRoot) - { - return RenderDocCaptureRuntime.InitializeAsync(skillPackageRoot); - } - - public static RenderDocCaptureStatus Status() - { - return RenderDocCaptureRuntime.Status(); - } - - public static RenderDocBeginCaptureResult Begin(RenderDocBeginCaptureOptions options = null) - { - return RenderDocCaptureRuntime.Begin(options ?? new RenderDocBeginCaptureOptions()); - } - - public static Task CaptureOnceAsync( - RenderDocBeginCaptureOptions options = null, - int maxEditorUpdates = 16) - { - return RenderDocCaptureRuntime.CaptureOnceAsync( - options ?? new RenderDocBeginCaptureOptions(), - maxEditorUpdates); - } - - public static RenderDocRepaintResult RequestTargetRepaint() - { - return RenderDocCaptureRuntime.RequestTargetRepaint(); - } - - public static RenderDocTriggerCaptureResult Trigger() - { - return RenderDocCaptureRuntime.Trigger(); - } - - public static RenderDocEndCaptureResult End() - { - return RenderDocCaptureRuntime.End(); - } - - public static RenderDocCaptureLookupResult LastCapture() - { - return RenderDocCaptureRuntime.LastCapture(); - } - - public static RenderDocDiscardCaptureResult Discard() - { - return RenderDocCaptureRuntime.Discard(); - } - - public static RenderDocRecoveryResult RecoverStaleCaptures(int maxAttempts = 8) - { - return RenderDocCaptureRuntime.RecoverStaleCaptures(maxAttempts); - } - - public static string Json(object value) - { - return RenderDocJson.Serialize(value); - } - } - - public enum RenderDocCaptureTarget - { - Game, - Scene - } - - public sealed class RenderDocBeginCaptureOptions - { - public RenderDocCaptureTarget Target { get; set; } = RenderDocCaptureTarget.Game; - public string CaptureName { get; set; } - public string CaptureTitle { get; set; } - public string OutputDirectory { get; set; } - public bool FocusWindow { get; set; } = true; - public bool RestorePreviousFocus { get; set; } = true; - } - - public sealed class RenderDocRuntimeInfo - { - public bool Initialized { get; internal set; } - public bool UnityIntegrationLoaded { get; internal set; } - public bool LoadedBundledRuntime { get; internal set; } - public string SkillPackageRoot { get; internal set; } - public string RuntimeRoot { get; internal set; } - public string RenderDocModule { get; internal set; } - public string RenderDocVersion { get; internal set; } - public string RenderDocApiVersion { get; internal set; } - public string PythonExecutable { get; internal set; } - public string PythonModule { get; internal set; } - public string PythonModuleDirectory { get; internal set; } - public string PythonWorker { get; internal set; } - public string ProjectRoot { get; internal set; } - public string DefaultOutputDirectory { get; internal set; } - public string UnityVersion { get; internal set; } - public string GraphicsApi { get; internal set; } - public string TargetSelection { get; internal set; } - public bool UsesUnityInternalWindowMapping { get; internal set; } - public bool OverlayHidden { get; internal set; } - } - - public sealed class RenderDocInitializeResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public bool AlreadyInitialized { get; internal set; } - public bool RecreatedGraphicsDevice { get; internal set; } - public RenderDocRuntimeInfo Runtime { get; internal set; } - } - - public sealed class RenderDocCaptureFile - { - public bool Exists { get; internal set; } - public string Path { get; internal set; } - public long Bytes { get; internal set; } - public long Timestamp { get; internal set; } - public int CaptureIndex { get; internal set; } - public string ReplayValidation { get; internal set; } = "not_run"; - } - - public sealed class RenderDocCaptureStatus - { - public bool Initialized { get; internal set; } - public string State { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - public bool TrackedCaptureActive { get; internal set; } - public string CaptureId { get; internal set; } - public RenderDocCaptureTarget? Target { get; internal set; } - public string WindowTitle { get; internal set; } - public int WindowInstanceId { get; internal set; } - public string NativeWindowHandle { get; internal set; } - public string StartedUtc { get; internal set; } - public double ElapsedSeconds { get; internal set; } - public int CaptureCount { get; internal set; } - public RenderDocCaptureFile LatestCapture { get; internal set; } - public RenderDocRuntimeInfo Runtime { get; internal set; } - } - - public sealed class RenderDocBeginCaptureResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public string CaptureId { get; internal set; } - public RenderDocCaptureTarget Target { get; internal set; } - public string WindowTitle { get; internal set; } - public int WindowInstanceId { get; internal set; } - public string NativeWindowHandle { get; internal set; } - public string OutputTemplate { get; internal set; } - public string CaptureTitle { get; internal set; } - public string StartedUtc { get; internal set; } - public int CaptureCountBefore { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - } - - public sealed class RenderDocRepaintResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public string CaptureId { get; internal set; } - public string WindowTitle { get; internal set; } - public int WindowInstanceId { get; internal set; } - public int RequestedRepaintCount { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - } - - public sealed class RenderDocTriggerCaptureResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public string CaptureId { get; internal set; } - public int TriggerCount { get; internal set; } - public string TriggeredUtc { get; internal set; } - public int CaptureCountBefore { get; internal set; } - public int CaptureCountAfterRepaint { get; internal set; } - public bool CaptureRegisteredImmediately { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - public RenderDocCaptureFile Capture { get; internal set; } - } - - public sealed class RenderDocCaptureOnceResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public RenderDocBeginCaptureResult Begin { get; internal set; } - public RenderDocTriggerCaptureResult Trigger { get; internal set; } - public RenderDocCaptureLookupResult Lookup { get; internal set; } - public RenderDocEndCaptureResult End { get; internal set; } - public RenderDocCaptureFile Capture { get; internal set; } - } - - public sealed class RenderDocEndCaptureResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public string CaptureId { get; internal set; } - public RenderDocCaptureTarget Target { get; internal set; } - public string WindowTitle { get; internal set; } - public string StartedUtc { get; internal set; } - public string EndedUtc { get; internal set; } - public double DurationSeconds { get; internal set; } - public int CaptureCountBefore { get; internal set; } - public int CaptureCountAfter { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - public bool CaptureRegistered { get; internal set; } - public bool CapturePending { get; internal set; } - public RenderDocCaptureFile Capture { get; internal set; } - } - - public sealed class RenderDocCaptureLookupResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public int CaptureCount { get; internal set; } - public int ExpectedAfterIndex { get; internal set; } - public bool NewSinceLastBegin { get; internal set; } - public bool CapturePending { get; internal set; } - public RenderDocCaptureFile Capture { get; internal set; } - } - - public sealed class RenderDocDiscardCaptureResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public string CaptureId { get; internal set; } - public bool EndedExactWindowCapture { get; internal set; } - public bool GlobalCaptureActive { get; internal set; } - public bool SavedBeforeDeletion { get; internal set; } - public bool DeletedCaptureFile { get; internal set; } - public string DeletedPath { get; internal set; } - } - - public sealed class RenderDocRecoveryResult - { - public bool Success { get; internal set; } - public string ErrorCode { get; internal set; } - public string Message { get; internal set; } - public int MaxAttempts { get; internal set; } - public int Attempts { get; internal set; } - public bool CaptureActiveBefore { get; internal set; } - public bool CaptureActiveAfter { get; internal set; } - public int SuccessfulDiscardCalls { get; internal set; } - } - - internal static class RenderDocCaptureRuntime - { - private const int MinimumUnityMajor = 6000; - private const int MinimumUnityMinor = 3; - private const int RenderDocApiVersion_1_7_0 = 10700; - private const int RenderDocApiVersion_1_6_0 = 10600; - private const int LoadLibrarySearchDllLoadDir = 0x00000100; - private const int LoadLibrarySearchDefaultDirs = 0x00001000; - - private static RenderDocApi _api; - private static RenderDocRuntimeInfo _runtime; - private static ActiveCapture _active; - private static uint _lastCaptureFloor; - private static bool _captureExpected; - private static readonly object Gate = new object(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate int GetRenderDocApiDelegate(int version, out IntPtr api); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void GetApiVersionDelegate(out int major, out int minor, out int patch); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void SetCaptureFilePathTemplateDelegate(IntPtr utf8Path); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate uint GetNumCapturesDelegate(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate uint GetCaptureDelegate( - uint index, - IntPtr utf8Path, - ref uint pathLength, - out ulong timestamp); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void MaskOverlayBitsDelegate(uint andMask, uint orMask); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void StartFrameCaptureDelegate(IntPtr device, IntPtr window); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate uint EndFrameCaptureDelegate(IntPtr device, IntPtr window); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate uint IsFrameCapturingDelegate(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate uint DiscardFrameCaptureDelegate(IntPtr device, IntPtr window); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - private delegate void SetCaptureTitleDelegate(IntPtr utf8Title); - - [UnmanagedFunctionPointer(CallingConvention.Winapi)] - [return: MarshalAs(UnmanagedType.Bool)] - private delegate bool EnumWindowsProc(IntPtr window, IntPtr parameter); - - [StructLayout(LayoutKind.Sequential)] - private struct NativeRect - { - public int Left; - public int Top; - public int Right; - public int Bottom; - } - - private sealed class RenderDocApi - { - public GetApiVersionDelegate GetVersion; - public SetCaptureFilePathTemplateDelegate SetCapturePathTemplate; - public GetNumCapturesDelegate GetNumCaptures; - public GetCaptureDelegate GetCapture; - public MaskOverlayBitsDelegate MaskOverlayBits; - public StartFrameCaptureDelegate StartFrameCapture; - public IsFrameCapturingDelegate IsFrameCapturing; - public EndFrameCaptureDelegate EndFrameCapture; - public DiscardFrameCaptureDelegate DiscardFrameCapture; - public SetCaptureTitleDelegate SetCaptureTitle; - public IntPtr Module; - } - - private sealed class ActiveCapture - { - public string Id; - public RenderDocCaptureTarget Target; - public EditorWindow Window; - public EditorWindow PreviousWindow; - public bool RestorePreviousFocus; - public IntPtr NativeWindowHandle; - public bool NativeCaptureActive; - public string WindowTitle; - public string OutputTemplate; - public string CaptureTitle; - public uint CaptureCountBefore; - public DateTime StartedUtc; - public double StartedEditorTime; - public int RepaintCount; - public int TriggerCount; - } - - internal static async Task InitializeAsync(string skillPackageRoot) - { - try - { - ValidateUnityVersion(); - string root = string.IsNullOrWhiteSpace(skillPackageRoot) - ? null - : Path.GetFullPath(skillPackageRoot.Trim()); - if (string.IsNullOrEmpty(root) || !Directory.Exists(root)) - return InitFailure("invalid_skill_root", "Skill package Root is missing or unavailable."); - - string runtimeRoot = Path.Combine(root, "runtime", "windows-x64"); - string renderDocDll = Path.Combine(runtimeRoot, "renderdoc.dll"); - string pythonExecutable = Path.Combine(runtimeRoot, "qrenderdoc.exe"); - string pythonModule = Path.Combine(root, "scripts", "locus_renderdoc.py"); - string pythonWorker = Path.Combine(root, "scripts", "renderdoc_worker.py"); - RequireFile(renderDocDll, "RenderDoc runtime"); - RequireFile(pythonExecutable, "RenderDoc embedded Python host"); - RequireFile(pythonModule, "RenderDoc Python module"); - RequireFile(pythonWorker, "RenderDoc Python worker"); - - if (_api != null && _runtime != null) - { - bool sameRoot = PathsEqual(_runtime.SkillPackageRoot, root); - if (!sameRoot) - { - return InitFailure( - "runtime_already_initialized", - "RenderDoc is already initialized from another Skill package Root. Restart Unity before switching runtimes."); - } - _api.MaskOverlayBits(0, 0); - _runtime.OverlayHidden = true; - return new RenderDocInitializeResult - { - Success = true, - Message = "RenderDoc runtime is already initialized.", - AlreadyInitialized = true, - Runtime = SnapshotRuntime() - }; - } - - IntPtr module = GetModuleHandleW("renderdoc.dll"); - bool loadedBundledRuntime = module == IntPtr.Zero; - if (module != IntPtr.Zero) - { - string loadedPath = ModulePath(module); - if (!PathsEqual(loadedPath, renderDocDll)) - { - return InitFailure( - "renderdoc_module_conflict", - "A different renderdoc.dll is already loaded: " + loadedPath - + ". Restart Unity, then initialize this Skill before other RenderDoc integrations."); - } - } - else - { - module = LoadLibraryExW( - renderDocDll, - IntPtr.Zero, - LoadLibrarySearchDllLoadDir | LoadLibrarySearchDefaultDirs); - if (module == IntPtr.Zero) - { - int error = Marshal.GetLastWin32Error(); - return InitFailure( - "load_library_failed", - "Failed to load bundled renderdoc.dll (Win32 error " + error + "): " + renderDocDll); - } - } - - RenderDocApi api = ResolveRenderDocApi(module); - api.MaskOverlayBits(0, 0); - bool recreated = false; - if (!UnityEditorInternal.RenderDoc.IsLoaded()) - { - // Register the already-loaded module with Unity's native - // RenderDoc integration before recreating the device. - UnityEditorInternal.RenderDoc.Load(); - RecreateGraphicsDeviceForRenderDoc(); - recreated = true; - await WaitForEditorUpdates(3); - } - api.MaskOverlayBits(0, 0); - - int major; - int minor; - int patch; - api.GetVersion(out major, out minor, out patch); - string modulePath = ModulePath(module); - string projectRoot = Directory.GetParent(Application.dataPath).FullName; - _api = api; - _runtime = new RenderDocRuntimeInfo - { - Initialized = true, - UnityIntegrationLoaded = UnityEditorInternal.RenderDoc.IsLoaded(), - LoadedBundledRuntime = loadedBundledRuntime, - SkillPackageRoot = root, - RuntimeRoot = runtimeRoot, - RenderDocModule = modulePath, - RenderDocVersion = FileVersionInfo.GetVersionInfo(modulePath).ProductVersion, - RenderDocApiVersion = major + "." + minor + "." + patch, - PythonExecutable = pythonExecutable, - PythonModule = pythonModule, - PythonModuleDirectory = Path.GetDirectoryName(pythonModule), - PythonWorker = pythonWorker, - ProjectRoot = projectRoot, - DefaultOutputDirectory = Path.Combine(projectRoot, "Library", "Locus", "RenderDoc"), - UnityVersion = Application.unityVersion, - GraphicsApi = SystemInfo.graphicsDeviceType.ToString(), - TargetSelection = "FocusedUnityGUIViewHwnd", - UsesUnityInternalWindowMapping = false, - OverlayHidden = true - }; - - if (!_runtime.UnityIntegrationLoaded) - { - return new RenderDocInitializeResult - { - Success = false, - ErrorCode = "unity_renderdoc_integration_unavailable", - Message = "Unity did not activate its RenderDoc integration after graphics-device recreation.", - RecreatedGraphicsDevice = recreated, - Runtime = SnapshotRuntime() - }; - } - - return new RenderDocInitializeResult - { - Success = true, - Message = "RenderDoc runtime initialized.", - RecreatedGraphicsDevice = recreated, - Runtime = SnapshotRuntime() - }; - } - catch (Exception exception) - { - return InitFailure("initialization_failed", ExceptionMessage(exception)); - } - } - - internal static RenderDocCaptureStatus Status() - { - bool global = IsGlobalCaptureActive(); - ActiveCapture active = _active; - int count = SafeCaptureCount(); - RenderDocCaptureFile latest = count > 0 ? TryReadCapture((uint)(count - 1)) : null; - string state = _api == null - ? "uninitialized" - : active != null - ? active.NativeCaptureActive - ? "capturing" - : _captureExpected ? "capture_pending" : "armed" - : global ? "untracked_capture_active" : "ready"; - return new RenderDocCaptureStatus - { - Initialized = _api != null, - State = state, - GlobalCaptureActive = global, - TrackedCaptureActive = active != null, - CaptureId = active == null ? null : active.Id, - Target = active == null ? (RenderDocCaptureTarget?)null : active.Target, - WindowTitle = active == null ? null : active.WindowTitle, - WindowInstanceId = active == null || active.Window == null ? 0 : active.Window.GetHashCode(), - NativeWindowHandle = active == null ? null : NativeHandleText(active.NativeWindowHandle), - StartedUtc = active == null ? null : Utc(active.StartedUtc), - ElapsedSeconds = active == null - ? 0.0 - : Math.Max(0.0, EditorApplication.timeSinceStartup - active.StartedEditorTime), - CaptureCount = count, - LatestCapture = latest, - Runtime = SnapshotRuntime() - }; - } - - internal static RenderDocBeginCaptureResult Begin(RenderDocBeginCaptureOptions options) - { - if (_api == null || _runtime == null) - return BeginFailure("not_initialized", "Call RenderDocCaptureApi.InitializeAsync(Root) first."); - if (!_runtime.UnityIntegrationLoaded || !UnityEditorInternal.RenderDoc.IsLoaded()) - return BeginFailure("unity_integration_unavailable", "Unity's RenderDoc integration is unavailable."); - if (_active != null) - return BeginFailure("capture_already_tracked", "A tracked RenderDoc capture is already active."); - if (IsGlobalCaptureActive()) - { - return BeginFailure( - "untracked_capture_active", - "RenderDoc reports an active capture without a tracked session. Call RecoverStaleCaptures explicitly before starting another capture."); - } - - EditorWindow window = null; - try - { - window = ResolveWindow(options.Target); - string windowTitle = WindowTitle(window); - string outputDirectory = ResolveOutputDirectory(options.OutputDirectory); - Directory.CreateDirectory(outputDirectory); - string prefix = SafeFileName(options.CaptureName); - if (string.IsNullOrEmpty(prefix)) - prefix = "locus"; - string target = options.Target == RenderDocCaptureTarget.Scene ? "scene" : "game"; - string outputTemplate = Path.Combine( - outputDirectory, - prefix + "_" + target + "_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff")); - string captureTitle = string.IsNullOrWhiteSpace(options.CaptureTitle) - ? prefix + " " + target - : options.CaptureTitle.Trim(); - uint captureCountBefore = _api.GetNumCaptures(); - SetCapturePathTemplate(_api, outputTemplate); - EditorWindow previousWindow = EditorWindow.focusedWindow; - - if (options.FocusWindow) - window.Focus(); - window.Repaint(); - RepaintImmediately(window); - IntPtr nativeWindowHandle = ResolveNativeWindowHandle(window); - if (nativeWindowHandle == IntPtr.Zero) - { - return BeginFailure( - "native_window_not_found", - "Could not resolve the target UnityGUIView HWND for " + window.GetType().FullName + "."); - } - - ActiveCapture session = new ActiveCapture - { - Id = Guid.NewGuid().ToString("N"), - Target = options.Target, - Window = window, - PreviousWindow = previousWindow, - RestorePreviousFocus = options.RestorePreviousFocus, - NativeWindowHandle = nativeWindowHandle, - WindowTitle = windowTitle, - OutputTemplate = outputTemplate, - CaptureTitle = captureTitle, - CaptureCountBefore = captureCountBefore, - StartedUtc = DateTime.UtcNow, - StartedEditorTime = EditorApplication.timeSinceStartup - }; - - lock (Gate) - { - _active = session; - _lastCaptureFloor = captureCountBefore; - _captureExpected = false; - } - window.Repaint(); - session.RepaintCount++; - return new RenderDocBeginCaptureResult - { - Success = true, - Message = "Background RenderDoc target armed for one exact UnityGUIView HWND.", - CaptureId = session.Id, - Target = session.Target, - WindowTitle = session.WindowTitle, - WindowInstanceId = window.GetHashCode(), - NativeWindowHandle = NativeHandleText(session.NativeWindowHandle), - OutputTemplate = session.OutputTemplate, - CaptureTitle = session.CaptureTitle, - StartedUtc = Utc(session.StartedUtc), - CaptureCountBefore = (int)captureCountBefore, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - catch (Exception exception) - { - return BeginFailure("begin_failed", ExceptionMessage(exception)); - } - } - - internal static async Task CaptureOnceAsync( - RenderDocBeginCaptureOptions options, - int maxEditorUpdates) - { - RenderDocBeginCaptureResult begin = Begin(options); - if (!begin.Success) - { - return new RenderDocCaptureOnceResult - { - Success = false, - ErrorCode = begin.ErrorCode, - Message = begin.Message, - Begin = begin - }; - } - - RenderDocTriggerCaptureResult trigger = null; - RenderDocCaptureLookupResult lookup = null; - RenderDocEndCaptureResult end = null; - try - { - trigger = Trigger(); - if (trigger.Success) - { - int bounded = Math.Max(0, Math.Min(120, maxEditorUpdates)); - lookup = LastCapture(); - for (int index = 0; - index < bounded && (!lookup.Success || !lookup.NewSinceLastBegin); - index++) - { - await WaitForEditorUpdates(1); - lookup = LastCapture(); - } - } - - end = End(); - RenderDocCaptureFile capture = trigger == null ? null : trigger.Capture; - if (lookup != null && lookup.NewSinceLastBegin && lookup.Capture != null) - capture = lookup.Capture; - if (end != null && end.Capture != null) - capture = end.Capture; - bool success = trigger != null && trigger.Success - && end != null && end.Success - && capture != null && capture.Exists; - return new RenderDocCaptureOnceResult - { - Success = success, - ErrorCode = success - ? null - : trigger != null && !trigger.Success - ? trigger.ErrorCode - : end != null && !end.Success - ? end.ErrorCode - : "capture_not_registered", - Message = success - ? "One exact Unity view frame was captured in the background." - : trigger != null && !trigger.Success - ? trigger.Message - : end != null && !end.Success - ? end.Message - : "The background capture completed without a registered file.", - Begin = begin, - Trigger = trigger, - Lookup = lookup, - End = end, - Capture = capture - }; - } - catch (Exception exception) - { - return new RenderDocCaptureOnceResult - { - Success = false, - ErrorCode = "capture_once_failed", - Message = ExceptionMessage(exception), - Begin = begin, - Trigger = trigger, - Lookup = lookup, - End = end - }; - } - finally - { - ActiveCapture active = _active; - if (active != null && active.Id == begin.CaptureId) - Discard(); - } - } - - internal static RenderDocRepaintResult RequestTargetRepaint() - { - ActiveCapture active = _active; - if (active == null) - { - return new RenderDocRepaintResult - { - Success = false, - ErrorCode = "no_tracked_capture", - Message = "No tracked RenderDoc capture is active.", - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - if (active.Window == null) - { - return new RenderDocRepaintResult - { - Success = false, - ErrorCode = "target_window_closed", - Message = "The tracked capture target window has been closed.", - CaptureId = active.Id, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - active.Window.Repaint(); - active.RepaintCount++; - return new RenderDocRepaintResult - { - Success = true, - Message = "Capture target repaint requested.", - CaptureId = active.Id, - WindowTitle = active.WindowTitle, - WindowInstanceId = active.Window.GetHashCode(), - RequestedRepaintCount = active.RepaintCount, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - - internal static RenderDocTriggerCaptureResult Trigger() - { - ActiveCapture active = _active; - if (_api == null) - { - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "not_initialized", - Message = "Call RenderDocCaptureApi.InitializeAsync(Root) first." - }; - } - if (active == null) - { - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "no_tracked_capture", - Message = "Call Begin before triggering a frame.", - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - if (active.Window == null) - { - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "target_window_closed", - Message = "The tracked capture target window has been closed.", - CaptureId = active.Id - }; - } - if (_captureExpected && _api.GetNumCaptures() <= _lastCaptureFloor) - { - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "previous_trigger_pending", - Message = "The previous capture trigger has not registered a frame yet.", - CaptureId = active.Id, - TriggerCount = active.TriggerCount, - CaptureCountBefore = (int)_lastCaptureFloor, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - - try - { - uint before = _api.GetNumCaptures(); - _lastCaptureFloor = before; - _captureExpected = false; - active.TriggerCount++; - DateTime triggered = DateTime.UtcNow; - _api.StartFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - active.NativeCaptureActive = IsGlobalCaptureActive(); - if (!active.NativeCaptureActive) - { - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "native_window_not_capturable", - Message = "RenderDoc did not start a capture for HWND " - + NativeHandleText(active.NativeWindowHandle) + ".", - CaptureId = active.Id, - TriggerCount = active.TriggerCount, - CaptureCountBefore = (int)before, - GlobalCaptureActive = false - }; - } - SetCaptureTitle(_api, active.CaptureTitle); - active.Window.Repaint(); - RepaintImmediately(active.Window); - active.RepaintCount++; - uint ended = _api.EndFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - active.NativeCaptureActive = false; - if (ended == 0) - { - if (IsGlobalCaptureActive()) - _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "native_capture_end_failed", - Message = "RenderDoc could not finish the exact HWND capture.", - CaptureId = active.Id, - TriggerCount = active.TriggerCount, - CaptureCountBefore = (int)before, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - uint after = _api.GetNumCaptures(); - _captureExpected = after <= before; - RenderDocCaptureFile capture = after > before ? TryReadCapture(after - 1) : null; - return new RenderDocTriggerCaptureResult - { - Success = true, - Message = capture == null - ? "Exact HWND frame captured; file registration is pending." - : "Exact HWND frame captured and registered in the background.", - CaptureId = active.Id, - TriggerCount = active.TriggerCount, - TriggeredUtc = Utc(triggered), - CaptureCountBefore = (int)before, - CaptureCountAfterRepaint = (int)after, - CaptureRegisteredImmediately = capture != null, - GlobalCaptureActive = IsGlobalCaptureActive(), - Capture = capture - }; - } - catch (Exception exception) - { - if (active.NativeCaptureActive) - { - try - { - _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - } - catch { } - active.NativeCaptureActive = false; - } - _captureExpected = false; - return new RenderDocTriggerCaptureResult - { - Success = false, - ErrorCode = "trigger_failed", - Message = ExceptionMessage(exception), - CaptureId = active.Id, - TriggerCount = active.TriggerCount, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - } - - internal static RenderDocEndCaptureResult End() - { - ActiveCapture active = _active; - if (active == null) - { - return new RenderDocEndCaptureResult - { - Success = false, - ErrorCode = "no_tracked_capture", - Message = "No tracked RenderDoc capture is active.", - GlobalCaptureActive = IsGlobalCaptureActive(), - CaptureCountAfter = SafeCaptureCount() - }; - } - - try - { - if (active.NativeCaptureActive) - { - _api.EndFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - active.NativeCaptureActive = false; - } - bool globalActive = IsGlobalCaptureActive(); - if (globalActive) - { - _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - globalActive = IsGlobalCaptureActive(); - } - uint countAfter = _api.GetNumCaptures(); - RenderDocCaptureFile capture = countAfter > active.CaptureCountBefore - ? TryReadCapture(countAfter - 1) - : null; - DateTime ended = DateTime.UtcNow; - lock (Gate) - { - _active = null; - _captureExpected = false; - } - RestoreFocus(active); - return new RenderDocEndCaptureResult - { - Success = !globalActive, - ErrorCode = globalActive ? "capture_still_active" : null, - Message = globalActive - ? "The exact HWND capture session closed, but RenderDoc still reports native capture state." - : capture == null - ? "Background capture session closed; capture registration is pending." - : "Background capture session closed and registered.", - CaptureId = active.Id, - Target = active.Target, - WindowTitle = active.WindowTitle, - StartedUtc = Utc(active.StartedUtc), - EndedUtc = Utc(ended), - DurationSeconds = Math.Max(0.0, (ended - active.StartedUtc).TotalSeconds), - CaptureCountBefore = (int)active.CaptureCountBefore, - CaptureCountAfter = (int)countAfter, - GlobalCaptureActive = globalActive, - CaptureRegistered = capture != null, - CapturePending = !globalActive && capture == null, - Capture = capture - }; - } - catch (Exception exception) - { - if (active.NativeCaptureActive) - { - try { _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); } - catch { } - active.NativeCaptureActive = false; - } - lock (Gate) - { - _active = null; - _captureExpected = false; - } - RestoreFocus(active); - return new RenderDocEndCaptureResult - { - Success = false, - ErrorCode = "end_failed", - Message = ExceptionMessage(exception), - CaptureId = active.Id, - Target = active.Target, - WindowTitle = active.WindowTitle, - StartedUtc = Utc(active.StartedUtc), - CaptureCountBefore = (int)active.CaptureCountBefore, - CaptureCountAfter = SafeCaptureCount(), - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - } - - internal static RenderDocCaptureLookupResult LastCapture() - { - if (_api == null) - { - return new RenderDocCaptureLookupResult - { - Success = false, - ErrorCode = "not_initialized", - Message = "Call RenderDocCaptureApi.InitializeAsync(Root) first." - }; - } - try - { - uint count = _api.GetNumCaptures(); - bool isNew = count > _lastCaptureFloor; - RenderDocCaptureFile capture = count > 0 ? TryReadCapture(count - 1) : null; - return new RenderDocCaptureLookupResult - { - Success = capture != null, - ErrorCode = capture == null ? "capture_not_registered" : null, - Message = capture == null ? "RenderDoc has not registered a capture." : "Latest capture resolved.", - CaptureCount = (int)count, - ExpectedAfterIndex = (int)_lastCaptureFloor, - NewSinceLastBegin = isNew, - CapturePending = _captureExpected && !isNew, - Capture = capture - }; - } - catch (Exception exception) - { - return new RenderDocCaptureLookupResult - { - Success = false, - ErrorCode = "capture_lookup_failed", - Message = ExceptionMessage(exception), - CaptureCount = SafeCaptureCount(), - ExpectedAfterIndex = (int)_lastCaptureFloor - }; - } - } - - internal static RenderDocDiscardCaptureResult Discard() - { - ActiveCapture active = _active; - if (active == null) - { - return new RenderDocDiscardCaptureResult - { - Success = false, - ErrorCode = "no_tracked_capture", - Message = "No tracked capture exists. Use RecoverStaleCaptures only for an untracked native capture.", - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - - try - { - if (active.NativeCaptureActive) - { - _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - active.NativeCaptureActive = false; - } - bool globalActive = IsGlobalCaptureActive(); - if (globalActive) - { - _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); - globalActive = IsGlobalCaptureActive(); - } - uint count = _api.GetNumCaptures(); - RenderDocCaptureFile saved = count > active.CaptureCountBefore - ? TryReadCapture(count - 1) - : null; - bool deleted = false; - if (saved != null && saved.Exists) - { - File.Delete(saved.Path); - deleted = !File.Exists(saved.Path); - } - lock (Gate) - { - _active = null; - _captureExpected = false; - } - RestoreFocus(active); - return new RenderDocDiscardCaptureResult - { - Success = !globalActive && (saved == null || deleted), - ErrorCode = globalActive ? "capture_still_active" : saved != null && !deleted ? "capture_delete_failed" : null, - Message = globalActive - ? "The background HWND session closed, but native capture state remains active." - : saved == null ? "Background capture session discarded." : "Background capture session discarded and its file was deleted.", - CaptureId = active.Id, - EndedExactWindowCapture = true, - GlobalCaptureActive = globalActive, - SavedBeforeDeletion = saved != null, - DeletedCaptureFile = deleted, - DeletedPath = saved == null ? null : saved.Path - }; - } - catch (Exception exception) - { - if (active.NativeCaptureActive) - { - try { _api.DiscardFrameCapture(IntPtr.Zero, active.NativeWindowHandle); } - catch { } - active.NativeCaptureActive = false; - } - lock (Gate) - { - _active = null; - _captureExpected = false; - } - RestoreFocus(active); - return new RenderDocDiscardCaptureResult - { - Success = false, - ErrorCode = "discard_failed", - Message = ExceptionMessage(exception), - CaptureId = active.Id, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - } - - internal static RenderDocRecoveryResult RecoverStaleCaptures(int maxAttempts) - { - if (_api == null) - { - return RecoveryFailure("not_initialized", "Call RenderDocCaptureApi.InitializeAsync(Root) first.", maxAttempts); - } - if (_active != null) - { - return RecoveryFailure( - "tracked_capture_active", - "A tracked capture is active. Use RenderDocCaptureApi.Discard() for exact-window cleanup.", - maxAttempts); - } - int bounded = Math.Max(1, Math.Min(32, maxAttempts)); - bool before = IsGlobalCaptureActive(); - int attempts = 0; - int successful = 0; - try - { - while (attempts < bounded && IsGlobalCaptureActive()) - { - attempts++; - // Explicit recovery only: wildcard matching is undefined when - // several device/window pairs are active, so normal capture - // never calls this API. - if (_api.DiscardFrameCapture(IntPtr.Zero, IntPtr.Zero) != 0) - successful++; - } - bool after = IsGlobalCaptureActive(); - return new RenderDocRecoveryResult - { - Success = !after, - ErrorCode = after ? "stale_capture_remains" : null, - Message = after - ? "RenderDoc still reports an active capture after bounded recovery. Restart Unity before capturing again." - : before ? "Untracked native capture state cleared." : "No stale capture was active.", - MaxAttempts = bounded, - Attempts = attempts, - CaptureActiveBefore = before, - CaptureActiveAfter = after, - SuccessfulDiscardCalls = successful - }; - } - catch (Exception exception) - { - RenderDocRecoveryResult failure = RecoveryFailure("recovery_failed", ExceptionMessage(exception), bounded); - failure.Attempts = attempts; - failure.CaptureActiveBefore = before; - failure.CaptureActiveAfter = IsGlobalCaptureActive(); - failure.SuccessfulDiscardCalls = successful; - return failure; - } - } - - private static RenderDocInitializeResult InitFailure(string code, string message) - { - return new RenderDocInitializeResult - { - Success = false, - ErrorCode = code, - Message = message, - Runtime = SnapshotRuntime() - }; - } - - private static RenderDocBeginCaptureResult BeginFailure(string code, string message) - { - return new RenderDocBeginCaptureResult - { - Success = false, - ErrorCode = code, - Message = message, - GlobalCaptureActive = IsGlobalCaptureActive() - }; - } - - private static RenderDocRecoveryResult RecoveryFailure(string code, string message, int maxAttempts) - { - return new RenderDocRecoveryResult - { - Success = false, - ErrorCode = code, - Message = message, - MaxAttempts = Math.Max(1, Math.Min(32, maxAttempts)), - CaptureActiveAfter = IsGlobalCaptureActive() - }; - } - - private static RenderDocRuntimeInfo SnapshotRuntime() - { - if (_runtime == null) - return null; - return new RenderDocRuntimeInfo - { - Initialized = _runtime.Initialized, - UnityIntegrationLoaded = _runtime.UnityIntegrationLoaded, - LoadedBundledRuntime = _runtime.LoadedBundledRuntime, - SkillPackageRoot = _runtime.SkillPackageRoot, - RuntimeRoot = _runtime.RuntimeRoot, - RenderDocModule = _runtime.RenderDocModule, - RenderDocVersion = _runtime.RenderDocVersion, - RenderDocApiVersion = _runtime.RenderDocApiVersion, - PythonExecutable = _runtime.PythonExecutable, - PythonModule = _runtime.PythonModule, - PythonModuleDirectory = _runtime.PythonModuleDirectory, - PythonWorker = _runtime.PythonWorker, - ProjectRoot = _runtime.ProjectRoot, - DefaultOutputDirectory = _runtime.DefaultOutputDirectory, - UnityVersion = _runtime.UnityVersion, - GraphicsApi = _runtime.GraphicsApi, - TargetSelection = _runtime.TargetSelection, - UsesUnityInternalWindowMapping = _runtime.UsesUnityInternalWindowMapping, - OverlayHidden = _runtime.OverlayHidden - }; - } - - private static bool IsGlobalCaptureActive() - { - try { return _api != null && _api.IsFrameCapturing() != 0; } - catch { return false; } - } - - private static int SafeCaptureCount() - { - try { return _api == null ? 0 : (int)_api.GetNumCaptures(); } - catch { return 0; } - } - - private static RenderDocCaptureFile TryReadCapture(uint index) - { - try - { - uint pathLength = 0; - ulong timestamp; - if (_api.GetCapture(index, IntPtr.Zero, ref pathLength, out timestamp) == 0 || pathLength == 0) - return null; - IntPtr buffer = Marshal.AllocHGlobal((int)pathLength + 1); - string path; - try - { - Marshal.WriteByte(buffer, (int)pathLength, 0); - if (_api.GetCapture(index, buffer, ref pathLength, out timestamp) == 0) - return null; - byte[] bytes = new byte[pathLength]; - Marshal.Copy(buffer, bytes, 0, bytes.Length); - int length = bytes.Length; - while (length > 0 && bytes[length - 1] == 0) - length--; - path = Encoding.UTF8.GetString(bytes, 0, length); - } - finally { Marshal.FreeHGlobal(buffer); } - if (string.IsNullOrWhiteSpace(path)) - return null; - FileInfo file = new FileInfo(path); - return new RenderDocCaptureFile - { - Exists = file.Exists, - Path = file.FullName, - Bytes = file.Exists ? file.Length : 0, - Timestamp = timestamp > long.MaxValue ? long.MaxValue : (long)timestamp, - CaptureIndex = (int)index, - ReplayValidation = "not_run" - }; - } - catch { return null; } - } - - private static string ResolveOutputDirectory(string requested) - { - if (string.IsNullOrWhiteSpace(requested)) - return _runtime.DefaultOutputDirectory; - string path = requested.Trim(); - return Path.GetFullPath(Path.IsPathRooted(path) ? path : Path.Combine(_runtime.ProjectRoot, path)); - } - - private static EditorWindow ResolveWindow(RenderDocCaptureTarget target) - { - if (target == RenderDocCaptureTarget.Scene) - { - SceneView scene = SceneView.lastActiveSceneView; - return scene != null ? scene : EditorWindow.GetWindow(); - } - Type gameViewType = typeof(EditorWindow).Assembly.GetType("UnityEditor.GameView"); - if (gameViewType == null) - throw new InvalidOperationException("Unity GameView type is unavailable."); - return EditorWindow.GetWindow(gameViewType); - } - - private static string WindowTitle(EditorWindow window) - { - if (window == null) - return ""; - if (window.titleContent != null && !string.IsNullOrEmpty(window.titleContent.text)) - return window.titleContent.text; - return window.GetType().Name; - } - - private static void RestoreFocus(ActiveCapture active) - { - if (active.RestorePreviousFocus - && active.PreviousWindow != null - && active.PreviousWindow != active.Window) - active.PreviousWindow.Focus(); - } - - private static IntPtr ResolveNativeWindowHandle(EditorWindow window) - { - string expectedTitle = window.GetType().FullName; - uint processId = (uint)Process.GetCurrentProcess().Id; - IntPtr focused = GetFocus(); - IntPtr current = focused; - while (current != IntPtr.Zero) - { - if (IsUnityGuiView(current, processId, expectedTitle)) - return current; - current = GetParent(current); - } - - List matches = new List(); - EnumWindowsProc collect = delegate(IntPtr handle, IntPtr parameter) - { - uint ownerProcessId; - GetWindowThreadProcessId(handle, out ownerProcessId); - if (ownerProcessId != processId) - return true; - if (IsUnityGuiView(handle, processId, expectedTitle)) - matches.Add(handle); - EnumWindowsProc collectChild = delegate(IntPtr child, IntPtr childParameter) - { - if (IsUnityGuiView(child, processId, expectedTitle)) - matches.Add(child); - return true; - }; - EnumChildWindows(handle, collectChild, IntPtr.Zero); - return true; - }; - EnumWindows(collect, IntPtr.Zero); - if (matches.Count == 0) - return IntPtr.Zero; - if (matches.Count == 1) - return matches[0]; - - Rect target = window.position; - IntPtr best = matches[0]; - double bestDistance = double.MaxValue; - for (int index = 0; index < matches.Count; index++) - { - NativeRect rect; - if (!GetWindowRect(matches[index], out rect)) - continue; - double deltaX = (rect.Left + rect.Right) * 0.5 - target.center.x; - double deltaY = (rect.Top + rect.Bottom) * 0.5 - target.center.y; - double distance = deltaX * deltaX + deltaY * deltaY; - if (distance < bestDistance) - { - best = matches[index]; - bestDistance = distance; - } - } - return best; - } - - private static bool IsUnityGuiView(IntPtr handle, uint processId, string expectedTitle) - { - uint ownerProcessId; - GetWindowThreadProcessId(handle, out ownerProcessId); - if (ownerProcessId != processId) - return false; - StringBuilder className = new StringBuilder(128); - if (GetClassNameW(handle, className, className.Capacity) == 0 - || !string.Equals(className.ToString(), "UnityGUIViewWndClass", StringComparison.Ordinal)) - return false; - int length = GetWindowTextLengthW(handle); - StringBuilder title = new StringBuilder(Math.Max(1, length + 1)); - GetWindowTextW(handle, title, title.Capacity); - return string.Equals(title.ToString(), expectedTitle, StringComparison.Ordinal); - } - - private static string NativeHandleText(IntPtr handle) - { - return handle == IntPtr.Zero - ? null - : "0x" + handle.ToInt64().ToString("X", CultureInfo.InvariantCulture); - } - - private static void RepaintImmediately(EditorWindow window) - { - object parent = ResolveGuiView(window); - if (parent == null) - return; - MethodInfo repaint = parent.GetType().GetMethod( - "RepaintImmediately", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - if (repaint != null) - repaint.Invoke(parent, null); - } - - private static object ResolveGuiView(EditorWindow window) - { - FieldInfo parentField = typeof(EditorWindow).GetField( - "m_Parent", - BindingFlags.Instance | BindingFlags.NonPublic); - return parentField == null ? null : parentField.GetValue(window); - } - - private static void ValidateUnityVersion() - { - if (Application.platform != RuntimePlatform.WindowsEditor) - throw new PlatformNotSupportedException("RenderDoc capture requires Windows x64."); - string[] parts = (Application.unityVersion ?? "").Split('.'); - int major; - int minor; - if (parts.Length < 2 - || !int.TryParse(parts[0], out major) - || !int.TryParse(parts[1], out minor) - || major < MinimumUnityMajor - || (major == MinimumUnityMajor && minor < MinimumUnityMinor)) - { - throw new InvalidOperationException( - "RenderDoc capture requires Unity 6000.3 or newer; current version is " - + Application.unityVersion + "."); - } - } - - private static void RequireFile(string path, string label) - { - if (!File.Exists(path)) - throw new FileNotFoundException(label + " is missing. Run 'bun run renderdoc:bundle'.", path); - } - - private static void RecreateGraphicsDeviceForRenderDoc() - { - MethodInfo recreate = typeof(ShaderUtil).GetMethod( - "RecreateGfxDevice", - BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); - if (recreate == null) - throw new MissingMethodException("UnityEditor.ShaderUtil.RecreateGfxDevice is unavailable."); - try { recreate.Invoke(null, null); } - catch (TargetInvocationException exception) - { - Exception inner = exception.InnerException ?? exception; - throw new InvalidOperationException( - "Unity failed to recreate the graphics device for RenderDoc: " + inner.Message, - inner); - } - } - - private static Task WaitForEditorUpdates(int count) - { - TaskCompletionSource source = new TaskCompletionSource(); - int remaining = Math.Max(1, count); - EditorApplication.CallbackFunction callback = null; - callback = delegate - { - remaining--; - if (remaining > 0) - return; - EditorApplication.update -= callback; - source.TrySetResult(true); - }; - EditorApplication.update += callback; - return source.Task; - } - - private static RenderDocApi ResolveRenderDocApi(IntPtr module) - { - IntPtr getApiPointer = GetProcAddress(module, "RENDERDOC_GetAPI"); - if (getApiPointer == IntPtr.Zero) - throw new InvalidOperationException("renderdoc.dll does not export RENDERDOC_GetAPI."); - GetRenderDocApiDelegate getApi = (GetRenderDocApiDelegate)Marshal.GetDelegateForFunctionPointer( - getApiPointer, - typeof(GetRenderDocApiDelegate)); - IntPtr apiPointer; - if ((getApi(RenderDocApiVersion_1_7_0, out apiPointer) == 0 || apiPointer == IntPtr.Zero) - && (getApi(RenderDocApiVersion_1_6_0, out apiPointer) == 0 || apiPointer == IntPtr.Zero)) - throw new InvalidOperationException("RenderDoc in-application API 1.6.0 or newer is unavailable."); - return new RenderDocApi - { - GetVersion = ReadApiFunction(apiPointer, 0), - MaskOverlayBits = ReadApiFunction(apiPointer, 8), - SetCapturePathTemplate = ReadApiFunction(apiPointer, 11), - GetNumCaptures = ReadApiFunction(apiPointer, 13), - GetCapture = ReadApiFunction(apiPointer, 14), - StartFrameCapture = ReadApiFunction(apiPointer, 19), - IsFrameCapturing = ReadApiFunction(apiPointer, 20), - EndFrameCapture = ReadApiFunction(apiPointer, 21), - DiscardFrameCapture = ReadApiFunction(apiPointer, 24), - SetCaptureTitle = ReadApiFunction(apiPointer, 26), - Module = module - }; - } - - private static T ReadApiFunction(IntPtr api, int index) where T : class - { - IntPtr pointer = Marshal.ReadIntPtr(api, index * IntPtr.Size); - if (pointer == IntPtr.Zero) - throw new InvalidOperationException("RenderDoc API function " + index + " is unavailable."); - T callback = Marshal.GetDelegateForFunctionPointer(pointer, typeof(T)) as T; - if (callback == null) - throw new InvalidOperationException("RenderDoc API function " + index + " has an invalid signature."); - return callback; - } - - private static void SetCapturePathTemplate(RenderDocApi api, string path) - { - InvokeWithUtf8(path, delegate(IntPtr pointer) { api.SetCapturePathTemplate(pointer); }); - } - - private static void SetCaptureTitle(RenderDocApi api, string title) - { - InvokeWithUtf8(title, delegate(IntPtr pointer) { api.SetCaptureTitle(pointer); }); - } - - private static void InvokeWithUtf8(string value, Action callback) - { - byte[] bytes = Encoding.UTF8.GetBytes((value ?? "") + "\0"); - IntPtr pointer = Marshal.AllocHGlobal(bytes.Length); - try - { - Marshal.Copy(bytes, 0, pointer, bytes.Length); - callback(pointer); - } - finally { Marshal.FreeHGlobal(pointer); } - } - - private static string SafeFileName(string value) - { - value = (value ?? "").Trim(); - if (value.Length > 48) - value = value.Substring(0, 48); - char[] invalid = Path.GetInvalidFileNameChars(); - StringBuilder output = new StringBuilder(value.Length); - for (int i = 0; i < value.Length; i++) - { - char ch = value[i]; - bool blocked = Array.IndexOf(invalid, ch) >= 0; - output.Append(blocked || char.IsWhiteSpace(ch) ? '_' : ch); - } - return output.ToString().Trim('_', '.'); - } - - private static bool PathsEqual(string left, string right) - { - try - { - return string.Equals( - Path.GetFullPath(left).TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar), - Path.GetFullPath(right).TrimEnd(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar), - StringComparison.OrdinalIgnoreCase); - } - catch { return false; } - } - - private static string ModulePath(IntPtr module) - { - StringBuilder path = new StringBuilder(32768); - uint length = GetModuleFileNameW(module, path, path.Capacity); - return length == 0 ? "renderdoc.dll" : path.ToString(); - } - - private