feat: add version history and AI diff highlighting in editor

This commit is contained in:
2026-06-16 15:23:16 +08:00
parent c1f7be1507
commit a21652b1ca
7 changed files with 606 additions and 10 deletions

View File

@@ -0,0 +1,336 @@
# E18: 版本回滚 & AI 修改标记
## 概述
为编辑器的 AI 助手增加两个生产级功能:
1. **版本回滚** — AI 修改前自动存档,错误时可恢复到任意历史版本
2. **修改标记** — AI 修改后在 SceneGraph 节点上显示角标(新增/修改/删除),视觉可感知变更
---
## 一、版本回滚
### 流程
```
用户发起 AI 请求
→ buildMessage → POST /api/ai
→ AIPanel.send() 在调用 sendAIRequest 前:
editorStore.saveVersion("AI 修改前")
→ AI 修改完成 → reloadFromDisk() → gameData 刷新
用户发现改错了
→ AIPanel 版本下拉 → 选择历史版本
→ editorStore.restoreVersion(index)
→ gameData = version.gameData → autoSave()
→ SceneGraph + NodeEditor 重绘
```
### 涉及文件
| 文件 | 改动 |
|------|------|
| `editor/stores/editorStore.ts` | 新增 `versions` ref、`saveVersion(label)``restoreVersion(idx)` |
| `editor/db/editorDB.ts` | **新建** — IndexedDB 封装:`put`/`get`/`clear`,按 `sourcePath` 分组 |
| `editor/components/AIPanel.vue` | 新增版本下拉 UI在聊天区顶部send() 前调用 `saveVersion()` |
### 版本数据结构
```ts
interface EditorVersion {
id: string // crypto.randomUUID()
sourcePath: string // "/scenes/demo.json"
timestamp: number // Date.now()
label: string // "AI 修改前" / "初始版本"
gameData: GameData // 完整游戏数据快照
}
```
### IndexedDB 设计
```
数据库: editor_versions
表: versions
索引: sourcePath (查询同一文件的所有版本)
索引: timestamp (排序)
```
保留策略:同一 `sourcePath` 最多 20 个版本,超出删除最旧的。
### editorDB.ts API
```ts
// 保存版本
putVersion(v: EditorVersion): Promise<void>
// 获取某文件的所有版本(按时间倒序)
getVersions(sourcePath: string): Promise<EditorVersion[]>
// 清除某文件的所有版本(切换文件时)
clearVersions(sourcePath: string): Promise<void>
```
### 版本 UI 设计
```
AIPanel 顶部
┌──────────────────────┐
│ 历史版本: [AI 修改前 ▼] │ ← 下拉列表,默认隐藏
│ 2026-06-15 14:30 AI 修改前 │
│ 2026-06-15 14:28 初始版本 │ ← restoreVersion 后刷新全部
└──────────────────────┘
```
恢复后逻辑:
1. `gameData = version.gameData`
2. `autoSave()` 写回磁盘
3. `selectedNodeId = null`(重置选中)
4. AIPanel 聊天区显示 "已恢复到 'AI 修改前'"
5. 不清除该版本快照(用户可能想在不同版本间多次切换)
### saveVersion 触发时机
| 时机 | 标签 |
|------|------|
| AI 模式 `send()` 调用前(`reloadFromDisk` 之前) | `"AI 修改前"` |
| `App.vue` 首次加载 demo.json 后 | `"初始版本"` |
不自动在手动编辑时保存版本(用户手动点"保存版本"按钮即可,可选后续添加)。
---
## 二、AI 修改标记
### 流程
```
reloadFromDisk() 前:
记下 preGameData = gameData深拷贝
reloadFromDisk() 后:
diff = computeDiff(preGameData, newGameData)
aiChanges = { added, modified, deleted }
SceneGraph:
渲染时根据 aiChanges 给对应节点加角标
```
### 数据结构
```ts
interface AIDiff {
added: string[] // 新 gameData 中有,旧 gameData 中没有的 scene ID
modified: string[] // 相同 IDJSON.stringify 不同的 scene ID
deleted: string[] // 旧 gameData 中有,新 gameData 中没有的 scene ID
globalFields: string[] // 变更的全局配置字段名,例如 ["title", "assetBase"]
}
```
### diff 计算逻辑editorStore.reloadFromDisk 内)
```ts
const { scenes: oldScenes, ...oldGlobal } = oldGameData
const { scenes: newScenes, ...newGlobal } = newGameData
const diff: AIDiff = { added: [], modified: [], deleted: [], globalFields: [] }
for (const id of Object.keys(newScenes)) {
if (!oldScenes[id]) diff.added.push(id)
else if (JSON.stringify(oldScenes[id]) !== JSON.stringify(newScenes[id])) diff.modified.push(id)
}
for (const id of Object.keys(oldScenes)) {
if (!newScenes[id]) diff.deleted.push(id)
}
for (const key of Object.keys({ ...oldGlobal, ...newGlobal })) {
if (JSON.stringify(oldGlobal[key]) !== JSON.stringify(newGlobal[key])) {
diff.globalFields.push(key)
}
}
```
同时检测全局配置变更startScene、title 等),记录到 `globalFields`
### 角标视觉效果
Vue Flow 自定义节点模板SceneGraph.vue 已有 `CustomNode` 组件):
```
┌──────────────┐
│ ● NEW │ ← 绿色角标 (纯 CSS 色块)
│ scene_A │
└──────────────┘