static string ExceptionMessage(Exception exception) - { - TargetInvocationException invocation = exception as TargetInvocationException; - Exception source = invocation != null && invocation.InnerException != null - ? invocation.InnerException - : exception; - return source.GetType().Name + ": " + source.Message; - } - - private static string Utc(DateTime value) - { - return value.ToUniversalTime().ToString("o", CultureInfo.InvariantCulture); - } - - [DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)] - private static extern IntPtr LoadLibraryExW(string fileName, IntPtr file, int flags); - - [DllImport("kernel32.dll", CharSet = CharSet.Unicode)] - private static extern IntPtr GetModuleHandleW(string moduleName); - - [DllImport("kernel32.dll", CharSet = CharSet.Ansi, ExactSpelling = true)] - private static extern IntPtr GetProcAddress(IntPtr module, string procedureName); - - [DllImport("kernel32.dll", CharSet = CharSet.Unicode)] - private static extern uint GetModuleFileNameW(IntPtr module, StringBuilder fileName, int size); - - [DllImport("user32.dll")] - private static extern IntPtr GetFocus(); - - [DllImport("user32.dll")] - private static extern IntPtr GetParent(IntPtr window); - - [DllImport("user32.dll")] - [return: MarshalAs(UnmanagedType.Bool)] - private static extern bool EnumWindows(EnumWindowsProc callback, IntPtr parameter); - - [DllImport("user32.dll")] - [return: MarshalAs(UnmanagedType.Bool)] - private static extern bool EnumChildWindows(IntPtr parent, EnumWindowsProc callback, IntPtr parameter); - - [DllImport("user32.dll")] - private static extern uint GetWindowThreadProcessId(IntPtr window, out uint processId); - - [DllImport("user32.dll", CharSet = CharSet.Unicode)] - private static extern int GetClassNameW(IntPtr window, StringBuilder className, int maxCount); - - [DllImport("user32.dll", CharSet = CharSet.Unicode)] - private static extern int GetWindowTextLengthW(IntPtr window); - - [DllImport("user32.dll", CharSet = CharSet.Unicode)] - private static extern int GetWindowTextW(IntPtr window, StringBuilder title, int maxCount); - - [DllImport("user32.dll")] - [return: MarshalAs(UnmanagedType.Bool)] - private static extern bool GetWindowRect(IntPtr window, out NativeRect rect); - - } - - internal static class RenderDocJson - { - internal static string Serialize(object value) - { - StringBuilder output = new StringBuilder(512); - HashSet path = new HashSet(ReferenceComparer.Instance); - Write(output, value, path, 0); - return output.ToString(); - } - - private static void Write(StringBuilder output, object value, HashSet path, int depth) - { - if (value == null) { output.Append("null"); return; } - if (depth > 12) { Quote(output, ""); return; } - if (value is string || value is char) { Quote(output, Convert.ToString(value, CultureInfo.InvariantCulture)); return; } - if (value is bool) { output.Append((bool)value ? "true" : "false"); return; } - if (IsNumber(value)) { output.Append(Convert.ToString(value, CultureInfo.InvariantCulture)); return; } - if (value is Enum) { Quote(output, value.ToString()); return; } - if (value is UnityEngine.Object) - { - UnityEngine.Object unityObject = (UnityEngine.Object)value; - Quote(output, unityObject == null ? null : unityObject.name); - return; - } - bool track = !value.GetType().IsValueType; - if (track && !path.Add(value)) { Quote(output, ""); return; } - try - { - IDictionary dictionary = value as IDictionary; - if (dictionary != null) { WriteDictionary(output, dictionary, path, depth); return; } - IEnumerable enumerable = value as IEnumerable; - if (enumerable != null) { WriteList(output, enumerable, path, depth); return; } - WriteObject(output, value, path, depth); - } - finally { if (track) path.Remove(value); } - } - - private static void WriteDictionary(StringBuilder output, IDictionary value, HashSet path, int depth) - { - output.Append('{'); - bool first = true; - foreach (DictionaryEntry item in value) - { - if (!first) output.Append(','); - first = false; - Quote(output, Convert.ToString(item.Key, CultureInfo.InvariantCulture)); - output.Append(':'); - Write(output, item.Value, path, depth + 1); - } - output.Append('}'); - } - - private static void WriteList(StringBuilder output, IEnumerable value, HashSet path, int depth) - { - output.Append('['); - bool first = true; - foreach (object item in value) - { - if (!first) output.Append(','); - first = false; - Write(output, item, path, depth + 1); - } - output.Append(']'); - } - - private static void WriteObject(StringBuilder output, object value, HashSet path, int depth) - { - output.Append('{'); - bool first = true; - PropertyInfo[] properties = value.GetType().GetProperties(BindingFlags.Instance | BindingFlags.Public); - for (int i = 0; i < properties.Length; i++) - { - PropertyInfo property = properties[i]; - if (!property.CanRead || property.GetIndexParameters().Length != 0) - continue; - object item; - try { item = property.GetValue(value, null); } - catch { continue; } - if (!first) output.Append(','); - first = false; - Quote(output, char.ToLowerInvariant(property.Name[0]) + property.Name.Substring(1)); - output.Append(':'); - Write(output, item, path, depth + 1); - } - output.Append('}'); - } - - private static bool IsNumber(object value) - { - return value is byte || value is sbyte || value is short || value is ushort - || value is int || value is uint || value is long || value is ulong - || value is float || value is double || value is decimal; - } - - private static void Quote(StringBuilder output, string value) - { - if (value == null) { output.Append("null"); return; } - output.Append('"'); - for (int i = 0; i < value.Length; i++) - { - char ch = value[i]; - switch (ch) - { - case '"': output.Append("\\\""); break; - case '\\': output.Append("\\\\"); break; - case '\b': output.Append("\\b"); break; - case '\f': output.Append("\\f"); break; - case '\n': output.Append("\\n"); break; - case '\r': output.Append("\\r"); break; - case '\t': output.Append("\\t"); break; - default: - if (ch < 32) output.Append("\\u").Append(((int)ch).ToString("x4", CultureInfo.InvariantCulture)); - else output.Append(ch); - break; - } - } - output.Append('"'); - } - - private sealed class ReferenceComparer : IEqualityComparer - { - internal static readonly ReferenceComparer Instance = new ReferenceComparer(); - public new bool Equals(object left, object right) { return ReferenceEquals(left, right); } - public int GetHashCode(object value) - { - return System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(value); - } - } - } -} diff --git a/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs.meta b/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs.meta deleted file mode 100644 index f6982515..00000000 --- a/skills/graphics-debugger/unity/Editor/RenderDocCapture.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 950c3a9c1264c554bb406b80ebd90887 \ No newline at end of file diff --git a/skills/merge/SKILL.md b/skills/merge/SKILL.md deleted file mode 100644 index 6a0cd345..00000000 --- a/skills/merge/SKILL.md +++ /dev/null @@ -1,84 +0,0 @@ ---- -summary: >- - 用于合并分支改动、把多个 commit 的修改应用到当前脏工作区,或手工解决 Git/Unity 资产冲突。按用户意图选择只应用修改、Git merge 或 cherry-pick。 -tools: - - bash - - read - - write - - edit - - python - - knowledge_query ---- - -# Merge - -把用户选定的改动整合到目标中,保留目标已有且未要求替换的工作。修改内容与 Git 历史处理是两个选择;按用户已有要求完成,不在每一步重新征求确认。 - -## 选择落点与 Git 方式 - -一次读取目标 checkout、当前分支、暂存/未暂存状态、正在进行的 Git 操作,以及所选来源的提交列表和变更路径。先看目录与差异摘要,只展开相关文件;本地 ref 足够时不额外 fetch。 - -| 用户意图 | 执行方式 | -| --- | --- | -| 拿来这些修改、挑选多 commit、整合到脏工作区,未要求改变历史 | 默认在当前 checkout 用 `locus.merges` 应用修改,保留 HEAD/index;不自动提交 | -| 明确要求 Git merge、保留分支合并关系 | 按指定目标和参数执行 Git merge | -| 明确要求 cherry-pick、逐提交保留来源 | 按指定顺序执行 cherry-pick | -| 已有 merge/cherry-pick 等操作停在冲突 | 继续处理当前操作,不另起一次集成 | -| 只比较或预览 | 读取差异或生成 preview,到此结束 | - -目标默认是当前工作区,不为了合并先切换分支。把来源 ref 一次解析为 commit OID,明确选取范围与依赖顺序;非连续选择不把中间未选提交带入。遇到 merge commit 时指定正确的 mainline,细节按需查 SDK 帮助。上下文足以判断就执行;只有来源、目标、业务取舍或最终 Git 语义确实无法确定时,集中问清缺失项。 - -## 常用路径:在当前工作区应用修改 - -通过 `python` 工具调用已内置的 `locus.merges`,执行修改的 Python body 使用 `readonly=false`。参数不熟悉时,从 `python` 工具描述给出的 SDK 文档目录读取 `merges.md`;同一任务内复用已读契约。 - -1. 以当前脏工作区准备一个 job,通常一个请求包含本次所选的全部 commits。范围明确时在 `prepare(paths=[...])` 传入精确文件路径;完整替换场景、Prefab 或其他文件时使用 `mode="files"`,直接 `job.plan().files.take(path, version="source", commit=oid)`,无需预先生成字段目录。资产/meta 会成对进入可选范围,但仍分别显式选择。需要字段合并时使用默认 `mode="structural"`。`new_plan(default="keep_target")` 默认保留目标,然后按用户范围批量 include/exclude。用户要全部所选提交时可直接 `include(all=True)`,无需逐字段确认。 -2. 范围明确时直接按路径或 commit 选择。需要了解内容时分页读 `job.changes()`,只返回文件、状态与相关 change ID;需要字段上下文时才调用 `job.inspect_asset(path, version=...)`。大场景无需完整展开对象树。 -3. 一批选择完成后执行一次 `preview()`。直接处理返回的冲突和依赖问题;`preview`、`validate(level="static")`、`check_dependencies` 当前共享静态预览,不连续调用三遍。 -4. `ready_to_apply` 后直接 `apply(expected_plan_hash=preview.plan_hash)`,只应用既定计划。没有新信息时不再要求用户确认同一范围。返回后核对应用路径与变更摘要。 - -```python -# 在 Python 工具的 async body 中运行;source_oids 已由用户范围解析得到。 -job = await locus.merges.prepare( - workspace_ref=workspace_ref, - sources=[{"commits": source_oids}], -) -plan = await job.new_plan(default="keep_target") -await plan.include(all=True) # 此例中用户要纳入这些 commits 的全部修改。 -preview = await plan.preview() -if preview.ready_to_apply: - applied = await plan.apply(expected_plan_hash=preview.plan_hash) - print(applied) -else: - print(job.id, preview.issues) # 针对这些问题修正同一个 plan 后再预览。 -``` - -准备后的目标若有新增修改,旧计划会返回 `stale`。保留那些修改,在新目标上重新准备并按新 catalog 重建相关选择;不要用 reset 或强制覆盖消除 stale。继续已有 job 用 `locus.merges.get(...)` 和 `job.plan()`,不反复 `new_plan()` 清空已经作出的选择。 - -## 手工解决内容冲突 - -“手工”是理解两边意图后明确组合结果,不是将所有冲突统一选成 ours/theirs。 - -- **Unity YAML**:简单字段、对象和文件差异直接用 Locus 自研合并 API。按需读取冻结的 base/target/source/result,再使用 `fields.take/set`、`objects.*` 或 `files.*` 表达结果。`include` 只表示纳入,不等于解决冲突;`plan.resolve(change_id, side=...)` 使用 catalog 中的 change ID。只有需要双方行为信息时才进一步查询 Editor。 -- **代码和普通文本**:保留双方必要逻辑,用普通文件工具拼接。如果必须修改计划涉及的目标文件,先完成文本编辑,再 prepare,并 exclude 已解决路径;若已有计划,完成手工编辑后重新 prepare。不要编辑目标后继续 apply 旧 hash。 -- **二进制/完整选边**:按用户目的明确选取完整版本,用 `files.take(path, version="source", commit=oid)` 等操作。不能把 `include` 当作二进制内容选择。 -- **引用、类型或依赖冲突**:只检查问题涉及的对象与依赖;必要修改一起纳入,其余保持排除。不要为方便直接选择整张 Scene/Prefab,也不要通过通用文件工具手写 Unity YAML。对象 ID/rid 选择器用字符串;设置数值引用字段时用 Python 整数。 - -如果用户要求实际 Git merge/cherry-pick,或目标已有未合并索引,按需读取本包的 [Git 操作与现有冲突](git-conflicts.md):通过 `knowledge_query` 定位该文档,再 `read` 返回的物理路径。`locus.merges.prepare` 不接管已有 Git 操作,不向带冲突标记的资产重复 prepare。 - -## 按需要使用 Editor 与 worktree - -- 不默认创建 worktree、申请项目池或启动第二个 Editor。普通代码/文本与可由 YAML API 明确合并的资产,优先在当前 checkout 完成。 -- 需要运行时对象、反序列化结果、编译后的类型或实际场景行为时,先复用目标已打开的 Editor。只有必须同时观察另一个版本、隔离执行,或用户指定新落点时,才用 `locus.worktrees`;参数按需读 `python` 的 `worktrees` 帮助。 -- 额外来源槽位检出准确的 source OID。多个 Editor 的查询可用 `asyncio.gather`,每次调用显式传 `worktree=handle`;目标新建后使用 `job.workspace_ref`。不要通过切换 Agent 工作目录来轮流控制 Editor。 -- Editor 观察用于帮助选择;冻结快照才是计划依据。首次导入、复杂运行时复现不是每次合并的固定步骤。 - -## 验证与完成 - -验证与本次变化相称:简单改动看计划、应用结果及局部 diff;代码改动用项目现有的相关检查;确有 Unity 导入/行为疑问时再验证受影响资产。仅应用 YAML 修改不要求必启 Editor。后端报告具体阻塞时处理该项,不额外设置“必须工作区干净”“必须全量扫描/编译/测试”的入口条件。 - -需要通过 `plan.commit` 提交 Unity 资产/代码时,遵循其已有 Unity 证据要求;通常 `plan.validate(level="unity")` 检查已应用目标。只有精确部分提交需要独立候选验证时才传 `paths=...`;容量已满时先释放不再需要的来源 Editor。不要为每次预览预先准备验证槽位。 - -按用户指定的完成层级结束:只应用就保留工作区修改;需要 stage/commit 时显式列出路径。同路径原有本地修改也要纳入提交时使用 `include_local_changes=True`,依据用户已有意图决定。选择性集成提交是单父提交,不冒充 Git merge/cherry-pick;真正的 Git 操作沿其原流程完成。保留无关暂存和本地修改,不默认 stash、reset、clean 或 `git add -A` 整理全区。 - -最后简述:来源与范围、采用的 Git 方式、解决的关键取舍、验证结果,以及当前停在“已应用/已暂存/已提交/仍有具体冲突”哪一步。仅清理本次拥有且已不再使用的临时资源;已有 Editor 保持原用途。 diff --git a/skills/merge/git-conflicts.md b/skills/merge/git-conflicts.md deleted file mode 100644 index b52510ba..00000000 --- a/skills/merge/git-conflicts.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -summary: >- - 在用户明确要求 Git merge/cherry-pick,或已有 Git 操作停在冲突时读取。区分 Git 索引冲突与 locus.merges 选择性集成,按文件类型解决并继续原操作。 -tools: - - bash - - read - - write - - edit - - python - - unity_execute ---- - -# Git 操作与现有冲突 - -## 开始用户指定的 Git 操作 - -先利用当前已读取的状态判断目标分支与操作是否一致。用户已明确 Git merge 或 cherry-pick 时执行该方式及其指定参数;不要先用 SDK 应用同一批修改,然后再重复执行 Git。 - -- Git merge 按用户选择处理快进/合并提交以及是否停在提交前;不要擅自追加 `--no-ff`、`--squash`、`--autostash` 等改变语义的选项。 -- cherry-pick 按所选提交的依赖顺序执行;只选指定 commits,不默认扩展为连续 range。遇到冲突时先完成当前一项,再继续序列。 -- 脏工作区不是一律拒绝执行的理由。先检查与本次改动的实际重叠;Git 若因重叠修改拒绝操作,指出具体路径,再按用户意图选择保留工作区的 SDK 应用、先处理那些本地修改或隔离执行。不要为了“干净”自动搬走所有工作。 - -`locus.merges.prepare` 会拒绝已有 unmerged index 和正在进行的 merge/cherry-pick/rebase 等操作。遇到这种状态按下面流程解决,不循环重试,不自动 abort 后换一种 Git 语义。 - -## 定位和解决冲突 - -合并读取一次 `git status --short`、`git diff --name-only --diff-filter=U` 和 `git ls-files -u`,按实际路径处理。需要三方内容时用 `git show :1:`、`:2:`、`:3:`,并结合当前操作解释它们:1 是共同基线,2/3 是此次索引的两侧;rebase 中不要把 ours/theirs 简单等同于用户口中的“我的/别人的分支”。新增/删除冲突可能没有某一 stage。 - -### 普通文本和代码 - -读冲突段与必要的调用上下文,保留双方需要的行为;使用文件编辑工具移除冲突标记并组合代码。新增/删除/重命名冲突按用户需要决定最终路径和内容。相同业务判断可批量处理,无需每个文件都询问;只有无法从代码和用户目标推断的业务选择才问。 - -已确认只取完整一侧的路径,可使用 `git checkout --ours -- ` 或 `git checkout --theirs -- `;确认删除时用 `git rm -- `。这些选择按路径执行,不把一个冲突的结论扩展到整仓库。 - -### Unity 资产 - -这里解决的是 Git 索引中的冲突,与普通 SDK 集成计划分开处理: - -- **完整选边或二进制**:Git 的完整版本恢复适用;对资产与 `.meta` 保持正确的 GUID 配对。完整版本恢复不等于手写 YAML。 -- **已经能使用 Locus Collab 语义冲突面板/接口**:用其自研 YAML 字段/对象合并完成现有索引冲突。当前公开 Python `locus.merges` 没有这些 `git_merge_semantic_*` RPC,不杜撰可调用入口,也不为此临时创建 View 或调试网页。 -- **Agent 需要组合字段且没有可调用的索引语义接口**:选定完整版本作为工作文件基底,保留索引三方内容供对照;从中确定需要补入的字段,再复用当前 Editor,通过 `unity_execute` 的 Unity/SerializedObject API 修改并保存目标资产。先使工作文件成为合法的完整资产,再导入;不要让 Editor 导入冲突标记。目标 Editor 未运行时可按需启动,仍不需要新 worktree;编译或导入问题只处理实际涉及部分。只有 Editor 确实无法运行且结构化结果无法可靠确定时,才留下该资产的具体待决项,其余能完成的冲突继续处理。 - -普通、尚未进入 Git 操作的 YAML 修改优先走主文档的 `locus.merges` 快速路径,不因为这一节就为所有合并启动 Editor。复杂图或类型迁移确实需要另一个版本的运行时证据时,才按主文档申请额外 checkout/Editor;不要为了绕开 unmerged 检查修改索引或清除 Git 操作标记。 - -## 结束当前操作 - -完成一个文件后显式 `git add -- `;内容已由 Collab 暂存时不重复处理。只暂存实际解决的路径,检查剩余 unmerged 项与本次结果 diff,运行与改动相称的检查。 - -没有剩余冲突后,按用户要求的完成层级执行原操作的 `git merge --continue`、`git cherry-pick --continue` 等。仅要求解决冲突、保留提交前状态时停在那里。`--skip` 会丢弃当前提交,`--abort` 会放弃当前操作,不能用来掩盖尚未解决的问题。不要在原操作之上调用 `plan.commit` 代替 Git 的历史语义。 - -报告完成的操作和实际 commit(若有),以及保留的本地修改或仍待决定的具体冲突;不生成额外审计文件或要求与任务无关的检查。 diff --git a/skills/merge/skill.json b/skills/merge/skill.json deleted file mode 100644 index 503aed12..00000000 --- a/skills/merge/skill.json +++ /dev/null @@ -1,14 +0,0 @@ -{ - "schema": "locus.skill.v1", - "id": "merge", - "name": "Merge", - "version": "1.0.0", - "injectMode": "excerpt", - "description": "用于合并分支改动、把多个 commit 的修改应用到当前脏工作区,或手工解决 Git/Unity 资产冲突。按用户意图选择只应用修改、Git merge 或 cherry-pick。", - "argumentHint": "<来源分支或 commits> [目标、范围与 Git 处理方式]", - "command": { - "enabled": true, - "trigger": "/merge", - "argumentHint": "<来源分支或 commits> [目标、范围与 Git 处理方式]" - } -} diff --git a/skills/plugin/SKILL.md b/skills/plugin/SKILL.md index 0969ad42..d0eb84e6 100644 --- a/skills/plugin/SKILL.md +++ b/skills/plugin/SKILL.md @@ -1,6 +1,4 @@ --- -summary: >- - Load when plugin or 插件 means a Locus app extension: search, install, enable, disable, uninstall, create, package, publish. Ignore Unity project plugins. tools: - plugin_list - plugin_search @@ -9,14 +7,19 @@ tools: - plugin_uninstall - plugin_export - skill_list - - execute_typescript - - knowledge_query - - read + - skill_reload + - view_list + - view_reload + - knowledge_read - ask_user_question + - sheet --- # Plugin +## L1 +Load when plugin or 插件 means a Locus app extension: search, install, enable, disable, uninstall, create, package, publish. Ignore Unity project plugins. + ## Instructions Treat `/plugin ` as the only command entry. Interpret words such as search, install, uninstall, remove, create, import, pack, zip, publish, release, registry, PR, Skill, View, and Rule as intent signals inside the natural-language request. @@ -24,8 +27,8 @@ Treat `/plugin ` as the only command entry. Interpret words such as sea 1. Route the request. - Discovery: `plugin_search` for the registries configured in Locus, `plugin_list` for installed plugins. - Install, enable, disable, uninstall: resolve the target with step 2, then call the matching tool. - - Creation or packaging: locate source components with `skill_list` and `locus.views.list()` via `execute_typescript`, then follow steps 8-10. - - Editing: locate plugin-managed components with `plugin_list`, `skill_list`, and `locus.views.list()` via `execute_typescript`; Skill edits refresh automatically, and View edits are validated with `locus.views.reload()` via `execute_typescript`. + - Creation or packaging: locate source components with `skill_list` and `view_list`, then follow steps 8-10. + - Editing: locate plugin-managed components with `plugin_list`, `skill_list`, and `view_list`; validate edits with `skill_reload` or `view_reload`. - Publishing beyond a local zip archive: follow step 11. 2. Resolve the target before any state change. @@ -35,13 +38,14 @@ Treat `/plugin ` as the only command entry. Interpret words such as sea 3. Use progressive disclosure for specialized editing. - Keep `/plugin` focused on plugin lifecycle, ownership, packaging, dependency metadata, and publishing decisions. - - To create or edit a View, locate the View Skill with `knowledge_query`, `read` its returned physical path, then follow that Skill. - - To create or edit a Skill, locate the Create Skill workflow with `knowledge_query`, `read` its returned physical path, then follow that workflow. - - To give `unity_yaml_read` a typed reader for custom or built-in YAML asset types, locate the [extension guide](yaml-read-extensions.md) with `knowledge_query`, `read` its returned physical path, then follow it. The reader is a Skill package `unityYamlReadExtensions` entry plus a C# file compiled in the connected Unity Editor. + - To create or edit a View, load the View skill with `knowledge_read` using `path: "skill/view"` and `part: "body"`, then follow that skill. + - To create or edit a Skill, load the Create Skill workflow with `knowledge_read` using `path: "skill/create-skill.md"` and `part: "body"`, then follow that workflow. + - To give `unity_yaml_read` a typed reader for custom or built-in YAML asset types, load the [extension guide](yaml-read-extensions.md) with `knowledge_read` using `path: "skill/plugin/yaml-read-extensions.md"` and `part: "body"`, then follow it. The reader is a Skill package `unityYamlReadExtensions` entry plus a C# file compiled in the connected Unity Editor. - Return to this workflow after the component edit is validated, then continue packaging, installation, ownership transfer, or publishing. 4. Ask when a choice changes the result. - - Use `ask_user_question` when multiple registry matches are plausible, install or uninstall scope is unclear, component selection is unclear, import mode is unclear, publish target is unclear, GitHub authentication is missing, or collected metadata needs explicit approval. Present collected metadata as a concise text block before asking for approval. + - Use `ask_user_question` when multiple registry matches are plausible, install or uninstall scope is unclear, component selection is unclear, import mode is unclear, publish target is unclear, or GitHub authentication is missing. + - Use `sheet` to confirm collected multi-field metadata in one pass (export step 10, registry entry metadata in the publishing workflow) instead of asking field by field. - Always ask before creating, exporting, or publishing a new plugin id. The package name is the plugin id, and the user must choose or enter it before export. - Show any proposed id explicitly. A proposal may come from an existing plugin id, selected Skill/View slug, repository owner, or authenticated GitHub login, but none of those sources decides the final id. - Prefer concise package-manager style ids such as `asset-browser-tools` or `locus-workspace`. Use reverse-DNS or owner-prefixed ids only when the user chooses that naming scheme or a collision needs disambiguation. @@ -58,13 +62,13 @@ Treat `/plugin ` as the only command entry. Interpret words such as sea - After the change, report the affected id and scope. 7. Work with editable plugin components. - - Local path/source installs are suitable for iterative local plugin work. Edit files inside the returned plugin root, confirm Skill changes with `skill_list`, and validate View changes with `locus.views.reload()` via `execute_typescript`. - - `skill_list` includes plugin Skill packages with `pluginApp` or `pluginProject` sources. `locus.views.list()` via `execute_typescript` and `locus.views.reload()` via `execute_typescript` include plugin Views by id; use the returned `packageRoot` for edits. + - Local path/source installs are suitable for iterative local plugin work. Edit files inside the returned plugin root, then validate with `skill_reload` or `view_reload`. + - `skill_reload` source may be `pluginApp` or `pluginProject` for plugin Skill packages. `view_list` and `view_reload` include plugin Views by id; use the returned `packageRoot` for edits. - Optional plugin Rules live under the plugin root, usually `rules/.md`, and are declared in `locus.plugin.json` under `components.rules`. They are enabled by default while the plugin is enabled. - Registry-installed plugins are treated as managed components. Ask before replacing, forking, or editing them in place. 8. Create or package from existing components. - - Locate the requested components with `skill_list` and `locus.views.list()` via `execute_typescript`. Only Skill packages are exportable; convert a Markdown-only Skill to a Skill package before packaging. + - Locate the requested components with `skill_list` and `view_list`. Only Skill packages are exportable; convert a Markdown-only Skill to a Skill package before packaging. - Plugin-managed components are exported through their owning plugin. Report the owning plugin id and ask before creating a fork or replacement package. - Inspect manifests, root docs, source files, scripts, bindings, Unity C# files, package-local assets, and referenced files. @@ -74,15 +78,15 @@ Treat `/plugin ` as the only command entry. Interpret words such as sea - Set `compatibility.projectIndependent = true` only when the audit finds no project dependencies; otherwise set it to `false` and fill `dependencies.project`. 10. Export only after approval. - - Present the export metadata in one concise block titled with the plugin id and version: plugin id, name, version, selected Skill package ids, selected View ids, output path, install scope, dependency metadata, checked files, and remaining risks. Mark user-fixed values clearly, then ask for explicit approval with `ask_user_question`. - - Collect any missing output path, version, package id, or publish target with `ask_user_question` before presenting the approval block. + - Confirm the export metadata with the `sheet` tool: one sheet titled with the plugin id and version, with fields for plugin id, name, version, selected Skill package ids, selected View ids, output path, install scope, and dependency metadata. Summarize checked files and remaining risks in the sheet description. Mark values the user already fixed as readonly and leave the rest editable. + - The sheet confirms collected values; it does not collect missing ones. Ask with `ask_user_question` first when the output path, version, package id, or publish target is still unknown. - For new plugins, force the package name question even when a high-confidence id is available. - - When the user requests changes, revise the proposal, present the updated metadata block, and ask for approval again. Call `plugin_export` after the latest proposal is approved. + - When the sheet returns a change request, revise the proposal and present an updated sheet. Never call `plugin_export` while the latest sheet outcome is a change request. - Before export, run `plugin_list` and check installed app/workspace plugins for the selected id. If it already exists, ask whether to update that plugin, choose another id, or stop. - - Call `plugin_export` only after the audit, structure plan, and metadata approval are complete. Pass detailed `auditSummary` and `structurePlan`, and record the approved values, including user edits, in `userApproval`. + - Call `plugin_export` only after the audit, structure plan, and sheet confirmation are complete. Pass detailed `auditSummary` and `structurePlan`, and record the confirmed sheet values, including user edits, in `userApproval`. - For plugin creation from existing components, pass `installAfterExport: true` and `transferOwnership: true` so the created plugin installs locally and takes ownership of the components. Use `installScope: "app"` by default; use `"project"` when the plugin should stay in the current workspace. - After export, report the installed plugin root and the transferred Skill/View component ids. Continue future edits inside the installed plugin root. 11. Publish. - For zip-only publishing, the approved `plugin_export` archive is the deliverable; report the output path. - - For GitHub release, plugin repository, or registry publishing, locate the [publishing workflow](publish.md) with `knowledge_query`, `read` its returned physical path, then follow it end to end. Do not improvise GitHub or registry mechanics from memory. + - For GitHub release, plugin repository, or registry publishing, load the [publishing workflow](publish.md) with `knowledge_read` using `path: "skill/plugin/publish.md"` and `part: "body"`, then follow it end to end. Do not improvise GitHub or registry mechanics from memory. diff --git a/skills/plugin/publish.md b/skills/plugin/publish.md index aeabf661..acb1ed67 100644 --- a/skills/plugin/publish.md +++ b/skills/plugin/publish.md @@ -2,7 +2,7 @@ title: Plugin Publishing tools: - bash - - ask_user_question + - sheet --- # Plugin Publishing @@ -41,7 +41,7 @@ Write the source entry: - Include standard stats definitions for GitHub-hosted plugins: `githubStars` with label `Stars` and `releaseDownloads` with label `Release downloads`. Registry CI refreshes the stat values. - Store `downloadSource`, never generated `download`, `latestVersion`, or release SHA fields; CI resolves `latestVersion`, `download.url`, `download.sha256`, `download.sizeBytes`, `updatedAt`, and `downloadSource.version` into `public/v1`. Use `downloadSource.type: "latestRelease"` for normal GitHub release publishing. Omit `asset` when each release has exactly one plugin zip. Use `assetPattern` such as `locus-workspace-*.zip` when asset names include the version, and never set `asset` to a versioned filename. A release with multiple zip assets must set `asset` or `assetPattern` so CI fails instead of guessing. - After the user confirms the plugin id, check registry duplicates on the target base branch: compute the bucket and read the entry path. If the id exists, ask whether this is a new version of that plugin, a replacement or fork under a new id, or a stop. -- Before opening the PR, present the registry metadata in one concise block: target repository, plugin id, author, release source rule, top-level `summary`, top-level `description`, `summaryI18n.en`, `summaryI18n.zh`, `descriptionI18n.en`, `descriptionI18n.zh`, `descriptionSource`, `descriptionSourceI18n.en`, `descriptionSourceI18n.zh`, license, compatibility, dependency metadata, plugin purpose, usage instructions, and stats definitions. Prefer repository README files such as `README.en.md` and `README.zh.md` for localized `descriptionSourceI18n` values, with `README.md` as the shared fallback. Ask for explicit approval with `ask_user_question`, apply user edits to the source entry, and repeat the approval step after each change request. +- Before opening the PR, confirm the registry metadata with the `sheet` tool in one form: target repository, plugin id, author, release source rule, top-level `summary`, top-level `description`, `summaryI18n.en`, `summaryI18n.zh`, `descriptionI18n.en`, `descriptionI18n.zh`, `descriptionSource`, `descriptionSourceI18n.en`, `descriptionSourceI18n.zh`, license, compatibility, dependency metadata, plugin purpose, usage instructions, and stats definitions. Prefer repository README files such as `README.en.md` and `README.zh.md` for localized `descriptionSourceI18n` values, with `README.md` as the shared fallback. Apply user edits from the confirmed sheet to the source entry. After a change request, revise and present an updated sheet before continuing. Open the PR from a fork: diff --git a/skills/plugin/yaml-read-extensions.md b/skills/plugin/yaml-read-extensions.md index 699cf494..20e8f679 100644 --- a/skills/plugin/yaml-read-extensions.md +++ b/skills/plugin/yaml-read-extensions.md @@ -2,6 +2,7 @@ title: Unity YAML Read Extensions tools: - skill_list + - skill_reload - unity_yaml_read --- @@ -45,7 +46,7 @@ Declare extensions in `skill.json` at the top level, next to `tools`: - `path` is required: a package-relative `.cs` file. - `match` requires at least one of `scriptGuids` (32-char lowercase hex, validated) or `classIds` (Unity class ids). - `name` defaults to the file stem of `path`; `entryType` defaults to the file stem; `method` defaults to `Read`. -- Manifest validation runs on package load; a bad entry fails the whole package, so confirm the refreshed package with `skill_list` after edits. +- Manifest validation runs on package load; a bad entry fails the whole package, so confirm with `skill_reload` after edits. ## Choosing the matcher @@ -121,6 +122,6 @@ public static class DialogueAssetReader 1. Pick the target type. For a ScriptableObject, copy the script GUID from its `.cs.meta`; for a built-in type, find its class id. 2. Add the `unityYamlReadExtensions` entry to `skill.json` and the reader `.cs` under `unity/Editor/` in the Skill package. -3. Confirm the automatically refreshed package with `skill_list`; fix the manifest when the package is absent or its metadata is stale. +3. Validate with `skill_reload`; fix any manifest errors it reports. 4. Test with `unity_yaml_read` on a matching asset while the Unity Editor is connected. Confirm the output starts with the `[unity_yaml_read extension ...]` header; if a `Note:` fallback appears instead, fix the reported compile or invoke error. 5. Package and publish as usual — the extension travels inside the Skill package. During the portability audit, record any project types the reader depends on in `dependencies.project`. diff --git a/skills/ui-toolkit/SKILL.md b/skills/ui-toolkit/SKILL.md deleted file mode 100644 index 93cfe15b..00000000 --- a/skills/ui-toolkit/SKILL.md +++ /dev/null @@ -1,101 +0,0 @@ ---- -summary: >- - 用于 Unity 6.3+ UI Toolkit 的结构、样式、布局和交互调试。Skill 激活时加载 `Locus.Skills.UIToolkitApi` 程序集;通过现有 `unity_execute` 编排一次或多步 C# 操作。覆盖 EditorWindow 与 Play Mode 中的 Runtime `UIDocument`。 -tools: - - unity_execute - - unity_capture_viewport - - read - - edit ---- - -# UI Toolkit C# DevTools - -## 使用约束 - -- 在 `unity_execute` 中加入 `using Locus.Skills;`,从 `UIToolkitApi.Open()` 开始。 -- 输出通过 `print(UIToolkitApi.Json(value))` 返回。投影当前判断所需字段,避免返回完整对象。 -- `UIToolkitSession` 在首次查找时缓存面板快照;窗口或 `UIDocument` 集合变化后调用 `ui.RefreshPanels()` 再定位。 -- JSON 输出对值类型只读取公开字段,并限制深度、节点、成员、集合项与总长度;出现 `__truncated` 或 `` 时缩小投影。 -- 元素 ID 属于当前 Unity 会话和当前面板结构。收到 `stale_element` 后重新定位。 -- selector 支持 `#name`、`.class`、`Type`、`Type#name`、`Type.class` 与 `*`。 -- `IMGUIContainer` 内部控件不属于 `VisualElement` 树。 - -## 常用 API - -```csharp -var ui = UIToolkitApi.Open(); -var panels = ui.Panels(); -var panel = ui.FindPanel("Replay Timeline"); -var root = panel.Root(); -var button = panel.Find("#play-button"); -var subtree = button.InspectSubtree(new UIQuery { Depth = 2, MaxElements = 30 }); -print(UIToolkitApi.Json(new { - panels = panels, - target = button.Info, - elements = subtree.Elements -})); -``` - -`UIPanel.Inspect(UIQuery)` 返回有界结构。默认 `Depth=2`、`MaxElements=80`;`InteractiveOnly=true` 只保留可交互元素。样式判断使用单元素查询: - -```csharp -var element = panel.Find(".timeline-row", new UIQuery { - Depth = 1, - MaxElements = 1, - IncludeComputedStyle = true, - IncludeMatchedRules = true, - StyleProperties = new [] { "display", "width", "height", "flexGrow" } -}); -print(UIToolkitApi.Json(element.Info)); -``` - -`UIElement` 提供 `Click`、`Focus`、`SetValue`、`Type`、`Toggle`、`Select`、`Scroll`、`Press`、`DragTo`。一个 `unity_execute` 可完成复合流程并只返回最终收据: - -```csharp -var ui = UIToolkitApi.Open(); -var panel = ui.FindPanel("Settings"); -var search = panel.Find("#search"); -search.Type("render pipeline"); -await panel.WaitAsync(".search-result", UIWaitCondition.Visible, timeoutMs: 10000); -var result = panel.Find(".search-result"); -result.Click(); -print(UIToolkitApi.Json(new { search = search.Id, clicked = result.Id })); -``` - -等待条件包括 `Exists`、`Missing`、`Visible`、`Hidden`、`Enabled`、`Disabled`、`Text`、`Value`、`LayoutStable`。等待使用 Editor update 回调,不阻塞 Unity 主线程。 - -## 布局预览与持久修改 - -`SetStyles` 原子应用 inline 样式并返回 `UIStylePreview`;验证失败时调用 `Rollback()`。`ResetStyles` 清除指定 inline 属性。 - -```csharp -var preview = element.SetStyles( - new UIStyleChange("width", "420px"), - new UIStyleChange("flex-grow", "1") -); -await element.WaitAsync(UIWaitCondition.LayoutStable, timeoutMs: 5000); -var measured = element.Refresh(new UIQuery { - IncludeComputedStyle = true, - StyleProperties = new [] { "width", "flexGrow" } -}); -preview.Rollback(); -print(UIToolkitApi.Json(new { measured, preview.PreviewId })); -``` - -持久修改使用 `UIElementInfo.UxmlSource` 或 `MatchedRules[].Path` 定位 UXML/USS,再通过 `read` 与 `edit` 修改源文件。Unity 导入并重建面板后重新定位元素。 - -## 图像确认 - -`element.Highlight()` 或 `panel.HighlightInteractions()` 返回 `CaptureTarget`、`RequestEditorStatus` 与 `WindowTitle`。随后调用 `unity_capture_viewport`,截图完成后调用 `panel.ClearHighlight()`。Runtime UI 使用 Game View;Editor UI 使用对应 EditorWindow。 - -## 结果模型 - -- `UIPanelInfo`:`Id`、`Kind`、`Title`、`Owner`、`ElementCount`、`Documents` -- `UIElementInfo`:`Id`、`ParentId`、`Type`、`Selector`、`ChildCount`、`Rect`、非空文本/值、动作、状态、源文件、按需样式与 USS 规则 -- `Rect` 顺序为 `[x, y, width, height]` -- Runtime `UIDocument` 只在 Play Mode 存活;Game View 暂停时仍可检查当前树 - -## Requirements - -- Unity `6000.3` 或更高版本 -- UI Toolkit Editor UI,或连接到该 Editor 的 Play Mode Runtime UI diff --git a/skills/ui-toolkit/skill.json b/skills/ui-toolkit/skill.json deleted file mode 100644 index 869635d5..00000000 --- a/skills/ui-toolkit/skill.json +++ /dev/null @@ -1,23 +0,0 @@ -{ - "schema": "locus.skill.v1", - "id": "ui-toolkit", - "name": "UI Toolkit DevTools", - "version": "1.0.0", - "injectMode": "excerpt", - "description": "Use the loaded Locus.Skills.UIToolkitApi C# API through unity_execute for Unity 6.3+ Editor and Play Mode UI Toolkit debugging, layout editing, semantic interaction, waits, and viewport highlights.", - "argumentHint": "", - "command": { - "enabled": true, - "trigger": "/ui-toolkit", - "argumentHint": "" - }, - "capabilities": { - "unity": [ - { - "name": "ui-toolkit-csharp-api", - "path": "unity/Editor/UIToolkitApi.cs", - "api": "unity_execute" - } - ] - } -} diff --git a/skills/ui-toolkit/unity/Editor/UIToolkitApi.cs b/skills/ui-toolkit/unity/Editor/UIToolkitApi.cs deleted file mode 100644 index 14b4778c..00000000 --- a/skills/ui-toolkit/unity/Editor/UIToolkitApi.cs +++ /dev/null @@ -1,1254 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Globalization; -using System.Reflection; -using System.Text; -using System.Threading.Tasks; - -using UnityEngine; - -namespace Locus.Skills -{ - [AttributeUsage(AttributeTargets.Property)] - internal sealed class UIJsonOmitDefaultAttribute : Attribute { } - - /// - /// Public, composable UI Toolkit debugging API loaded with the Skill. - /// Call it from the built-in unity_execute tool; the Skill registers no - /// package-specific tools. - /// - public static class UIToolkitApi - { - public static UIToolkitSession Open() - { - return new UIToolkitSession(); - } - - /// Serialize API results and anonymous projections as compact JSON. - public static string Json(object value) - { - return UIToolkitJson.Serialize(value); - } - } - - public enum UIWaitCondition - { - Exists, - Missing, - Visible, - Hidden, - Enabled, - Disabled, - Text, - Value, - LayoutStable - } - - public sealed class UIQuery - { - public int Depth { get; set; } = 2; - public int MaxElements { get; set; } = 80; - public bool IncludeHidden { get; set; } - public bool InteractiveOnly { get; set; } - public bool IncludeComputedStyle { get; set; } - public bool IncludeMatchedRules { get; set; } - public IList StyleProperties { get; set; } - - public static UIQuery One() - { - return new UIQuery { Depth = 1, MaxElements = 1, IncludeHidden = true }; - } - - internal UIToolkitDevTools.InspectRequest ToRequest(string panelId, int elementId, string selector) - { - return new UIToolkitDevTools.InspectRequest - { - panelId = panelId, - elementId = elementId, - selector = selector, - depth = Math.Max(1, Math.Min(20, Depth)), - maxElements = Math.Max(1, Math.Min(2000, MaxElements)), - includeHidden = IncludeHidden, - interactiveOnly = InteractiveOnly, - includeComputedStyle = IncludeComputedStyle, - includeMatchedRules = IncludeMatchedRules, - styleProperties = StyleProperties == null - ? null - : new List(StyleProperties) - }; - } - } - - public sealed class UIStyleChange - { - public string Property { get; private set; } - public string Value { get; private set; } - - public UIStyleChange(string property, string value) - { - if (string.IsNullOrWhiteSpace(property)) - throw new ArgumentException("A style property is required.", "property"); - Property = property; - Value = value; - } - } - - public sealed class UIPanelInfo - { - public string Id { get; internal set; } - public string Kind { get; internal set; } - public string Title { get; internal set; } - public string Owner { get; internal set; } - public int ElementCount { get; internal set; } - public IList Documents { get; internal set; } - } - - public sealed class UIMatchedRule - { - public string Path { get; internal set; } - [UIJsonOmitDefault] - public int Line { get; internal set; } - [UIJsonOmitDefault] - public int Specificity { get; internal set; } - public string Selector { get; internal set; } - } - - public sealed class UIElementInfo - { - public int Id { get; internal set; } - public int? ParentId { get; internal set; } - public string Type { get; internal set; } - public string Selector { get; internal set; } - [UIJsonOmitDefault] - public int ChildCount { get; internal set; } - public float[] Rect { get; internal set; } - public string Text { get; internal set; } - public object Value { get; internal set; } - public IList Actions { get; internal set; } - /// Only populated when the element is hidden. - public bool? Visible { get; internal set; } - /// Only populated when the element is disabled. - public bool? Enabled { get; internal set; } - /// Only populated when the element owns focus. - public bool? Focused { get; internal set; } - public string UxmlSource { get; internal set; } - public IDictionary ComputedStyle { get; internal set; } - public IList MatchedRules { get; internal set; } - } - - public sealed class UIInspection - { - public string PanelId { get; internal set; } - public int Revision { get; internal set; } - public int ScopeElementId { get; internal set; } - [UIJsonOmitDefault] - public bool Truncated { get; internal set; } - public IList Elements { get; internal set; } - public IList Warnings { get; internal set; } - } - - public sealed class UIActionResult - { - public int ElementId { get; internal set; } - public int Revision { get; internal set; } - public object Value { get; internal set; } - public bool? Focused { get; internal set; } - public float[] ScrollOffset { get; internal set; } - public int? TargetElementId { get; internal set; } - } - - public sealed class UIWaitResult - { - public int ElapsedMs { get; internal set; } - public int? ElementId { get; internal set; } - public string Text { get; internal set; } - public object Value { get; internal set; } - public bool? Visible { get; internal set; } - public bool? Enabled { get; internal set; } - public int? StableFrames { get; internal set; } - public float[] Rect { get; internal set; } - } - - public sealed class UIHighlightResult - { - public bool Cleared { get; internal set; } - public int Highlighted { get; internal set; } - public string CaptureTarget { get; internal set; } - public string RequestEditorStatus { get; internal set; } - public string WindowTitle { get; internal set; } - } - - public sealed class UIToolkitSession - { - private readonly object _panelSnapshotLock = new object(); - private List _panelSnapshot; - - public IList Panels(bool includeEmpty = false) - { - List snapshot = PanelSnapshot(); - List output = new List(); - for (int i = 0; i < snapshot.Count; i++) - { - if (includeEmpty || snapshot[i].ElementCount > 1) - output.Add(snapshot[i]); - } - return output; - } - - public IList RefreshPanels(bool includeEmpty = false) - { - lock (_panelSnapshotLock) - _panelSnapshot = null; - return Panels(includeEmpty); - } - - private List PanelSnapshot() - { - lock (_panelSnapshotLock) - { - if (_panelSnapshot != null) - return _panelSnapshot; - - Dictionary raw = UIToolkitDevTools.ListPanels( - new UIToolkitDevTools.ListPanelsRequest { includeEmpty = true }); - List output = new List(); - IList values = UIConvert.List(raw, "panels"); - for (int i = 0; i < values.Count; i++) - { - IDictionary item = UIConvert.Map(values[i]); - if (item != null) - output.Add(new UIPanel(this, UIConvert.PanelInfo(item))); - } - _panelSnapshot = output; - return _panelSnapshot; - } - } - - public UIPanel Panel(string panelId) - { - IList panels = Panels(true); - for (int i = 0; i < panels.Count; i++) - { - if (string.Equals(panels[i].Id, panelId, StringComparison.Ordinal)) - return panels[i]; - } - throw new InvalidOperationException("panel_not_found: call RefreshPanels() and select the panel again."); - } - - public UIPanel FindPanel(string titleOrOwner) - { - if (string.IsNullOrWhiteSpace(titleOrOwner)) - throw new ArgumentException("A panel title, owner, document name, or ID is required.", "titleOrOwner"); - string query = titleOrOwner.Trim(); - IList panels = Panels(true); - UIPanel partial = null; - for (int i = 0; i < panels.Count; i++) - { - UIPanel panel = panels[i]; - if (string.Equals(panel.Id, query, StringComparison.OrdinalIgnoreCase) - || string.Equals(panel.Title, query, StringComparison.OrdinalIgnoreCase) - || string.Equals(panel.Owner, query, StringComparison.OrdinalIgnoreCase) - || Contains(panel.Documents, query, true)) - return panel; - if (partial == null - && (Contains(panel.Title, query, false) - || Contains(panel.Owner, query, false) - || Contains(panel.Documents, query, false))) - partial = panel; - } - if (partial != null) - return partial; - throw new InvalidOperationException("panel_not_found: " + query + "."); - } - - public UIPanel FindPanel(Predicate predicate) - { - if (predicate == null) - throw new ArgumentNullException("predicate"); - IList panels = Panels(true); - for (int i = 0; i < panels.Count; i++) - { - if (predicate(panels[i].Info)) - return panels[i]; - } - throw new InvalidOperationException("panel_not_found: no panel matched the predicate."); - } - - private static bool Contains(string value, string query, bool exact) - { - if (string.IsNullOrEmpty(value)) - return false; - return exact - ? string.Equals(value, query, StringComparison.OrdinalIgnoreCase) - : value.IndexOf(query, StringComparison.OrdinalIgnoreCase) >= 0; - } - - private static bool Contains(IList values, string query, bool exact) - { - if (values == null) - return false; - for (int i = 0; i < values.Count; i++) - { - if (Contains(values[i], query, exact)) - return true; - } - return false; - } - } - - public sealed class UIPanel - { - private readonly UIToolkitSession _session; - - internal UIPanel(UIToolkitSession session, UIPanelInfo info) - { - _session = session; - Info = info; - } - - public UIPanelInfo Info { get; private set; } - public string Id { get { return Info.Id; } } - public string Kind { get { return Info.Kind; } } - public string Title { get { return Info.Title; } } - public string Owner { get { return Info.Owner; } } - public int ElementCount { get { return Info.ElementCount; } } - public IList Documents { get { return Info.Documents; } } - - public UIInspection Inspect(UIQuery query = null) - { - return InspectCore(0, null, query ?? new UIQuery()); - } - - public UIElement Root(UIQuery query = null) - { - UIInspection inspection = InspectCore(0, null, query ?? UIQuery.One()); - return ElementFromInspection(inspection, "root"); - } - - public UIElement Find(string selector, UIQuery query = null) - { - if (string.IsNullOrWhiteSpace(selector)) - throw new ArgumentException("A UI Toolkit selector is required.", "selector"); - UIInspection inspection = InspectCore(0, selector, query ?? UIQuery.One()); - return ElementFromInspection(inspection, selector); - } - - public UIElement Element(int elementId, UIQuery query = null) - { - if (elementId <= 0) - throw new ArgumentOutOfRangeException("elementId"); - UIInspection inspection = InspectCore(elementId, null, query ?? UIQuery.One()); - return ElementFromInspection(inspection, "elementId=" + elementId); - } - - public Task WaitAsync( - string selector, - UIWaitCondition condition, - string expected = null, - int timeoutMs = 10000, - int stableFrames = 3) - { - return WaitCoreAsync(0, selector, condition, expected, timeoutMs, stableFrames); - } - - public UIHighlightResult HighlightInteractions(int maxElements = 40) - { - return UIConvert.Highlight(UIToolkitDevTools.Highlight( - new UIToolkitDevTools.HighlightRequest - { - panelId = Id, - operation = "interactions", - maxElements = maxElements - })); - } - - public UIHighlightResult ClearHighlight() - { - return UIConvert.Highlight(UIToolkitDevTools.Highlight( - new UIToolkitDevTools.HighlightRequest - { - panelId = Id, - operation = "clear" - })); - } - - internal UIInspection InspectCore(int elementId, string selector, UIQuery query) - { - Dictionary raw = UIToolkitDevTools.Inspect( - query.ToRequest(Id, elementId, selector)); - return UIConvert.Inspection(raw); - } - - internal async Task WaitCoreAsync( - int elementId, - string selector, - UIWaitCondition condition, - string expected, - int timeoutMs, - int stableFrames) - { - Dictionary raw = await UIToolkitDevTools.Wait( - new UIToolkitDevTools.WaitRequest - { - panelId = Id, - elementId = elementId, - selector = selector, - condition = UIConvert.WaitCondition(condition), - expected = expected, - timeoutMs = timeoutMs, - stableFrames = stableFrames - }); - return UIConvert.Wait(raw); - } - - internal UIActionResult Action(UIToolkitDevTools.ActionRequest request) - { - request.panelId = Id; - return UIConvert.Action(UIToolkitDevTools.Action(request)); - } - - internal UIElement ElementFromInspection(UIInspection inspection, string description) - { - if (inspection.Elements == null || inspection.Elements.Count == 0) - throw new InvalidOperationException("element_not_found: " + description + "."); - return new UIElement(this, inspection.Elements[0]); - } - } - - public sealed class UIElement - { - private readonly UIPanel _panel; - - internal UIElement(UIPanel panel, UIElementInfo info) - { - _panel = panel; - Info = info; - } - - public UIElementInfo Info { get; private set; } - public UIPanel Panel { get { return _panel; } } - public int Id { get { return Info.Id; } } - - public UIElementInfo Refresh(UIQuery query = null) - { - UIInspection inspection = _panel.InspectCore(Id, null, query ?? UIQuery.One()); - if (inspection.Elements == null || inspection.Elements.Count == 0) - throw new InvalidOperationException("stale_element: re-inspect the panel."); - Info = inspection.Elements[0]; - return Info; - } - - public UIInspection InspectSubtree(UIQuery query = null) - { - return _panel.InspectCore(Id, null, query ?? new UIQuery()); - } - - public UIActionResult Click() - { - return Act("click"); - } - - public UIActionResult Focus() - { - return Act("focus"); - } - - public UIActionResult SetValue(object value) - { - return Act("setValue", value); - } - - public UIActionResult Select(object value) - { - return Act("select", value); - } - - public UIActionResult Toggle(bool? value = null) - { - return Act("toggle", value.HasValue ? (object)value.Value : null); - } - - public UIActionResult Type(string text, bool append = false) - { - UIToolkitDevTools.ActionRequest request = Request("type"); - request.text = text ?? ""; - request.append = append; - return _panel.Action(request); - } - - public UIActionResult Press(string key) - { - UIToolkitDevTools.ActionRequest request = Request("press"); - request.key = key; - return _panel.Action(request); - } - - public UIActionResult Scroll(float x, float y) - { - UIToolkitDevTools.ActionRequest request = Request("scroll"); - request.x = x; - request.y = y; - return _panel.Action(request); - } - - public UIActionResult DragTo(UIElement destination) - { - if (destination == null) - throw new ArgumentNullException("destination"); - if (!ReferenceEquals(destination.Panel, Panel)) - throw new InvalidOperationException("Drag source and destination must belong to the same panel."); - UIToolkitDevTools.ActionRequest request = Request("drag"); - request.targetElementId = destination.Id; - return _panel.Action(request); - } - - public UIStylePreview SetStyles(params UIStyleChange[] changes) - { - return ChangeStyles("set", changes); - } - - public UIStylePreview ResetStyles(params string[] properties) - { - if (properties == null) - throw new ArgumentNullException("properties"); - UIStyleChange[] changes = new UIStyleChange[properties.Length]; - for (int i = 0; i < properties.Length; i++) - changes[i] = new UIStyleChange(properties[i], null); - return ChangeStyles("reset", changes); - } - - public Task WaitAsync( - UIWaitCondition condition, - string expected = null, - int timeoutMs = 10000, - int stableFrames = 3) - { - return _panel.WaitCoreAsync(Id, null, condition, expected, timeoutMs, stableFrames); - } - - public UIHighlightResult Highlight() - { - return UIConvert.Highlight(UIToolkitDevTools.Highlight( - new UIToolkitDevTools.HighlightRequest - { - panelId = Panel.Id, - operation = "element", - elementId = Id - })); - } - - private UIActionResult Act(string operation, object value = null) - { - UIToolkitDevTools.ActionRequest request = Request(operation); - request.value = value; - return _panel.Action(request); - } - - private UIToolkitDevTools.ActionRequest Request(string operation) - { - return new UIToolkitDevTools.ActionRequest - { - elementId = Id, - operation = operation - }; - } - - private UIStylePreview ChangeStyles(string operation, UIStyleChange[] changes) - { - if (changes == null || changes.Length == 0) - throw new ArgumentException("At least one style change is required.", "changes"); - List edits = new List(); - for (int i = 0; i < changes.Length; i++) - { - UIStyleChange change = changes[i]; - if (change == null) - throw new ArgumentException("Style changes cannot contain null.", "changes"); - edits.Add(new UIToolkitDevTools.StyleEdit - { - property = change.Property, - value = change.Value - }); - } - Dictionary raw = UIToolkitDevTools.Style( - new UIToolkitDevTools.StyleRequest - { - operation = operation, - panelId = Panel.Id, - elementId = Id, - edits = edits - }); - return new UIStylePreview( - Panel, - Id, - UIConvert.String(raw, "previewId"), - UIConvert.Int(raw, "documentRevision")); - } - } - - public sealed class UIStylePreview - { - private readonly UIPanel _panel; - - internal UIStylePreview(UIPanel panel, int elementId, string previewId, int revision) - { - _panel = panel; - ElementId = elementId; - PreviewId = previewId; - Revision = revision; - } - - public string PreviewId { get; private set; } - public int ElementId { get; private set; } - public int Revision { get; private set; } - [UIJsonOmitDefault] - public bool IsRolledBack { get; private set; } - - public void Rollback() - { - if (IsRolledBack) - return; - Dictionary raw = UIToolkitDevTools.Style( - new UIToolkitDevTools.StyleRequest - { - operation = "rollback", - panelId = _panel.Id, - previewId = PreviewId - }); - Revision = UIConvert.Int(raw, "documentRevision"); - IsRolledBack = true; - } - } - - internal static class UIConvert - { - internal static UIPanelInfo PanelInfo(IDictionary raw) - { - return new UIPanelInfo - { - Id = String(raw, "panelId"), - Kind = String(raw, "kind"), - Title = String(raw, "title"), - Owner = String(raw, "owner"), - ElementCount = Int(raw, "elementCount"), - Documents = Strings(raw, "documents") - }; - } - - internal static UIInspection Inspection(IDictionary raw) - { - List elements = new List(); - IList values = List(raw, "elements"); - for (int i = 0; i < values.Count; i++) - { - IDictionary item = Map(values[i]); - if (item != null) - elements.Add(ElementInfo(item)); - } - return new UIInspection - { - PanelId = String(raw, "panelId"), - Revision = Int(raw, "documentRevision"), - ScopeElementId = Int(raw, "scopeElementId"), - Truncated = Bool(raw, "truncated"), - Elements = elements, - Warnings = Strings(raw, "warnings") - }; - } - - internal static UIActionResult Action(IDictionary raw) - { - return new UIActionResult - { - ElementId = Int(raw, "elementId"), - Revision = Int(raw, "documentRevision"), - Value = Value(raw, "value"), - Focused = NullableBool(raw, "focused"), - ScrollOffset = Floats(raw, "scrollOffset"), - TargetElementId = NullableInt(raw, "targetElementId") - }; - } - - internal static UIWaitResult Wait(IDictionary raw) - { - return new UIWaitResult - { - ElapsedMs = Int(raw, "elapsedMs"), - ElementId = NullableInt(raw, "elementId"), - Text = String(raw, "text"), - Value = Value(raw, "value"), - Visible = NullableBool(raw, "visible"), - Enabled = NullableBool(raw, "enabled"), - StableFrames = NullableInt(raw, "stableFrames"), - Rect = Floats(raw, "rect") - }; - } - - internal static UIHighlightResult Highlight(IDictionary raw) - { - return new UIHighlightResult - { - Cleared = Bool(raw, "cleared"), - Highlighted = Int(raw, "highlighted"), - CaptureTarget = String(raw, "captureTarget"), - RequestEditorStatus = String(raw, "requestEditorStatus"), - WindowTitle = String(raw, "windowTitle") - }; - } - - internal static string WaitCondition(UIWaitCondition condition) - { - string value = condition.ToString(); - return char.ToLowerInvariant(value[0]) + value.Substring(1); - } - - internal static IDictionary Map(object value) - { - return value as IDictionary; - } - - internal static IList List(IDictionary raw, string key) - { - object value; - if (raw != null && raw.TryGetValue(key, out value) && value is IList) - return (IList)value; - return new object[0]; - } - - internal static IList Strings(IDictionary raw, string key) - { - IList values = List(raw, key); - List output = new List(); - for (int i = 0; i < values.Count; i++) - { - string value = Convert.ToString(values[i], CultureInfo.InvariantCulture); - if (!string.IsNullOrEmpty(value)) - output.Add(value); - } - return output; - } - - internal static string String(IDictionary raw, string key) - { - object value = Value(raw, key); - return value == null ? null : Convert.ToString(value, CultureInfo.InvariantCulture); - } - - internal static int Int(IDictionary raw, string key) - { - object value = Value(raw, key); - return value == null ? 0 : Convert.ToInt32(value, CultureInfo.InvariantCulture); - } - - internal static int? NullableInt(IDictionary raw, string key) - { - object value = Value(raw, key); - return value == null ? (int?)null : Convert.ToInt32(value, CultureInfo.InvariantCulture); - } - - internal static bool Bool(IDictionary raw, string key) - { - object value = Value(raw, key); - return value != null && Convert.ToBoolean(value, CultureInfo.InvariantCulture); - } - - internal static bool? NullableBool(IDictionary raw, string key) - { - object value = Value(raw, key); - return value == null ? (bool?)null : Convert.ToBoolean(value, CultureInfo.InvariantCulture); - } - - internal static object Value(IDictionary raw, string key) - { - object value; - return raw != null && raw.TryGetValue(key, out value) ? value : null; - } - - internal static float[] Floats(IDictionary raw, string key) - { - object value = Value(raw, key); - if (value is float[]) - return (float[])value; - IList list = value as IList; - if (list == null) - return null; - float[] output = new float[list.Count]; - for (int i = 0; i < list.Count; i++) - output[i] = Convert.ToSingle(list[i], CultureInfo.InvariantCulture); - return output; - } - - private static UIElementInfo ElementInfo(IDictionary raw) - { - Dictionary style = null; - IDictionary rawStyle = Map(Value(raw, "computedStyle")); - if (rawStyle != null) - { - style = new Dictionary(StringComparer.Ordinal); - foreach (KeyValuePair item in rawStyle) - style[item.Key] = Convert.ToString(item.Value, CultureInfo.InvariantCulture); - } - List rules = new List(); - IList rawRules = List(raw, "matchedRules"); - for (int i = 0; i < rawRules.Count; i++) - { - IDictionary rule = Map(rawRules[i]); - if (rule == null) - continue; - rules.Add(new UIMatchedRule - { - Path = String(rule, "path"), - Line = Int(rule, "line"), - Specificity = Int(rule, "specificity"), - Selector = String(rule, "selector") - }); - } - return new UIElementInfo - { - Id = Int(raw, "elementId"), - ParentId = NullableInt(raw, "parentId"), - Type = String(raw, "type"), - Selector = String(raw, "selectorHint") ?? String(raw, "type"), - ChildCount = Int(raw, "childCount"), - Rect = Floats(raw, "rect"), - Text = String(raw, "text"), - Value = Value(raw, "value"), - Actions = Strings(raw, "actions"), - Visible = NullableBool(raw, "visible"), - Enabled = NullableBool(raw, "enabled"), - Focused = NullableBool(raw, "focused"), - UxmlSource = String(raw, "uxmlSource"), - ComputedStyle = style, - MatchedRules = rules - }; - } - } - - internal static class UIToolkitJson - { - private const int MaxDepth = 12; - private const int MaxNodes = 4096; - private const int MaxMembersPerObject = 64; - private const int MaxCollectionItems = 512; - private const int MaxStringChars = 16384; - private const int MaxOutputChars = 256 * 1024; - private const int OutputClosingReserve = 128; - private static readonly object TypePlanLock = new object(); - private static readonly Dictionary TypePlans = new Dictionary(); - - private sealed class WriteState - { - internal readonly StringBuilder Output = new StringBuilder(256); - internal readonly HashSet Path = - new HashSet(ReferenceEqualityComparer.Instance); - internal int Nodes; - internal string StopReason; - } - - private sealed class PropertyPlan - { - internal string Name; - internal PropertyInfo Property; - internal FieldInfo BackingField; - internal bool OmitDefault; - - internal object Read(object value) - { - return BackingField != null - ? BackingField.GetValue(value) - : Property.GetValue(value, null); - } - } - - private sealed class TypePlan - { - internal PropertyPlan[] Properties; - internal FieldInfo[] Fields; - } - - internal static string Serialize(object value) - { - WriteState state = new WriteState(); - Write(state, value, 0); - return state.Output.ToString(); - } - - private static void Write(WriteState state, object value, int depth) - { - if (state.StopReason != null) - return; - if (state.Nodes >= MaxNodes) - { - StopWithValue(state, ""); - return; - } - if (state.Output.Length >= MaxOutputChars - OutputClosingReserve) - { - StopWithValue(state, ""); - return; - } - state.Nodes++; - - if (value == null) - { - AppendRawValue(state, "null"); - return; - } - if (depth > MaxDepth) - { - Quote(state, ""); - return; - } - if (value is string || value is char) - { - Quote(state, Convert.ToString(value, CultureInfo.InvariantCulture)); - return; - } - if (value is bool) - { - AppendRawValue(state, (bool)value ? "true" : "false"); - return; - } - if (IsNumber(value)) - { - if (value is float && (float.IsNaN((float)value) || float.IsInfinity((float)value))) - Quote(state, Convert.ToString(value, CultureInfo.InvariantCulture)); - else if (value is double && (double.IsNaN((double)value) || double.IsInfinity((double)value))) - Quote(state, Convert.ToString(value, CultureInfo.InvariantCulture)); - else - AppendRawValue(state, Convert.ToString(value, CultureInfo.InvariantCulture)); - return; - } - if (value is Enum) - { - Quote(state, value.ToString()); - return; - } - if (value is DateTime || value is DateTimeOffset || value is TimeSpan - || value is Guid || value is Uri) - { - Quote(state, Convert.ToString(value, CultureInfo.InvariantCulture)); - return; - } - if (value is Type || value is MemberInfo || value is Delegate || value is Exception) - { - Quote(state, value.ToString()); - return; - } - if (value is UnityEngine.Object) - { - UnityEngine.Object unityObject = (UnityEngine.Object)value; - Quote(state, unityObject == null ? null : unityObject.name); - return; - } - - Type type = value.GetType(); - bool track = !type.IsValueType; - if (track && !state.Path.Add(value)) - { - Quote(state, ""); - return; - } - try - { - IDictionary dictionary = value as IDictionary; - if (dictionary != null) - { - state.Output.Append('{'); - bool first = true; - int written = 0; - foreach (DictionaryEntry item in dictionary) - { - if (state.StopReason != null) - break; - if (written >= MaxCollectionItems) - { - WriteTruncationMember(state, ref first, ""); - break; - } - if (Omit(item.Value)) continue; - string key = Convert.ToString(item.Key, CultureInfo.InvariantCulture); - if (!CanStartMember(state, key)) - break; - if (!first) state.Output.Append(','); - first = false; - Quote(state, key); - state.Output.Append(':'); - Write(state, item.Value, depth + 1); - written++; - } - state.Output.Append('}'); - return; - } - IEnumerable enumerable = value as IEnumerable; - if (enumerable != null) - { - state.Output.Append('['); - bool first = true; - int written = 0; - foreach (object item in enumerable) - { - if (state.StopReason != null) - break; - if (written >= MaxCollectionItems) - { - if (!first) state.Output.Append(','); - Quote(state, ""); - break; - } - if (!first) state.Output.Append(','); - first = false; - Write(state, item, depth + 1); - written++; - } - state.Output.Append(']'); - return; - } - WriteObject(state, value, type, depth); - } - finally - { - if (track) state.Path.Remove(value); - } - } - - private static void WriteObject(WriteState state, object value, Type type, int depth) - { - state.Output.Append('{'); - bool first = true; - int written = 0; - TypePlan plan = GetTypePlan(type); - for (int i = 0; i < plan.Properties.Length; i++) - { - if (state.StopReason != null) - break; - if (written >= MaxMembersPerObject) - { - WriteTruncationMember(state, ref first, ""); - break; - } - PropertyPlan property = plan.Properties[i]; - if (!CanStartMember(state, property.Name)) - break; - object item; - try { item = property.Read(value); } - catch { continue; } - if (Omit(item)) continue; - if (property.OmitDefault && IsDefaultValue(item)) - continue; - if (!first) state.Output.Append(','); - first = false; - Quote(state, property.Name); - state.Output.Append(':'); - Write(state, item, depth + 1); - written++; - } - for (int i = 0; i < plan.Fields.Length && state.StopReason == null; i++) - { - if (written >= MaxMembersPerObject) - { - WriteTruncationMember(state, ref first, ""); - break; - } - if (!CanStartMember(state, plan.Fields[i].Name)) - break; - object item = plan.Fields[i].GetValue(value); - if (Omit(item)) continue; - if (!first) state.Output.Append(','); - first = false; - Quote(state, plan.Fields[i].Name); - state.Output.Append(':'); - Write(state, item, depth + 1); - written++; - } - state.Output.Append('}'); - } - - private static TypePlan GetTypePlan(Type type) - { - lock (TypePlanLock) - { - TypePlan existing; - if (TypePlans.TryGetValue(type, out existing)) - return existing; - } - - bool trustedGetters = IsAnonymousType(type) - || string.Equals(type.Namespace, "Locus.Skills", StringComparison.Ordinal) - || (type.Namespace ?? "").StartsWith("Locus.Skills.", StringComparison.Ordinal); - List properties = new List(); - if (!type.IsValueType) - { - PropertyInfo[] candidates = type.GetProperties(BindingFlags.Instance | BindingFlags.Public); - for (int i = 0; i < candidates.Length; i++) - { - PropertyInfo property = candidates[i]; - if (!property.CanRead || property.GetIndexParameters().Length != 0) - continue; - FieldInfo backingField = type.GetField( - "<" + property.Name + ">k__BackingField", - BindingFlags.Instance | BindingFlags.NonPublic); - if (backingField == null && !trustedGetters) - continue; - properties.Add(new PropertyPlan - { - Name = JsonMemberName(property.Name), - Property = property, - BackingField = backingField, - OmitDefault = property.IsDefined(typeof(UIJsonOmitDefaultAttribute), true) - }); - } - } - - TypePlan created = new TypePlan - { - Properties = properties.ToArray(), - Fields = type.GetFields(BindingFlags.Instance | BindingFlags.Public) - }; - lock (TypePlanLock) - { - TypePlan existing; - if (TypePlans.TryGetValue(type, out existing)) - return existing; - TypePlans[type] = created; - return created; - } - } - - private static bool IsAnonymousType(Type type) - { - string name = type == null ? "" : type.Name; - return name.IndexOf("AnonymousType", StringComparison.Ordinal) >= 0 - && (name.StartsWith("<>", StringComparison.Ordinal) - || name.StartsWith("VB$", StringComparison.Ordinal)); - } - - private static string JsonMemberName(string name) - { - if (string.IsNullOrEmpty(name)) - return "value"; - return char.ToLowerInvariant(name[0]) + name.Substring(1); - } - - private static void WriteTruncationMember(WriteState state, ref bool first, string reason) - { - if (!CanStartMember(state, "__truncated")) - return; - if (!first) state.Output.Append(','); - first = false; - Quote(state, "__truncated"); - state.Output.Append(':'); - Quote(state, reason); - } - - private static bool CanStartMember(WriteState state, string name) - { - if (state.StopReason != null) - return false; - int sourceChars = Math.Min((name ?? "").Length, MaxStringChars); - int worstCaseChars = sourceChars * 6 + 64; - if (state.Output.Length + worstCaseChars - < MaxOutputChars - OutputClosingReserve) - return true; - state.StopReason = ""; - return false; - } - - private static bool Omit(object value) - { - if (value == null) return true; - string text = value as string; - if (text != null) return text.Length == 0; - ICollection collection = value as ICollection; - return collection != null && collection.Count == 0; - } - - private static bool IsDefaultValue(object value) - { - if (value == null) return true; - Type type = value.GetType(); - if (!type.IsValueType) return false; - return value.Equals(Activator.CreateInstance(type)); - } - - private static bool IsNumber(object value) - { - return value is byte || value is sbyte || value is short || value is ushort - || value is int || value is uint || value is long || value is ulong - || value is float || value is double || value is decimal; - } - - private static void AppendRawValue(WriteState state, string value) - { - string text = value ?? "null"; - if (state.Output.Length + text.Length >= MaxOutputChars - OutputClosingReserve) - { - StopWithValue(state, ""); - return; - } - state.Output.Append(text); - } - - private static void StopWithValue(WriteState state, string reason) - { - if (state.StopReason != null) - return; - state.StopReason = reason; - Quote(state, reason); - } - - private static void Quote(WriteState state, string value) - { - if (value == null) - { - state.Output.Append("null"); - return; - } - int sourceLimit = Math.Min(value.Length, MaxStringChars); - int outputLimit = MaxOutputChars - OutputClosingReserve; - bool truncated = sourceLimit < value.Length; - state.Output.Append('"'); - for (int i = 0; i < sourceLimit; i++) - { - char ch = value[i]; - int escapedLength = ch == '"' || ch == '\\' || ch == '\b' || ch == '\f' - || ch == '\n' || ch == '\r' || ch == '\t' - ? 2 - : (ch < 32 ? 6 : 1); - if (state.Output.Length + escapedLength + 20 >= outputLimit) - { - truncated = true; - if (state.StopReason == null) - state.StopReason = ""; - break; - } - switch (ch) - { - case '"': state.Output.Append("\\\""); break; - case '\\': state.Output.Append("\\\\"); break; - case '\b': state.Output.Append("\\b"); break; - case '\f': state.Output.Append("\\f"); break; - case '\n': state.Output.Append("\\n"); break; - case '\r': state.Output.Append("\\r"); break; - case '\t': state.Output.Append("\\t"); break; - default: - if (ch < 32) - state.Output.Append("\\u").Append(((int)ch).ToString("x4", CultureInfo.InvariantCulture)); - else - state.Output.Append(ch); - break; - } - } - if (truncated && state.Output.Length + 15 < outputLimit) - state.Output.Append("..."); - state.Output.Append('"'); - } - - private sealed class ReferenceEqualityComparer : IEqualityComparer - { - internal static readonly ReferenceEqualityComparer Instance = new ReferenceEqualityComparer(); - public new bool Equals(object left, object right) { return ReferenceEquals(left, right); } - public int GetHashCode(object value) { return System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(value); } - } - } -} diff --git a/skills/ui-toolkit/unity/Editor/UIToolkitDevTools.cs b/skills/ui-toolkit/unity/Editor/UIToolkitDevTools.cs deleted file mode 100644 index de18cf79..00000000 --- a/skills/ui-toolkit/unity/Editor/UIToolkitDevTools.cs +++ /dev/null @@ -1,1869 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.Globalization; -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Threading.Tasks; - -using UnityEditor; -using UnityEngine; -using UnityEngine.UIElements; - -namespace Locus.Skills -{ - // Internal implementation used by the public UIToolkitApi facade. Keeping - // the Unity-version-specific reflection and event plumbing out of the - // public surface lets agents compose larger operations with normal C# - // handles instead of constructing tool-shaped request envelopes. - internal static class UIToolkitDevTools - { - private const int MinimumUnityMajor = 6000; - private const int MinimumUnityMinor = 3; - private const int CompactTextLimit = 160; - private const string OverlayName = "__locus_ui_toolkit_overlay"; - - public sealed class SkillContext - { - public string skillPackageRoot; - public string workingDirectory; - } - - public sealed class ListPanelsRequest - { - public bool includeEmpty; - public SkillContext __locus; - } - - public sealed class InspectRequest - { - public string panelId; - public int elementId; - public string selector; - public int depth; - public int maxElements; - public bool includeHidden; - public bool interactiveOnly; - public bool includeComputedStyle; - public bool includeMatchedRules; - public List styleProperties; - public SkillContext __locus; - } - - public sealed class StyleEdit - { - public string property; - public string value; - } - - public sealed class StyleRequest - { - public string operation; - public string panelId; - public int elementId; - public string previewId; - public List edits; - public SkillContext __locus; - } - - public sealed class ActionRequest - { - public string panelId; - public int elementId; - public string operation; - public object value; - public string text; - public bool append; - public string key; - public float x; - public float y; - public int targetElementId; - public SkillContext __locus; - } - - public sealed class WaitRequest - { - public string panelId; - public int elementId; - public string selector; - public string condition; - public string expected; - public int timeoutMs; - public int stableFrames; - public SkillContext __locus; - } - - public sealed class HighlightRequest - { - public string panelId; - public string operation; - public int elementId; - public int maxElements; - public SkillContext __locus; - } - - private sealed class PanelRecord - { - public string id; - public IPanel panel; - public VisualElement root; - public EditorWindow editorWindow; - public readonly List documents = new List(); - public string kind; - public string title; - public string windowTitle; - public string captureTarget; - public int revision = 1; - public int fingerprint; - public int nextElementId = 1; - public readonly Dictionary ids = - new Dictionary(ReferenceComparer.Instance); - public readonly Dictionary elements = - new Dictionary(); - public VisualElement overlay; - } - - private sealed class PreviewRecord - { - public string id; - public string panelId; - public VisualElement element; - public readonly Dictionary originals = - new Dictionary(); - } - - private sealed class ReferenceComparer : IEqualityComparer where T : class - { - public static readonly ReferenceComparer Instance = new ReferenceComparer(); - - public bool Equals(T left, T right) - { - return ReferenceEquals(left, right); - } - - public int GetHashCode(T value) - { - return value == null ? 0 : RuntimeHelpers.GetHashCode(value); - } - } - - private static readonly Dictionary Panels = - new Dictionary(StringComparer.Ordinal); - private static readonly Dictionary PanelsByObject = - new Dictionary(ReferenceComparer.Instance); - private static readonly Dictionary Previews = - new Dictionary(StringComparer.Ordinal); - private static int _nextPanelId = 1; - private static int _nextPreviewId = 1; - - private static readonly HashSet SupportedStyleProperties = - new HashSet(StringComparer.Ordinal) - { - "width", "height", "minWidth", "minHeight", "maxWidth", "maxHeight", - "left", "right", "top", "bottom", - "marginLeft", "marginRight", "marginTop", "marginBottom", - "paddingLeft", "paddingRight", "paddingTop", "paddingBottom", - "borderLeftWidth", "borderRightWidth", "borderTopWidth", "borderBottomWidth", - "borderTopLeftRadius", "borderTopRightRadius", "borderBottomLeftRadius", "borderBottomRightRadius", - "flexBasis", "flexGrow", "flexShrink", "flexDirection", "flexWrap", - "alignContent", "alignItems", "alignSelf", "justifyContent", - "display", "position", "visibility", "opacity", "overflow", "whiteSpace", - "color", "backgroundColor", - "borderLeftColor", "borderRightColor", "borderTopColor", "borderBottomColor", - "fontSize", "unityFontStyleAndWeight", "unityTextAlign" - }; - - private static readonly HashSet InteractiveEventTypeIds = - new HashSet - { - ClickEvent.TypeId(), - MouseDownEvent.TypeId(), - MouseUpEvent.TypeId(), - PointerDownEvent.TypeId(), - PointerUpEvent.TypeId(), - KeyDownEvent.TypeId(), - NavigationSubmitEvent.TypeId() - }; - - public static Dictionary ListPanels(ListPanelsRequest request) - { - ValidateUnityVersion(); - List records = DiscoverPanels(); - List output = new List(); - bool includeEmpty = request != null && request.includeEmpty; - for (int i = 0; i < records.Count; i++) - { - PanelRecord record = records[i]; - int count = CountElements(record.root); - if (!includeEmpty && count <= 1) - continue; - output.Add(PanelSummary(record, count)); - } - - return new Dictionary - { - { "editorStatus", CurrentEditorStatus() }, - { "panels", output } - }; - } - - public static Dictionary Inspect(InspectRequest request) - { - ValidateUnityVersion(); - if (request == null) - throw new InvalidOperationException("UI Toolkit inspect request is empty."); - - PanelRecord record = RequirePanel(request.panelId); - VisualElement scope = ResolveElement(record, request.elementId, request.selector, true); - int maxDepth = request.depth <= 0 ? 2 : Math.Min(20, request.depth); - int maxElements = request.maxElements <= 0 ? 80 : Math.Min(2000, request.maxElements); - List elements = new List(); - List warnings = new List(); - bool truncated = false; - - Walk( - scope, - 0, - maxDepth, - delegate(VisualElement element, int depth) - { - if (elements.Count >= maxElements) - { - truncated = true; - return false; - } - if (!request.includeHidden && !IsVisible(element)) - return false; - if (!request.interactiveOnly || IsInteractive(element)) - { - elements.Add(ElementSnapshot( - record, - element, - request.includeComputedStyle && ReferenceEquals(element, scope), - request.includeMatchedRules && ReferenceEquals(element, scope), - request.styleProperties, - warnings)); - } - return true; - }); - - Dictionary result = new Dictionary - { - { "panelId", record.id }, - { "documentRevision", record.revision }, - { "scopeElementId", ElementId(record, scope) }, - { "elements", elements } - }; - if (truncated) - result["truncated"] = true; - if (warnings.Count > 0) - result["warnings"] = warnings; - return result; - } - - public static Dictionary Style(StyleRequest request) - { - ValidateUnityVersion(); - if (request == null) - throw new InvalidOperationException("UI Toolkit style request is empty."); - string operation = (request.operation ?? "").Trim().ToLowerInvariant(); - if (operation == "rollback") - return RollbackStyle(request.previewId); - if (operation != "set" && operation != "reset") - throw new InvalidOperationException("Style operation must be set, reset, or rollback."); - - PanelRecord record = RequirePanel(request.panelId); - VisualElement element = RequireElement(record, request.elementId); - if (request.edits == null || request.edits.Count == 0) - throw new InvalidOperationException("Style set/reset requires at least one edit."); - - PreviewRecord preview = new PreviewRecord - { - id = "preview-" + _nextPreviewId++, - panelId = record.id, - element = element - }; - IStyle style = element.style; - List> parsed = new List>(); - for (int i = 0; i < request.edits.Count; i++) - { - StyleEdit edit = request.edits[i]; - string propertyName = NormalizeStyleProperty(edit == null ? null : edit.property); - if (!SupportedStyleProperties.Contains(propertyName)) - throw new InvalidOperationException("Unsupported inline style property: " + propertyName + "."); - PropertyInfo property = typeof(IStyle).GetProperty(propertyName, BindingFlags.Instance | BindingFlags.Public); - if (property == null || !property.CanRead || !property.CanWrite) - throw new InvalidOperationException("Unity does not expose IStyle." + propertyName + " in this version."); - object next = operation == "reset" - ? StyleKeywordValue(property.PropertyType, StyleKeyword.Null) - : ParseStyleValue(property.PropertyType, edit.value); - preview.originals[property] = property.GetValue(style, null); - parsed.Add(new KeyValuePair(property, next)); - } - - try - { - for (int i = 0; i < parsed.Count; i++) - parsed[i].Key.SetValue(style, parsed[i].Value, null); - } - catch (Exception exception) - { - RestoreStyle(preview); - throw new InvalidOperationException("Unity rejected the inline style preview: " + RootMessage(exception), exception); - } - - Previews[preview.id] = preview; - element.MarkDirtyRepaint(); - return new Dictionary - { - { "previewId", preview.id }, - { "elementId", ElementId(record, element) }, - { "documentRevision", record.revision } - }; - } - - public static Dictionary Action(ActionRequest request) - { - ValidateUnityVersion(); - if (request == null) - throw new InvalidOperationException("UI Toolkit action request is empty."); - PanelRecord record = RequirePanel(request.panelId); - VisualElement element = RequireElement(record, request.elementId); - string operation = (request.operation ?? "").Trim().ToLowerInvariant(); - - switch (operation) - { - case "click": - Click(element); - break; - case "focus": - element.Focus(); - break; - case "setvalue": - case "select": - SetControlValue(element, request.value); - break; - case "type": - TypeText(element, request.text ?? "", request.append); - break; - case "toggle": - object current = ReadControlValue(element); - bool next = request.value == null - ? !(current is bool && (bool)current) - : Convert.ToBoolean(request.value, CultureInfo.InvariantCulture); - SetControlValue(element, next); - break; - case "scroll": - ScrollView scroll = element as ScrollView; - if (scroll == null) - throw new InvalidOperationException("scroll requires a ScrollView element."); - scroll.scrollOffset = new Vector2(request.x, request.y); - break; - case "press": - PressKey(element, request.key); - break; - case "drag": - VisualElement destination = RequireElement(record, request.targetElementId); - Drag(element, destination); - break; - default: - throw new InvalidOperationException( - "Action operation must be click, focus, setValue, type, toggle, select, scroll, press, or drag."); - } - - element.MarkDirtyRepaint(); - RefreshDocumentRevision(record); - Dictionary result = new Dictionary - { - { "elementId", request.elementId }, - { "documentRevision", record.revision } - }; - if (operation == "setvalue" || operation == "select" || operation == "toggle" || operation == "type") - result["value"] = CompactValue(JsonSafeValue(ReadControlValue(element)), CompactTextLimit); - else if (operation == "focus") - result["focused"] = record.panel.focusController != null - && ReferenceEquals(record.panel.focusController.focusedElement, element); - else if (operation == "scroll") - { - Vector2 offset = ((ScrollView)element).scrollOffset; - result["scrollOffset"] = new float[] { Round(offset.x), Round(offset.y) }; - } - else if (operation == "drag") - result["targetElementId"] = request.targetElementId; - return result; - } - - public static Task> Wait(WaitRequest request) - { - ValidateUnityVersion(); - if (request == null) - throw new InvalidOperationException("UI Toolkit wait request is empty."); - PanelRecord initialRecord = RequirePanel(request.panelId); - string condition = (request.condition ?? "").Trim().ToLowerInvariant(); - HashSet allowed = new HashSet(StringComparer.Ordinal) - { - "exists", "missing", "visible", "hidden", "enabled", "disabled", "text", "value", "layoutstable" - }; - if (!allowed.Contains(condition)) - throw new InvalidOperationException("Unsupported UI wait condition: " + condition + "."); - - int timeoutMs = request.timeoutMs <= 0 ? 10000 : Math.Min(60000, request.timeoutMs); - int requiredStableFrames = request.stableFrames <= 0 ? 3 : Math.Min(120, request.stableFrames); - double started = EditorApplication.timeSinceStartup; - double deadline = started + timeoutMs / 1000.0; - TaskCompletionSource> source = - new TaskCompletionSource>(); - Rect lastRect = default(Rect); - bool hasLastRect = false; - int stable = 0; - EditorApplication.CallbackFunction callback = null; - callback = delegate - { - try - { - PanelRecord record = RefreshPanelSnapshot(initialRecord); - if (record == null) - { - if (condition == "missing") - { - CompleteWait(source, callback, request, null, null, started, 1); - return; - } - } - VisualElement element = record == null - ? null - : ResolveElement(record, request.elementId, request.selector, false); - bool matched = EvaluateWait( - condition, - request.expected, - element, - ref lastRect, - ref hasLastRect, - ref stable, - requiredStableFrames); - if (matched) - { - CompleteWait(source, callback, request, record, element, started, stable); - return; - } - if (EditorApplication.timeSinceStartup >= deadline) - { - EditorApplication.update -= callback; - source.TrySetException(new TimeoutException( - "Timed out waiting for UI condition '" + request.condition + "' after " + timeoutMs + " ms.")); - } - } - catch (Exception exception) - { - EditorApplication.update -= callback; - source.TrySetException(exception); - } - }; - EditorApplication.update += callback; - callback(); - return source.Task; - } - - public static Dictionary Highlight(HighlightRequest request) - { - ValidateUnityVersion(); - if (request == null) - throw new InvalidOperationException("UI Toolkit highlight request is empty."); - PanelRecord record = RequirePanel(request.panelId); - RemoveOverlay(record); - string operation = (request.operation ?? "").Trim().ToLowerInvariant(); - if (operation == "clear") - { - return new Dictionary - { - { "cleared", true } - }; - } - - List targets = new List(); - if (operation == "element") - { - targets.Add(RequireElement(record, request.elementId)); - } - else if (operation == "interactions") - { - int maximum = request.maxElements <= 0 ? 40 : Math.Min(200, request.maxElements); - Walk( - record.root, - 0, - 100, - delegate(VisualElement element, int depth) - { - if (targets.Count >= maximum) - return false; - if (IsVisible(element) && IsInteractive(element)) - targets.Add(element); - return true; - }); - } - else - { - throw new InvalidOperationException("Highlight operation must be element, interactions, or clear."); - } - - VisualElement overlay = CreateOverlay(record, targets, operation == "interactions"); - record.overlay = overlay; - record.root.Add(overlay); - overlay.BringToFront(); - record.root.MarkDirtyRepaint(); - if (record.editorWindow != null) - { - record.editorWindow.Focus(); - record.editorWindow.Repaint(); - } - return new Dictionary - { - { "highlighted", targets.Count }, - { "captureTarget", record.captureTarget }, - { "requestEditorStatus", CurrentEditorStatus() }, - { "windowTitle", record.windowTitle ?? "" } - }; - } - - private static Dictionary RollbackStyle(string previewId) - { - PreviewRecord preview; - if (string.IsNullOrWhiteSpace(previewId) || !Previews.TryGetValue(previewId, out preview)) - throw new InvalidOperationException("Unknown or expired style preview: " + (previewId ?? "") + "."); - PanelRecord record = RequirePanel(preview.panelId); - if (preview.element == null || !BelongsTo(record, preview.element)) - throw new InvalidOperationException("stale_element: the preview target was rebuilt before rollback."); - RestoreStyle(preview); - Previews.Remove(preview.id); - preview.element.MarkDirtyRepaint(); - return new Dictionary - { - { "rolledBack", preview.id }, - { "elementId", ElementId(record, preview.element) }, - { "documentRevision", record.revision } - }; - } - - private static void RestoreStyle(PreviewRecord preview) - { - if (preview == null || preview.element == null) - return; - IStyle style = preview.element.style; - foreach (KeyValuePair entry in preview.originals) - entry.Key.SetValue(style, entry.Value, null); - } - - private static List DiscoverPanels() - { - HashSet live = new HashSet(ReferenceComparer.Instance); - EditorWindow[] windows = Resources.FindObjectsOfTypeAll(); - for (int i = 0; i < windows.Length; i++) - { - EditorWindow window = windows[i]; - if (window == null || window.rootVisualElement == null || window.rootVisualElement.panel == null) - continue; - IPanel panel = window.rootVisualElement.panel; - PanelRecord record = GetOrCreatePanel(panel); - record.root = window.rootVisualElement; - record.editorWindow = window; - record.documents.Clear(); - record.kind = "editor_window"; - record.title = WindowTitle(window); - record.windowTitle = record.title; - record.captureTarget = "editor_window"; - live.Add(panel); - } - - UIDocument[] documents = Resources.FindObjectsOfTypeAll(); - for (int i = 0; i < documents.Length; i++) - { - UIDocument document = documents[i]; - if (document == null || document.rootVisualElement == null || document.rootVisualElement.panel == null) - continue; - IPanel panel = document.rootVisualElement.panel; - PanelRecord record = GetOrCreatePanel(panel); - if (record.kind != "runtime_uidocument") - { - record.documents.Clear(); - record.editorWindow = null; - } - record.kind = "runtime_uidocument"; - record.root = panel.visualTree; - if (!record.documents.Contains(document)) - record.documents.Add(document); - record.title = RuntimePanelTitle(record.documents); - record.windowTitle = "Game"; - record.captureTarget = "game"; - live.Add(panel); - } - - List removed = new List(); - foreach (KeyValuePair entry in Panels) - { - if (!live.Contains(entry.Value.panel)) - removed.Add(entry.Key); - } - for (int i = 0; i < removed.Count; i++) - { - PanelRecord record = Panels[removed[i]]; - RemoveOverlay(record); - Panels.Remove(removed[i]); - PanelsByObject.Remove(record.panel); - } - - List records = new List(); - foreach (PanelRecord record in Panels.Values) - { - if (record.root == null) - continue; - RefreshDocumentRevision(record); - records.Add(record); - } - records.Sort(delegate(PanelRecord left, PanelRecord right) - { - int kind = string.Compare(left.kind, right.kind, StringComparison.Ordinal); - return kind != 0 ? kind : string.Compare(left.title, right.title, StringComparison.OrdinalIgnoreCase); - }); - return records; - } - - private static PanelRecord GetOrCreatePanel(IPanel panel) - { - PanelRecord record; - if (PanelsByObject.TryGetValue(panel, out record)) - return record; - record = new PanelRecord - { - id = "panel-" + _nextPanelId++, - panel = panel - }; - Panels[record.id] = record; - PanelsByObject[panel] = record; - return record; - } - - private static PanelRecord RequirePanel(string panelId) - { - PanelRecord record; - if (string.IsNullOrWhiteSpace(panelId) || !Panels.TryGetValue(panelId, out record)) - throw new InvalidOperationException( - "panel_not_found: call RefreshPanels() and select the panel again."); - record = RefreshPanelSnapshot(record); - if (record == null) - throw new InvalidOperationException( - "panel_not_found: call RefreshPanels() and select the panel again."); - return record; - } - - private static PanelRecord RefreshPanelSnapshot(PanelRecord record) - { - if (record == null - || record.panel == null - || record.root == null - || !ReferenceEquals(record.root.panel, record.panel)) - { - if (record != null) - { - RemoveOverlay(record); - Panels.Remove(record.id); - if (record.panel != null) - PanelsByObject.Remove(record.panel); - } - return null; - } - - RefreshDocumentRevision(record); - return record; - } - - private static VisualElement ResolveElement( - PanelRecord record, - int elementId, - string selector, - bool throwWhenMissing) - { - VisualElement element = null; - if (elementId > 0) - { - record.elements.TryGetValue(elementId, out element); - if (element != null && !BelongsTo(record, element)) - element = null; - } - else if (!string.IsNullOrWhiteSpace(selector)) - { - element = FindBySelector(record.root, selector); - } - else - { - element = record.root; - } - if (element == null && throwWhenMissing) - { - string reason = elementId > 0 ? "stale_element" : "element_not_found"; - throw new InvalidOperationException(reason + ": re-inspect the current panel tree."); - } - return element; - } - - private static VisualElement RequireElement(PanelRecord record, int elementId) - { - if (elementId <= 0) - throw new InvalidOperationException("A positive element ID from UIPanel inspection is required."); - return ResolveElement(record, elementId, null, true); - } - - private static bool BelongsTo(PanelRecord record, VisualElement element) - { - if (record == null || record.root == null || element == null || element.panel != record.panel) - return false; - VisualElement cursor = element; - while (cursor != null) - { - if (ReferenceEquals(cursor, record.root)) - return true; - cursor = cursor.parent; - } - return false; - } - - private static int ElementId(PanelRecord record, VisualElement element) - { - int id; - if (record.ids.TryGetValue(element, out id)) - return id; - id = record.nextElementId++; - record.ids[element] = id; - record.elements[id] = element; - return id; - } - - private static void RefreshDocumentRevision(PanelRecord record) - { - if (record == null || record.root == null) - return; - int fingerprint = StructureFingerprint(record.root); - if (record.fingerprint != 0 && record.fingerprint != fingerprint) - record.revision++; - record.fingerprint = fingerprint; - } - - private static Dictionary PanelSummary(PanelRecord record, int elementCount) - { - string ownerName = record.editorWindow == null - ? "UIDocument" - : record.editorWindow.GetType().Name; - Dictionary result = new Dictionary - { - { "panelId", record.id }, - { "kind", record.kind ?? "" }, - { "title", record.title ?? "" }, - { "owner", ownerName }, - { "elementCount", elementCount } - }; - - if (record.documents.Count > 0) - { - List documentNames = new List(); - for (int i = 0; i < record.documents.Count; i++) - { - UIDocument document = record.documents[i]; - string name = document == null || document.gameObject == null - ? "" - : document.gameObject.name; - if (!string.IsNullOrEmpty(name)) - documentNames.Add(name); - } - if (documentNames.Count > 0) - result["documents"] = documentNames; - } - - return result; - } - - private static Dictionary ElementSnapshot( - PanelRecord record, - VisualElement element, - bool includeComputedStyle, - bool includeMatchedRules, - List styleProperties, - List warnings) - { - List classes = new List(); - foreach (string className in element.GetClasses()) - classes.Add(className); - VisualElement parent = element.parent; - int childCount = 0; - for (int i = 0; i < element.hierarchy.childCount; i++) - { - VisualElement child = element.hierarchy[i]; - if (IsOverlay(child)) - continue; - childCount++; - } - - string text = ReadText(element); - object value = JsonSafeValue(ReadControlValue(element)); - List actions = ActionsFor(element); - string source = UxmlSource(element); - bool visible = IsVisible(element); - bool focused = record.panel.focusController != null - && ReferenceEquals(record.panel.focusController.focusedElement, element); - string typeName = element.GetType().Name; - string selectorHint = SelectorHint(element, classes); - Dictionary result = new Dictionary - { - { "elementId", ElementId(record, element) }, - { "type", typeName }, - { "rect", RectArrayValue(element.worldBound) } - }; - if (!string.Equals(selectorHint, typeName, StringComparison.Ordinal)) - result["selectorHint"] = selectorHint; - if (parent != null && BelongsTo(record, parent)) - result["parentId"] = ElementId(record, parent); - if (childCount > 0) - result["childCount"] = childCount; - if (!string.IsNullOrEmpty(text)) - result["text"] = LimitText(text, CompactTextLimit); - if (value != null) - result["value"] = CompactValue(value, CompactTextLimit); - if (actions.Count > 0) - result["actions"] = actions; - if (!visible) - result["visible"] = false; - if (!element.enabledInHierarchy) - result["enabled"] = false; - if (focused) - result["focused"] = true; - if (!string.IsNullOrEmpty(source)) - result["uxmlSource"] = source; - - if (includeComputedStyle) - result["computedStyle"] = ComputedStyle(element, styleProperties); - if (includeMatchedRules) - { - List rules = MatchedRules(element, warnings); - if (rules.Count > 0) - result["matchedRules"] = rules; - } - return result; - } - - private static Dictionary ComputedStyle( - VisualElement element, - List requestedProperties) - { - IResolvedStyle style = element.resolvedStyle; - Dictionary output = new Dictionary(StringComparer.Ordinal) - { - { "display", style.display.ToString() }, - { "visibility", style.visibility.ToString() }, - { "opacity", Invariant(style.opacity) }, - { "position", style.position.ToString() }, - { "left", Invariant(style.left) }, - { "right", Invariant(style.right) }, - { "top", Invariant(style.top) }, - { "bottom", Invariant(style.bottom) }, - { "width", Invariant(style.width) }, - { "height", Invariant(style.height) }, - { "minWidth", Convert.ToString(style.minWidth, CultureInfo.InvariantCulture) }, - { "minHeight", Convert.ToString(style.minHeight, CultureInfo.InvariantCulture) }, - { "maxWidth", Convert.ToString(style.maxWidth, CultureInfo.InvariantCulture) }, - { "maxHeight", Convert.ToString(style.maxHeight, CultureInfo.InvariantCulture) }, - { "marginLeft", Invariant(style.marginLeft) }, - { "marginRight", Invariant(style.marginRight) }, - { "marginTop", Invariant(style.marginTop) }, - { "marginBottom", Invariant(style.marginBottom) }, - { "paddingLeft", Invariant(style.paddingLeft) }, - { "paddingRight", Invariant(style.paddingRight) }, - { "paddingTop", Invariant(style.paddingTop) }, - { "paddingBottom", Invariant(style.paddingBottom) }, - { "borderLeftWidth", Invariant(style.borderLeftWidth) }, - { "borderRightWidth", Invariant(style.borderRightWidth) }, - { "borderTopWidth", Invariant(style.borderTopWidth) }, - { "borderBottomWidth", Invariant(style.borderBottomWidth) }, - { "flexBasis", Convert.ToString(style.flexBasis, CultureInfo.InvariantCulture) }, - { "flexGrow", Invariant(style.flexGrow) }, - { "flexShrink", Invariant(style.flexShrink) }, - { "flexDirection", style.flexDirection.ToString() }, - { "flexWrap", style.flexWrap.ToString() }, - { "alignContent", style.alignContent.ToString() }, - { "alignItems", style.alignItems.ToString() }, - { "alignSelf", style.alignSelf.ToString() }, - { "justifyContent", style.justifyContent.ToString() }, - { "overflow", Convert.ToString(MemberValue(style, "overflow"), CultureInfo.InvariantCulture) ?? "" }, - { "color", ColorValue(style.color) }, - { "backgroundColor", ColorValue(style.backgroundColor) }, - { "fontSize", Invariant(style.fontSize) }, - { "whiteSpace", style.whiteSpace.ToString() } - }; - string[] defaults = - { - "position", "flexDirection", "flexGrow", "flexShrink", - "alignItems", "justifyContent", "color", "backgroundColor", "fontSize" - }; - IEnumerable selected = requestedProperties != null && requestedProperties.Count > 0 - ? (IEnumerable)requestedProperties - : defaults; - Dictionary filtered = new Dictionary(StringComparer.Ordinal); - foreach (string requested in selected) - { - string property = NormalizeStyleProperty(requested); - string value; - if (output.TryGetValue(property, out value)) - filtered[property] = value; - } - return filtered; - } - - private static List MatchedRules(VisualElement element, List warnings) - { - List output = new List(); - try - { - Type extractorType = typeof(VisualElement).Assembly.GetType( - "UnityEngine.UIElements.MatchedRulesExtractor", - false); - if (extractorType == null) - throw new MissingMemberException("MatchedRulesExtractor is unavailable."); - Func pathResolver = delegate(StyleSheet sheet) - { - return sheet == null ? "" : AssetDatabase.GetAssetPath(sheet); - }; - object extractor = Activator.CreateInstance( - extractorType, - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic, - null, - new object[] { pathResolver }, - CultureInfo.InvariantCulture); - MethodInfo find = extractorType.GetMethod( - "FindMatchingRules", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - MethodInfo get = extractorType.GetMethod( - "GetMatchedRules", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - if (find == null || get == null) - throw new MissingMethodException("Unity matched-rule methods are unavailable."); - find.Invoke(extractor, new object[] { element }); - IEnumerable rules = get.Invoke(extractor, null) as IEnumerable; - if (rules == null) - return output; - foreach (object rule in rules) - { - if (rule == null || output.Count >= 64) - break; - Type ruleType = rule.GetType(); - object matchRecord = FieldValue(ruleType, rule, "matchRecord"); - object selector = MemberValue(matchRecord, "complexSelector"); - object specificity = MemberValue(selector, "specificity"); - string path = Convert.ToString(FieldValue(ruleType, rule, "fullPath")) ?? ""; - if (string.IsNullOrEmpty(path)) - path = Convert.ToString(FieldValue(ruleType, rule, "displayPath")) ?? ""; - string selectorText = SelectorDescription(selector); - if (string.IsNullOrEmpty(path) && string.IsNullOrEmpty(selectorText)) - continue; - Dictionary item = new Dictionary(); - if (!string.IsNullOrEmpty(path)) - item["path"] = path; - int line = Convert.ToInt32(FieldValue(ruleType, rule, "lineNumber"), CultureInfo.InvariantCulture); - if (line > 0) - item["line"] = line; - if (specificity != null) - item["specificity"] = Convert.ToInt32(specificity, CultureInfo.InvariantCulture); - if (!string.IsNullOrEmpty(selectorText)) - item["selector"] = selectorText; - output.Add(item); - } - } - catch (Exception exception) - { - string message = "Matched USS rules unavailable: " + RootMessage(exception); - if (!warnings.Contains(message)) - warnings.Add(message); - } - return output; - } - - private static object FieldValue(Type type, object instance, string name) - { - FieldInfo field = type == null - ? null - : type.GetField(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - return field == null ? null : field.GetValue(instance); - } - - private static object MemberValue(object instance, string name) - { - if (instance == null) - return null; - Type type = instance.GetType(); - FieldInfo field = type.GetField(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - if (field != null) - return field.GetValue(instance); - PropertyInfo property = type.GetProperty(name, BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - return property == null ? null : property.GetValue(instance, null); - } - - private static string SelectorDescription(object selector) - { - if (selector == null) - return ""; - string text = Convert.ToString(selector, CultureInfo.InvariantCulture) ?? ""; - return text == selector.GetType().FullName || text == selector.GetType().Name ? "" : text; - } - - private static VisualElement FindBySelector(VisualElement root, string selector) - { - VisualElement found = null; - Walk( - root, - 0, - 1000, - delegate(VisualElement element, int depth) - { - if (MatchesSelector(element, selector)) - { - found = element; - return false; - } - return found == null; - }); - return found; - } - - private static bool MatchesSelector(VisualElement element, string selector) - { - selector = (selector ?? "").Trim(); - if (selector == "*") - return true; - if (selector.Length == 0) - return false; - string type = ""; - string name = ""; - string className = ""; - int hash = selector.IndexOf('#'); - int dot = selector.IndexOf('.'); - if (hash >= 0) - { - type = selector.Substring(0, hash); - name = selector.Substring(hash + 1); - } - else if (dot >= 0) - { - type = selector.Substring(0, dot); - className = selector.Substring(dot + 1); - } - else if (selector[0] == '#') - { - name = selector.Substring(1); - } - else if (selector[0] == '.') - { - className = selector.Substring(1); - } - else - { - type = selector; - } - bool typeMatches = type.Length == 0 - || string.Equals(element.GetType().Name, type, StringComparison.OrdinalIgnoreCase) - || string.Equals(element.GetType().FullName, type, StringComparison.Ordinal); - bool nameMatches = name.Length == 0 || string.Equals(element.name, name, StringComparison.Ordinal); - bool classMatches = className.Length == 0 || element.ClassListContains(className); - return typeMatches && nameMatches && classMatches; - } - - private static string SelectorHint(VisualElement element, List classes) - { - if (element == null) - return ""; - if (!string.IsNullOrEmpty(element.name)) - return "#" + element.name; - if (classes != null && classes.Count > 0) - return element.GetType().Name + "." + classes[0]; - return element.GetType().Name; - } - - private static void Walk( - VisualElement root, - int depth, - int maxDepth, - Func visitor) - { - if (root == null || IsOverlay(root)) - return; - bool descend = visitor(root, depth); - if (!descend || depth >= maxDepth) - return; - for (int i = 0; i < root.hierarchy.childCount; i++) - { - VisualElement child = root.hierarchy[i]; - if (!IsOverlay(child)) - Walk(child, depth + 1, maxDepth, visitor); - } - } - - private static bool IsOverlay(VisualElement element) - { - return element != null && string.Equals(element.name, OverlayName, StringComparison.Ordinal); - } - - private static int CountElements(VisualElement root) - { - int count = 0; - Walk(root, 0, 10000, delegate(VisualElement element, int depth) - { - count++; - return true; - }); - return count; - } - - private static int StructureFingerprint(VisualElement root) - { - unchecked - { - int fingerprint = 17; - Walk(root, 0, 10000, delegate(VisualElement element, int depth) - { - fingerprint = fingerprint * 31 + RuntimeHelpers.GetHashCode(element); - fingerprint = fingerprint * 31 + element.hierarchy.childCount; - return true; - }); - return fingerprint; - } - } - - private static bool IsVisible(VisualElement element) - { - return element != null - && element.resolvedStyle.display != DisplayStyle.None - && element.resolvedStyle.visibility == Visibility.Visible - && element.resolvedStyle.opacity > 0.001f - && element.worldBound.width > 0.001f - && element.worldBound.height > 0.001f; - } - - private static bool IsInteractive(VisualElement element) - { - return element is Button - || element is Toggle - || element is TextField - || element is DropdownField - || element is ScrollView - || HasWritableValue(element) - || element.focusable - || HasInteractiveCallbacks(element); - } - - private static List ActionsFor(VisualElement element) - { - List actions = new List(); - if (element is Button) - actions.Add("click"); - if (element.focusable) - actions.Add("focus"); - if (element is TextField) - { - actions.Add("type"); - actions.Add("setValue"); - actions.Add("press"); - } - else if (element is Toggle) - { - actions.Add("toggle"); - actions.Add("setValue"); - } - else if (element is DropdownField) - { - actions.Add("select"); - actions.Add("setValue"); - } - else if (HasWritableValue(element)) - { - actions.Add("setValue"); - } - if (element is ScrollView) - actions.Add("scroll"); - if (HasInteractiveCallbacks(element) && !actions.Contains("click")) - actions.Add("click"); - if (HasInteractiveCallbacks(element)) - actions.Add("drag"); - return actions; - } - - private static bool HasInteractiveCallbacks(VisualElement element) - { - if (element == null) - return false; - try - { - FieldInfo registryField = typeof(VisualElement).GetField( - "m_CallbackRegistry", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - object registry = registryField == null ? null : registryField.GetValue(element); - if (registry == null) - return false; - Type registryType = registry.GetType(); - return CallbackListHasInteractiveType(registryType, registry, "m_TrickleDownCallbacks") - || CallbackListHasInteractiveType(registryType, registry, "m_BubbleUpCallbacks"); - } - catch - { - return false; - } - } - - private static bool CallbackListHasInteractiveType( - Type registryType, - object registry, - string fieldName) - { - object dynamicList = FieldValue(registryType, registry, fieldName); - object callbackList = MemberValue(dynamicList, "m_Callbacks"); - Array callbacks = MemberValue(callbackList, "m_Array") as Array; - object rawCount = MemberValue(callbackList, "m_Count"); - int count = rawCount == null ? 0 : Convert.ToInt32(rawCount, CultureInfo.InvariantCulture); - if (callbacks == null || count <= 0) - return false; - count = Math.Min(count, callbacks.Length); - for (int i = 0; i < count; i++) - { - object callback = callbacks.GetValue(i); - object rawId = MemberValue(callback, "eventTypeId"); - if (rawId != null - && InteractiveEventTypeIds.Contains(Convert.ToInt64(rawId, CultureInfo.InvariantCulture))) - return true; - } - return false; - } - - private static string ReadText(VisualElement element) - { - TextElement text = element as TextElement; - if (text != null) - return text.text ?? ""; - PropertyInfo label = element.GetType().GetProperty("label", BindingFlags.Instance | BindingFlags.Public); - object value = label == null ? null : label.GetValue(element, null); - return value == null ? "" : Convert.ToString(value, CultureInfo.InvariantCulture); - } - - private static object ReadControlValue(VisualElement element) - { - PropertyInfo property = ValueProperty(element); - if (property == null || !property.CanRead) - return null; - try - { - return property.GetValue(element, null); - } - catch - { - return null; - } - } - - private static bool HasWritableValue(VisualElement element) - { - PropertyInfo property = ValueProperty(element); - return property != null && property.CanRead && property.CanWrite; - } - - private static PropertyInfo ValueProperty(VisualElement element) - { - return element == null - ? null - : element.GetType().GetProperty("value", BindingFlags.Instance | BindingFlags.Public); - } - - private static void SetControlValue(VisualElement element, object rawValue) - { - PropertyInfo property = ValueProperty(element); - if (property == null || !property.CanWrite) - throw new InvalidOperationException(element.GetType().Name + " does not expose a writable value property."); - object converted = ConvertValue(rawValue, property.PropertyType); - try - { - property.SetValue(element, converted, null); - } - catch (Exception exception) - { - throw new InvalidOperationException( - "Unable to set " + element.GetType().Name + ".value: " + RootMessage(exception), - exception); - } - } - - private static object ConvertValue(object value, Type targetType) - { - Type nullable = Nullable.GetUnderlyingType(targetType); - Type effective = nullable ?? targetType; - if (value == null) - { - if (!effective.IsValueType || nullable != null) - return null; - return Activator.CreateInstance(effective); - } - if (effective.IsInstanceOfType(value)) - return value; - string text = Convert.ToString(value, CultureInfo.InvariantCulture); - if (effective == typeof(string)) - return text; - if (effective.IsEnum) - return Enum.Parse(effective, NormalizeEnum(text), true); - return Convert.ChangeType(value, effective, CultureInfo.InvariantCulture); - } - - private static void TypeText(VisualElement element, string text, bool append) - { - PropertyInfo property = ValueProperty(element); - if (property == null || property.PropertyType != typeof(string) || !property.CanWrite) - throw new InvalidOperationException("type requires a text control with a writable string value."); - string current = append ? Convert.ToString(property.GetValue(element, null)) ?? "" : ""; - element.Focus(); - property.SetValue(element, current + text, null); - } - - private static void Click(VisualElement element) - { - Vector2 position = element.worldBound.center; - Button button = element as Button; - if (button != null && button.clickable != null) - { - using (MouseUpEvent clickEvent = MouseUpEvent.GetPooled(new Event - { - type = EventType.MouseUp, - mousePosition = position, - button = 0, - clickCount = 1 - })) - { - clickEvent.target = button; - MethodInfo simulate = typeof(Clickable).GetMethod( - "SimulateSingleClick", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - if (simulate != null) - { - simulate.Invoke(button.clickable, new object[] { clickEvent, 0 }); - SendClickEvent(button); - return; - } - MethodInfo invoke = typeof(Clickable).GetMethod( - "Invoke", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - if (invoke != null) - { - invoke.Invoke(button.clickable, new object[] { clickEvent }); - SendClickEvent(button); - return; - } - } - } - SendMouse(element, EventType.MouseDown, position, 0); - SendMouse(element, EventType.MouseUp, position, 0); - SendClickEvent(element); - } - - private static void SendClickEvent(VisualElement target) - { - using (ClickEvent click = ClickEvent.GetPooled()) - { - click.target = target; - target.SendEvent(click); - } - } - - private static void Drag(VisualElement source, VisualElement destination) - { - Vector2 from = source.worldBound.center; - Vector2 to = destination.worldBound.center; - SendMouse(source, EventType.MouseDown, from, 0); - for (int i = 1; i <= 4; i++) - { - Vector2 point = Vector2.Lerp(from, to, i / 4f); - SendMouse(source, EventType.MouseMove, point, 0); - } - SendMouse(destination, EventType.MouseUp, to, 0); - } - - private static void SendMouse(VisualElement target, EventType type, Vector2 position, int button) - { - Event systemEvent = new Event - { - type = type, - mousePosition = position, - button = button, - clickCount = 1 - }; - if (type == EventType.MouseDown) - { - using (MouseDownEvent evt = MouseDownEvent.GetPooled(systemEvent)) - { - evt.target = target; - target.SendEvent(evt); - } - } - else if (type == EventType.MouseUp) - { - using (MouseUpEvent evt = MouseUpEvent.GetPooled(systemEvent)) - { - evt.target = target; - target.SendEvent(evt); - } - } - else - { - using (MouseMoveEvent evt = MouseMoveEvent.GetPooled(systemEvent)) - { - evt.target = target; - target.SendEvent(evt); - } - } - } - - private static void PressKey(VisualElement element, string key) - { - KeyCode keyCode; - if (string.IsNullOrWhiteSpace(key) - || !Enum.TryParse(key.Replace("-", ""), true, out keyCode)) - { - throw new InvalidOperationException("Unknown Unity KeyCode: " + (key ?? "") + "."); - } - element.Focus(); - using (KeyDownEvent down = KeyDownEvent.GetPooled('\0', keyCode, EventModifiers.None)) - { - down.target = element; - element.SendEvent(down); - } - using (KeyUpEvent up = KeyUpEvent.GetPooled('\0', keyCode, EventModifiers.None)) - { - up.target = element; - element.SendEvent(up); - } - } - - private static bool EvaluateWait( - string condition, - string expected, - VisualElement element, - ref Rect lastRect, - ref bool hasLastRect, - ref int stable, - int requiredStableFrames) - { - switch (condition) - { - case "exists": return element != null; - case "missing": return element == null; - case "visible": return IsVisible(element); - case "hidden": return element != null && !IsVisible(element); - case "enabled": return element != null && element.enabledInHierarchy; - case "disabled": return element != null && !element.enabledInHierarchy; - case "text": return element != null && string.Equals(ReadText(element), expected ?? "", StringComparison.Ordinal); - case "value": - return element != null && string.Equals( - Convert.ToString(ReadControlValue(element), CultureInfo.InvariantCulture) ?? "", - expected ?? "", - StringComparison.Ordinal); - case "layoutstable": - if (element == null) - return false; - Rect current = element.worldBound; - if (hasLastRect && Approximately(lastRect, current)) - stable++; - else - stable = 1; - lastRect = current; - hasLastRect = true; - return stable >= requiredStableFrames; - default: - return false; - } - } - - private static void CompleteWait( - TaskCompletionSource> source, - EditorApplication.CallbackFunction callback, - WaitRequest request, - PanelRecord record, - VisualElement element, - double started, - int stableFrames) - { - EditorApplication.update -= callback; - string condition = (request.condition ?? "").Trim().ToLowerInvariant(); - Dictionary result = new Dictionary - { - { "elapsedMs", (int)Math.Round((EditorApplication.timeSinceStartup - started) * 1000.0) } - }; - if (element != null && record != null) - result["elementId"] = ElementId(record, element); - if (condition == "text" && element != null) - result["text"] = LimitText(ReadText(element), CompactTextLimit); - else if (condition == "value" && element != null) - result["value"] = CompactValue(JsonSafeValue(ReadControlValue(element)), CompactTextLimit); - else if ((condition == "visible" || condition == "hidden") && element != null) - result["visible"] = IsVisible(element); - else if ((condition == "enabled" || condition == "disabled") && element != null) - result["enabled"] = element.enabledInHierarchy; - else if (condition == "layoutstable" && element != null) - { - result["stableFrames"] = stableFrames; - result["rect"] = RectArrayValue(element.worldBound); - } - source.TrySetResult(result); - } - - private static bool Approximately(Rect left, Rect right) - { - return Mathf.Abs(left.x - right.x) < 0.1f - && Mathf.Abs(left.y - right.y) < 0.1f - && Mathf.Abs(left.width - right.width) < 0.1f - && Mathf.Abs(left.height - right.height) < 0.1f; - } - - private static VisualElement CreateOverlay( - PanelRecord record, - List targets, - bool numbered) - { - VisualElement overlay = new VisualElement - { - name = OverlayName, - pickingMode = PickingMode.Ignore - }; - overlay.style.position = Position.Absolute; - overlay.style.left = 0; - overlay.style.top = 0; - overlay.style.right = 0; - overlay.style.bottom = 0; - Color accent = new Color(0.18f, 0.64f, 1f, 1f); - for (int i = 0; i < targets.Count; i++) - { - VisualElement target = targets[i]; - Rect world = target.worldBound; - Vector2 local = record.root.WorldToLocal(world.position); - VisualElement box = new VisualElement { pickingMode = PickingMode.Ignore }; - box.style.position = Position.Absolute; - box.style.left = local.x; - box.style.top = local.y; - box.style.width = world.width; - box.style.height = world.height; - box.style.borderLeftWidth = 2; - box.style.borderRightWidth = 2; - box.style.borderTopWidth = 2; - box.style.borderBottomWidth = 2; - box.style.borderLeftColor = accent; - box.style.borderRightColor = accent; - box.style.borderTopColor = accent; - box.style.borderBottomColor = accent; - if (numbered) - { - Label label = new Label((i + 1).ToString(CultureInfo.InvariantCulture)) - { - pickingMode = PickingMode.Ignore - }; - label.style.position = Position.Absolute; - label.style.left = -2; - label.style.top = -18; - label.style.height = 18; - label.style.minWidth = 18; - label.style.paddingLeft = 4; - label.style.paddingRight = 4; - label.style.backgroundColor = accent; - label.style.color = Color.black; - label.style.unityTextAlign = TextAnchor.MiddleCenter; - box.Add(label); - } - overlay.Add(box); - } - return overlay; - } - - private static void RemoveOverlay(PanelRecord record) - { - if (record == null || record.overlay == null) - return; - record.overlay.RemoveFromHierarchy(); - record.overlay = null; - } - - private static object ParseStyleValue(Type styleType, string value) - { - value = (value ?? "").Trim(); - if (styleType == typeof(StyleLength)) - { - StyleKeyword keyword; - if (TryStyleKeyword(value, out keyword)) - return new StyleLength(keyword); - return new StyleLength(ParseLength(value)); - } - if (styleType == typeof(StyleFloat)) - { - StyleKeyword keyword; - if (TryStyleKeyword(value, out keyword)) - return new StyleFloat(keyword); - float number; - if (!float.TryParse(value, NumberStyles.Float, CultureInfo.InvariantCulture, out number)) - throw new FormatException("Expected a number, received '" + value + "'."); - return new StyleFloat(number); - } - if (styleType == typeof(StyleInt)) - { - StyleKeyword keyword; - if (TryStyleKeyword(value, out keyword)) - return new StyleInt(keyword); - int number; - if (!int.TryParse(value, NumberStyles.Integer, CultureInfo.InvariantCulture, out number)) - throw new FormatException("Expected an integer, received '" + value + "'."); - return new StyleInt(number); - } - if (styleType == typeof(StyleColor)) - { - StyleKeyword keyword; - if (TryStyleKeyword(value, out keyword)) - return new StyleColor(keyword); - return new StyleColor(ParseColor(value)); - } - if (styleType.IsGenericType - && styleType.GetGenericTypeDefinition() == typeof(StyleEnum<>)) - { - Type enumType = styleType.GetGenericArguments()[0]; - string normalized = NormalizeEnum(value); - string[] names = Enum.GetNames(enumType); - for (int i = 0; i < names.Length; i++) - { - if (string.Equals(NormalizeEnum(names[i]), normalized, StringComparison.OrdinalIgnoreCase)) - { - object enumValue = Enum.Parse(enumType, names[i], true); - return Activator.CreateInstance(styleType, new object[] { enumValue }); - } - } - StyleKeyword keyword; - if (TryStyleKeyword(value, out keyword)) - return StyleKeywordValue(styleType, keyword); - throw new FormatException("Unknown " + enumType.Name + " value '" + value + "'."); - } - throw new InvalidOperationException("Unsupported Unity style value type: " + styleType.FullName + "."); - } - - private static object StyleKeywordValue(Type styleType, StyleKeyword keyword) - { - try - { - return Activator.CreateInstance(styleType, new object[] { keyword }); - } - catch (Exception exception) - { - throw new InvalidOperationException( - styleType.Name + " does not accept the style keyword " + keyword + ".", - exception); - } - } - - private static bool TryStyleKeyword(string value, out StyleKeyword keyword) - { - string normalized = (value ?? "").Trim().ToLowerInvariant(); - switch (normalized) - { - case "auto": keyword = StyleKeyword.Auto; return true; - case "none": keyword = StyleKeyword.None; return true; - case "initial": keyword = StyleKeyword.Initial; return true; - case "null": - case "unset": keyword = StyleKeyword.Null; return true; - default: keyword = StyleKeyword.Undefined; return false; - } - } - - private static Length ParseLength(string value) - { - string text = value.Trim().ToLowerInvariant(); - LengthUnit unit = LengthUnit.Pixel; - if (text.EndsWith("px", StringComparison.Ordinal)) - text = text.Substring(0, text.Length - 2).Trim(); - else if (text.EndsWith("%", StringComparison.Ordinal)) - { - unit = LengthUnit.Percent; - text = text.Substring(0, text.Length - 1).Trim(); - } - float number; - if (!float.TryParse(text, NumberStyles.Float, CultureInfo.InvariantCulture, out number)) - throw new FormatException("Expected a px or % length, received '" + value + "'."); - return new Length(number, unit); - } - - private static Color ParseColor(string value) - { - string normalized = value.Trim().ToLowerInvariant(); - if (normalized == "transparent") - return Color.clear; - if (normalized == "black") - return Color.black; - if (normalized == "white") - return Color.white; - if (normalized == "red") - return Color.red; - if (normalized == "green") - return Color.green; - if (normalized == "blue") - return Color.blue; - if (normalized == "yellow") - return Color.yellow; - if (normalized == "gray" || normalized == "grey") - return Color.gray; - Color color; - if (ColorUtility.TryParseHtmlString(value, out color)) - return color; - throw new FormatException("Expected an HTML color, received '" + value + "'."); - } - - private static string NormalizeStyleProperty(string property) - { - property = (property ?? "").Trim(); - if (property.StartsWith("--", StringComparison.Ordinal)) - throw new InvalidOperationException("Custom USS variables require a persistent USS source edit."); - if (property.StartsWith("-unity-", StringComparison.OrdinalIgnoreCase)) - property = "unity-" + property.Substring(7); - if (property.IndexOf('-') < 0) - return property; - string[] parts = property.Split('-'); - string output = parts[0]; - for (int i = 1; i < parts.Length; i++) - { - if (parts[i].Length == 0) - continue; - output += char.ToUpperInvariant(parts[i][0]) + parts[i].Substring(1); - } - return output; - } - - private static string NormalizeEnum(string value) - { - return (value ?? "").Replace("-", "").Replace("_", "").Replace(" ", ""); - } - - private static string UxmlSource(VisualElement element) - { - try - { - PropertyInfo property = typeof(VisualElement).GetProperty( - "visualTreeAssetSource", - BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); - UnityEngine.Object asset = property == null - ? null - : property.GetValue(element, null) as UnityEngine.Object; - return asset == null ? "" : AssetDatabase.GetAssetPath(asset); - } - catch - { - return ""; - } - } - - private static float[] RectArrayValue(Rect rect) - { - return new float[] - { - Round(rect.x), - Round(rect.y), - Round(rect.width), - Round(rect.height) - }; - } - - private static string LimitText(string value, int maximum) - { - value = value ?? ""; - if (maximum <= 3 || value.Length <= maximum) - return value; - return value.Substring(0, maximum - 3) + "..."; - } - - private static object CompactValue(object value, int maximumStringLength) - { - string text = value as string; - return text == null ? value : (object)LimitText(text, maximumStringLength); - } - - private static object JsonSafeValue(object value) - { - if (value == null || value is string || value is bool - || value is byte || value is sbyte || value is short || value is ushort - || value is int || value is uint || value is long || value is ulong - || value is float || value is double || value is decimal) - { - return value; - } - if (value.GetType().IsEnum) - return value.ToString(); - return Convert.ToString(value, CultureInfo.InvariantCulture); - } - - private static string WindowTitle(EditorWindow window) - { - if (window == null) - return ""; - if (window.titleContent != null && !string.IsNullOrWhiteSpace(window.titleContent.text)) - return window.titleContent.text; - return window.GetType().Name; - } - - private static string CurrentEditorStatus() - { - if (!EditorApplication.isPlaying) - return "editing"; - return EditorApplication.isPaused ? "playing_paused" : "playing"; - } - - private static string RuntimePanelTitle(List documents) - { - if (documents == null || documents.Count == 0) - return "Runtime UI"; - UIDocument first = documents[0]; - string name = first == null || first.gameObject == null ? "Runtime UI" : first.gameObject.name; - return documents.Count == 1 - ? name - : name + " +" + (documents.Count - 1).ToString(CultureInfo.InvariantCulture); - } - - private static float Round(float value) - { - if (float.IsNaN(value) || float.IsInfinity(value)) - return value; - return (float)Math.Round(value, 2); - } - - private static string Invariant(float value) - { - return Round(value).ToString("0.##", CultureInfo.InvariantCulture); - } - - private static string ColorValue(Color color) - { - return "#" + ColorUtility.ToHtmlStringRGBA(color); - } - - private static string RootMessage(Exception exception) - { - while (exception is TargetInvocationException && exception.InnerException != null) - exception = exception.InnerException; - return exception == null ? "Unknown error." : exception.Message; - } - - private static void ValidateUnityVersion() - { - string[] parts = (Application.unityVersion ?? "").Split('.'); - int major; - int minor; - if (parts.Length < 2 - || !int.TryParse(parts[0], out major) - || !int.TryParse(parts[1], out minor) - || major < MinimumUnityMajor - || (major == MinimumUnityMajor && minor < MinimumUnityMinor)) - { - throw new InvalidOperationException( - "UI Toolkit DevTools requires Unity 6000.3 or newer; current version is " - + Application.unityVersion + "."); - } - } - } -} diff --git a/skills/view/SKILL.md b/skills/view/SKILL.md index 91682b74..e697d500 100644 --- a/skills/view/SKILL.md +++ b/skills/view/SKILL.md @@ -1,38 +1,50 @@ --- -summary: >- - Use when the user asks to control or debug the Locus frontend through TypeScript, or build or edit a Locus View (视图/面板): a Vue UI panel, inspector, table, board, or graph editor. Ignore Unity project View classes, folders, assets, and camera/runtime views. tools: - - execute_typescript + - view_list + - view_create + - view_reload + - view_run + - view_compile_script + - view_call_script + - view_property_read + - view_property_discover + - view_property_write + - view_property_apply --- # View +## L1 +Use when the user asks to build or edit a Locus View (视图/面板): a Vue UI panel, inspector, table, board, or graph editor for the connected Unity project. Ignore Unity project View classes, folders, assets, and camera/runtime views. + ## Instructions -All operations use the skill-loaded `execute_typescript` tool, which executes TypeScript in the live Locus frontend. For frontend control without creating a View, read `frontend-sdk.md` and use `locus.ui` / `locus.workbench` directly. For View authoring, follow this workflow. +Use this workflow when the user asks for a Locus View or a frontend-built Unity editor interface. 1. Resolve the target View. - - Use `locus.views.list()` first when a matching View may already exist. To change an existing View, reuse its `packageRoot` and continue from step 3. - - For a new View, prefer a single Vue file: pass `fileName` and complete `component` source to `locus.views.create()`. Put logic, template and scoped styles in that file. No metadata is required; the file name without `.vue` becomes the id and display name. - - Read `components.md` to choose existing controls and editors. `locus.views.components()` lists the native component names. Compose these components in the Vue file; View creation does not select or copy a template. + - Use `view_list` first when a matching View may already exist. To change an existing View, reuse its `packageRoot` and continue from step 3. + - For a new View, choose the template: + - `blank` for custom panels and early prototypes. + - `inspector-form` for field-oriented Unity asset, GameObject, Component, Material, or ScriptableObject editing. + - `canvas-board` for draggable custom blocks. + - `field-blocks` for block-based Unity `SerializedProperty` editors. + - `node-graph` for graph editors with nodes, parameters, links, ports, layout, and scripted write-back. + - `link-board` for source-to-target mapping interfaces. + - `serialized-table` for table-based aggregation and editing of `SerializedProperty` data. -2. Create the package with `locus.views.create()`. - - Use lowercase kebab-case file names, for example `asset-panel.vue`. `id` can be omitted when `fileName` is supplied. Alternatively, supply `id` and Locus names the file `.vue`. - - A component View contains one root `.vue` file in its own `packageRoot`, with no `view.json`, `main.ts`, independent CSS or workspace scaffold. Optional metadata goes in a leading `` JSON block (see `frontend-sdk.md`); omit the whole block when defaults suffice. `name`, `icon`, `displayPath` and `unity` creation options are written into that block only when supplied. - - Omit `component` to initialize a minimal empty Vue file and write the implementation afterwards. Optional `directories`, for example `["src/components", "unity"]`, create only those directories inside `packageRoot`. There is no template parameter or template catalog. - - Set `temporary: true` for one-off display Views. They are written under the app temp directory, stay out of `Locus/View` and `locus.views.list()`, and the requested id gains a unique suffix — use the returned id everywhere afterwards. +2. Create the package with `view_create`. + - Keep `id` lowercase kebab-case and the display name concise. Pick `icon` from the tool enum, or omit it for the template default. + - Set `temporary: true` for one-off display Views. They are written under the app temp directory, stay out of `Locus/View` and `view_list`, and the requested id gains a unique suffix — use the returned id everywhere afterwards. - `displayPath` only changes the user-visible View tree path. `packageName` picks the workspace folder under `Locus/View` and defaults to the Unity project name. - - Set `unity: true` only when a connected Unity editor is required. Component selection never implicitly adds a Unity dependency or a C# script. + - Unity-capable templates (`inspector-form`, `field-blocks`, `node-graph`, `serialized-table`) need a connected Unity editor when the View runs. 3. Edit only inside the returned `packageRoot`. - - Read `detail.manifest.entry` to locate the actual Vue entry for a component View; do not assume `src/App.vue`. The returned manifest is derived by Locus from the file name and optional `` block. Do not write it back as `view.json` or add schema, version, entry or style metadata to the component. - - Existing multi-file packages with `view.json` remain readable; inspect their actual entry and dependencies before editing. All paths remain package-relative with forward slashes. - - Additional modules may be created under `src/` when needed. Optional Unity scripts live under `unity/`; declare them in the component's `` `scripts` array or the legacy `view.json`. + - Manifest `view.json` owns `id`, `name`, `template`, `apiVersion`, entry/style paths, scripts, capabilities, and requirements. Keep every path package-relative with forward slashes; never write absolute Unity project paths. + - Main UI: `src/App.vue`. Entry: `src/main.ts`. Styles: `src/style.css` (template styles extend a shared base block — keep it and append rules). Optional Unity script: `unity/ViewApi.cs`. Additional modules (for example a `src/store.ts` for shared state) may be created under `packageRoot` as needed. - Code shared across Views in the same workspace lives in the workspace `src/` and is imported as `@locus/project-view`. 4. Resolve API details through the stable View contract, in this order: - - `components.md`: reusable component choices and small composition examples. Prefer native component props, slots and events over recreating controls or copying whole pages. - - `runtime-api.md` in this skill package: the quick reference for `@locus/view-runtime` services (Unity property editing, drawers, drag/drop, graph/canvas, session, LLM, storage, fs, logs) and `@locus/components` components. Locate it with `knowledge_query`, then `read` the returned physical path. + - `runtime-api.md` in this skill package: the quick reference for `@locus/view-runtime` services (Unity property editing, drawers, drag/drop, graph/canvas, session, LLM, storage, fs, logs) and `@locus/components` components. Load it with `knowledge_read` path `skill/view/runtime-api.md`. - Exported runtime sources under this skill package's `app/view-runtime/src/`: exact component props, graph/canvas data shapes, and release behavior. - Locus application sources: only present in a development checkout. Installed releases do not ship them, so never depend on them from package code or instructions. @@ -45,9 +57,9 @@ import { UnitySerializedPropertyTree, GraphView } from "@locus/components"; 5. Use the right runtime path for Unity data. - `SerializedProperty` editing from package code: `property.fromPath("asset//property/")` — also `selection/…`, `guid//…`, `scene/…`, and `prefab/…` path forms — then `tree.drawDefaultEditor()`, `tree.require(path).draw()`, `property.write(target, value)`, or batched `property.apply([...])`. - - Unknown property paths: `locus.unity.property.discover()` before hardcoding any path. Agent-side spot checks and one-off fixes: `locus.unity.property.read()`, `.write()`, `.apply()`. + - Unknown property paths: `view_property_discover` before hardcoding any path. Agent-side spot checks and one-off fixes: `view_property_read`, `view_property_write`, `view_property_apply`. - Custom property rendering: `propertyDrawer.registerValue/registerField/registerAttribute/registerPropertyPath/register`, passed as `propertyDrawers` into `UnitySerializedPropertyTree`, `UnityPropertyDraw`, or `UnityObjectPreview`. Whole-object rendering: `unityObjectDrawer.register(...)`, passed as `objectDrawers` into `UnityObjectPreview`. App-wide drawers (affecting chat fences and the Locus Inspector, not just this View) ship as plugin drawer packages instead — see `runtime-api.md` "Plugin Drawer Packages". - - Custom Unity logic: declare the C# file in `` `scripts[]` (or legacy `view.json`), then call it with `view.callScript` from package code or `locus.views.compileScript()` + `locus.views.callScript()` from the agent. + - Custom Unity logic: declare the C# file in `view.json` `scripts[]`, then call it with `view.callScript` from package code or `view_compile_script` + `view_call_script` from the agent. - Selection-driven panels: `onEditorUpdate(handler)`. Unity selection and inspectors: `unity.select(...)`, `unity.inspect(...)`, `unity.selectAsset(...)`, `unity.selectSceneObject(...)`. - Locus <-> Unity drag and drop: `useUnityReferenceDrag`, `useUnityAssetDropTarget`, `UnityReferenceChip`, `UnityDropZone`. - LLM-assisted semantic editors: `view.session` and `view.llm`. @@ -59,9 +71,7 @@ import { UnitySerializedPropertyTree, GraphView } from "@locus/components"; - Avoid marketing-style hero areas, decorative gradients, heavy shadows, oversized cards, colorful chip clusters, and continuous animation. 7. Validate, debug, and report. - - Run `locus.views.reload()` after edits: it validates the manifest and refreshes an open host. `locus.views.open()` creates and activates a permanent Workbench tab, or activates the existing tab for that View in the current window and checkout. It preserves other tabs and returns a handle bound to the selected instance. - - If the View fails to load or misbehaves, locate `debug.md` with `knowledge_query`, then `read` the returned physical path. Reading a registered Skill document activates its debugging tools through the single `execute_typescript` TypeScript tool. Check `panel.logs()` first for frontend runtime errors. - - When the user-facing reply should reference the finished View, put a standalone line in this exact format: `view:`, using the id returned by `locus.views.create()`, `locus.views.list()`, or `locus.views.reload()`. The Locus frontend renders that line as a View reference block with an Open View button. - - Report the View id, `packageRoot`, actual source file, reload or run result, and the standalone `view:` reference line. - -All View authoring and debugging calls run as TypeScript through `execute_typescript`. Read `frontend-sdk.md` for the shared native frontend SDK. Views are ordinary Workbench Vue subtrees; do not create another WebView or app-wide window globals. + - Run `view_reload` after edits: it validates the manifest and refreshes an open host. Use `view_run` to open or focus the View host. + - If the View fails to load or misbehaves, read `debug.md` with `knowledge_read` path `skill/view/debug.md`. That read activates the debugging tools (`view_capture`, `view_snapshot`, `view_action`, `view_wait`, `view_console_read`, `view_debug_eval`); plain file reads do not. Check `view_console_read` first for frontend runtime errors. + - When the user-facing reply should reference the finished View, put a standalone line in this exact format: `view:`, using the id returned by `view_create`, `view_list`, or `view_reload`. The Locus frontend renders that line as a View reference block with an Open View button. + - Report the View id, `packageRoot`, template used, files changed, reload or run result, and the standalone `view:` reference line. diff --git a/skills/view/app/view-runtime/manifest.json b/skills/view/app/view-runtime/manifest.json index a0fdf0a8..207b5c12 100644 --- a/skills/view/app/view-runtime/manifest.json +++ b/skills/view/app/view-runtime/manifest.json @@ -3,85 +3,9 @@ "description": "Release-readable source export for Locus View Runtime APIs used by generated View packages.", "sourceRoot": "src", "files": [ - { - "path": "src/components/view/viewEditorState.ts", - "bytes": 873 - }, - { - "path": "src/composables/useWorkspaceEventScope.ts", - "bytes": 412 - }, - { - "path": "src/services/debugConsole.ts", - "bytes": 15103 - }, - { - "path": "src/services/frontendSdk.ts", - "bytes": 9354 - }, - { - "path": "src/services/frontendWorkbench.ts", - "bytes": 1092 - }, - { - "path": "src/services/frontendExecution.ts", - "bytes": 5454 - }, - { - "path": "src/components/view/viewHostRegistry.ts", - "bytes": 780 - }, - { - "path": "src/components/view/viewExecutionScope.ts", - "bytes": 7937 - }, - { - "path": "src/components/view/viewHostApi.ts", - "bytes": 19079 - }, - { - "path": "src/components/view/viewAutomation.ts", - "bytes": 20816 - }, - { - "path": "src/components/view/viewCompilation.ts", - "bytes": 5112 - }, - { - "path": "src/components/view/viewCompilationTypes.ts", - "bytes": 1026 - }, - { - "path": "src/components/view/viewCompilationCore.ts", - "bytes": 4855 - }, - { - "path": "src/components/view/viewCompilation.worker.ts", - "bytes": 549 - }, - { - "path": "src/components/view/ViewRuntimeHost.vue", - "bytes": 12807 - }, - { - "path": "src/components/view/viewPackageDiagnostics.ts", - "bytes": 3010 - }, - { - "path": "src/services/project.ts", - "bytes": 7815 - }, - { - "path": "src/stores/workspaceContext.ts", - "bytes": 25065 - }, - { - "path": "src/services/workspaceEventHub.ts", - "bytes": 8137 - }, { "path": "src/components/view/viewRuntime.ts", - "bytes": 84348 + "bytes": 85903 }, { "path": "src/components/view/viewCompiler.ts", @@ -89,7 +13,7 @@ }, { "path": "src/components/view/viewSfcCompiler.ts", - "bytes": 3920 + "bytes": 3935 }, { "path": "src/components/view/viewPackageFiles.ts", @@ -97,19 +21,7 @@ }, { "path": "src/components/view/viewHostPreview.ts", - "bytes": 8127 - }, - { - "path": "src/components/link-board/index.ts", - "bytes": 136 - }, - { - "path": "src/components/link-board/linkBoardTypes.ts", - "bytes": 170 - }, - { - "path": "src/components/link-board/LinkBoard.vue", - "bytes": 7362 + "bytes": 7878 }, { "path": "src/components/canvas/index.ts", @@ -137,7 +49,7 @@ }, { "path": "src/components/graph/graphController.ts", - "bytes": 1401 + "bytes": 1418 }, { "path": "src/components/graph/graphLayout.ts", @@ -165,7 +77,7 @@ }, { "path": "src/components/table/SerializedTableView.vue", - "bytes": 25765 + "bytes": 22078 }, { "path": "src/components/icons/LucideIcon.vue", @@ -173,11 +85,11 @@ }, { "path": "src/components/icons/unityAssetIcons.ts", - "bytes": 7223 + "bytes": 7030 }, { "path": "src/components/asset/AssetTextViewer.vue", - "bytes": 4250 + "bytes": 2597 }, { "path": "src/components/diff/BinaryPreviewHost.vue", @@ -197,7 +109,7 @@ }, { "path": "src/components/diff/UnityInspectorPane.vue", - "bytes": 23527 + "bytes": 23490 }, { "path": "src/components/diff/UnityInspectorFieldTree.vue", @@ -225,7 +137,7 @@ }, { "path": "src/components/diff/rasterPreview.ts", - "bytes": 2360 + "bytes": 2299 }, { "path": "src/components/diff/rendererRegistry.ts", @@ -249,7 +161,7 @@ }, { "path": "src/components/unity/unitySerializedValue.ts", - "bytes": 25401 + "bytes": 23937 }, { "path": "src/components/unity/UnityBoolField.vue", @@ -269,11 +181,11 @@ }, { "path": "src/components/unity/UnityCurveField.vue", - "bytes": 6710 + "bytes": 5709 }, { "path": "src/components/unity/UnityEnumField.vue", - "bytes": 2638 + "bytes": 3071 }, { "path": "src/components/unity/UnityFlagsField.vue", @@ -281,7 +193,7 @@ }, { "path": "src/components/unity/UnityGradientField.vue", - "bytes": 7078 + "bytes": 6077 }, { "path": "src/components/unity/UnityLayerMaskField.vue", @@ -289,11 +201,11 @@ }, { "path": "src/components/unity/UnityNumberField.vue", - "bytes": 9551 + "bytes": 9248 }, { "path": "src/components/unity/UnityObjectReferenceField.vue", - "bytes": 25843 + "bytes": 25261 }, { "path": "src/components/unity/UnityPropertyDraw.vue", @@ -305,7 +217,7 @@ }, { "path": "src/components/unity/UnitySerializedPropertyTree.vue", - "bytes": 45025 + "bytes": 43431 }, { "path": "src/components/unity/UnityVectorField.vue", @@ -313,31 +225,27 @@ }, { "path": "src/components/unity/unityPropertyBinding.ts", - "bytes": 24144 - }, - { - "path": "src/components/unity/unityPropertyEditingContext.ts", - "bytes": 1134 + "bytes": 19406 }, { "path": "src/components/unity-preview/index.ts", - "bytes": 411 + "bytes": 325 }, { "path": "src/components/unity-preview/unityObjectPreview.ts", - "bytes": 13693 + "bytes": 12532 }, { "path": "src/components/unity-preview/UnityObjectEditorPanel.vue", - "bytes": 17333 + "bytes": 17224 }, { "path": "src/components/unity-preview/UnityObjectIdentity.vue", - "bytes": 9550 + "bytes": 8836 }, { "path": "src/components/unity-preview/UnityObjectPreview.vue", - "bytes": 75049 + "bytes": 67796 }, { "path": "src/components/ui/BaseButton.vue", @@ -349,7 +257,7 @@ }, { "path": "src/components/ui/BaseDropdown.vue", - "bytes": 16442 + "bytes": 9568 }, { "path": "src/components/ui/BaseSegmented.vue", @@ -369,7 +277,7 @@ }, { "path": "src/composables/useUnityReferenceDragSource.ts", - "bytes": 11403 + "bytes": 10365 }, { "path": "src/composables/resizeObserver.ts", @@ -385,55 +293,39 @@ }, { "path": "src/i18n.ts", - "bytes": 4454 + "bytes": 3211 }, { "path": "src/language/en.json", - "bytes": 288979 + "bytes": 234537 }, { "path": "src/language/zh.json", - "bytes": 281499 + "bytes": 228904 }, { "path": "src/services/asset.ts", - "bytes": 6194 + "bytes": 4150 }, { "path": "src/services/diff.ts", - "bytes": 8978 + "bytes": 5486 }, { "path": "src/services/refGraph.ts", - "bytes": 486 + "bytes": 350 }, { "path": "src/services/view.ts", - "bytes": 21069 + "bytes": 19539 }, { "path": "src/services/unity.ts", - "bytes": 25520 + "bytes": 12170 }, { "path": "src/services/unitySerializedProperty.ts", - "bytes": 7551 - }, - { - "path": "src/services/unityAssets.ts", - "bytes": 14575 - }, - { - "path": "src/services/unityAssetBatch.ts", - "bytes": 3153 - }, - { - "path": "src/services/unityYamlProperty.ts", - "bytes": 2572 - }, - { - "path": "src/services/unityPropertyApi.ts", - "bytes": 9473 + "bytes": 3611 }, { "path": "src/services/unityObjectDrawer.ts", @@ -445,15 +337,15 @@ }, { "path": "src/services/propertyTree.ts", - "bytes": 61860 + "bytes": 60938 }, { "path": "src/services/unityPropertyPath.ts", - "bytes": 8836 + "bytes": 8635 }, { "path": "src/services/unityValueEditorWindow.ts", - "bytes": 6838 + "bytes": 5885 }, { "path": "src/services/startupPerf.ts", @@ -461,7 +353,7 @@ }, { "path": "src/services/errors.ts", - "bytes": 3880 + "bytes": 3379 }, { "path": "src/services/ipc.ts", @@ -469,11 +361,11 @@ }, { "path": "src/services/locusRuntime.ts", - "bytes": 4306 + "bytes": 1816 }, { "path": "src/types.ts", - "bytes": 85848 + "bytes": 75424 } ] } diff --git a/skills/view/app/view-runtime/src/components/asset/AssetTextViewer.vue b/skills/view/app/view-runtime/src/components/asset/AssetTextViewer.vue index 3c98f9e4..91f2bfcd 100644 --- a/skills/view/app/view-runtime/src/components/asset/AssetTextViewer.vue +++ b/skills/view/app/view-runtime/src/components/asset/AssetTextViewer.vue @@ -1,6 +1,5 @@