┌──────────────┐
│ ● MOD │ ← 橙色角标
│ scene_B │
└──────────────┘
```
CSS 实现:在节点元素右上角添加绝对定位的 `<span class="diff-badge">`
### 全局配置变更标记
`aiChanges.globalFields` 非空时,在 `NodeEditor` 的"全局配置"标题区展示:
```
┌─────────────────────────────┐
│ 全局配置 ● 已修改 3 字段 │ ← 橙色圆点 + 变更字段数
│ ╭──────────────────╮ │
│ │ title: "xxx" │ │ ← 鼠标 hover 时弹出 tooltip
│ │ startScene: "yyy" │ │ 列出具体变更的字段名
│ │ assetBase: "zzz" │ │
│ ╰──────────────────╯ │
│ { │
│ "title": "xxx", ← 正常 JSON textarea 不变
│ ... │
└─────────────────────────────┘
```
**不变更项占位**:用逗号分隔字段名,如 `已修改 3 字段`hover 列出所有字段名。
**清除**:用户 blur JSON textarea 后标记消失(手工编辑即为最终确认)。
### 标记清除时机
| 条件 | 行为 |
|------|------|
| 用户手动编辑任意节点后 blur 保存 | 清除 `aiChanges`,所有标记消失 |
| 用户手动编辑全局配置后 blur 保存 | 清除全局配置标记 |
| AIPanel 点击"清除高亮"按钮 | 手动清除所有标记 |
| 新一轮 AI 修改 | 覆盖旧 diff新 diff 替换旧 diff |
### 涉及文件
| 文件 | 改动 |
|------|------|
| `editor/stores/editorStore.ts` | 新增 `aiChanges` ref、diff 计算逻辑、标记清除 |
| `editor/components/SceneGraph.vue` | watch `aiChanges`、自定义节点模板加角标 |
| `editor/components/NodeEditor.vue` | 全局配置标题加变更提示 |
---
## 三、完整交互时序
```
用户输入需求 "添加一个新场景 scene_battle"
AIPanel.send()
① saveVersion("AI 修改前") ← 快照
② preGameData = clone gameData ← 记下旧值
③ sendAIRequest(buildMessage(msg), ...)
opencode 读文件 → 新增 scene_battle → 写盘 → 回复 "已创建 scene_battle"
AIPanel 收到 result
④ 聊天显示 result
⑤ store.reloadFromDisk()
├─ fetch → 新 gameData
├─ diff(oldGameData, newGameData) → aiChanges = { added: ["scene_battle"], modified: [], deleted: [], globalFields: [] }
├─ gameData = newGameData
└─ selectedNodeId = null
SceneGraph 检测到 aiChanges 非空
→ 新增节点 scene_battle 渲染时显示绿色 "NEW" 角标
→ 已有节点无角标
用户手动编辑任一节点后 blur
→ store.clearAIMarkers()
→ 所有角标消失
```
---
## 四、改动清单
### editor/db/editorDB.ts新建
| API | 说明 |
|-----|------|
| `initDB()` | 打开/创建 `editor_versions` 数据库 |
| `putVersion(v)` | 存入版本快照 |
| `getVersions(sourcePath)` | 获取某文件所有版本(按时间倒序,最多 20 |
| `clearVersions(sourcePath)` | 清除某文件的版本(切换文件/删除旧版本时) |
### editor/stores/editorStore.ts
| 新增 | 说明 |
|------|------|
| `versions: Ref<EditorVersion[]>` | 当前文件的所有历史版本 |
| `aiChanges: Ref<AIDiff>` | 上次 AI 修改的 diff 结果 |
| `saveVersion(label)` | 深拷贝 gameData → 存 IndexedDB → 更新 versions |
| `restoreVersion(idx)` | gameData = versions[idx].gameData → autoSave |
| `reloadFromDisk()` 增强 | diff 计算 + 设置 aiChanges |
| `clearAIMarkers()` | aiChanges = null |
| `loadVersions()` | 加载当前 sourcePath 的版本列表 |
### editor/components/SceneGraph.vue
| 新增 | 说明 |
|------|------|
| `watch(aiChanges)` | 重新渲染时按 aiChanges 给节点加 badge |
| CSS `.diff-badge` / `.diff-badge-added` / `.diff-badge-modified` / `.diff-badge-deleted` | 角标样式 |
### editor/components/AIPanel.vue
| 新增 | 说明 |
|------|------|
| 版本下拉 UI | `<select v-model="selectedVersion">` + 恢复按钮 |
| `send()` 前调 `saveVersion("AI 修改前")` | 在 `loading = true` 前 |
| "清除高亮" 按钮 | 调用 `store.clearAIMarkers()` |
### editor/components/NodeEditor.vue
| 新增 | 说明 |
|------|------|
| 全局配置标题加标记 | `全局配置 ● 已修改 N 字段` + hover tooltip 显示字段名,当 `aiChanges.globalFields` 非空 |
| `onBlur()` 时调 `clearAIMarkers()` | 编辑后清除标记 |
---
## 五、非侵入性保证
| 项 | 保障 |
|----|------|
| IndexedDB 故障容忍 | try/catch 包裹所有操作,失败不影响主流程 |
| 版本存储增长 | 20 个上限 + 切换文件时清空旧文件的版本 |
| SceneGraph 性能 | diff 比较仅用 `Object.keys` + `JSON.stringify`,百级节点 < 2ms |
| 不影响手动编辑 | `clearAIMarkers()` blur 时调用角标不留存 |
| 不影响 Code 模式 | 仅在 JSON 模式 `reloadFromDisk()` 时做 diff |
| 不使用 emoji | CSS 纯色圆点 + 文字实现角标 |
---
## 六、测试用例
### V1版本自动保存
| 步骤 | 预期 |
|------|------|
| 编辑器中加载 demo.json | 自动创建版本 "初始版本" |
| 打开 AIPanelJSON 模式发送"添加场景" | 自动创建版本 "AI 修改前" |
| 打开版本下拉 | 显示两个版本 |
### V2版本恢复
| 步骤 | 预期 |
|------|------|
| AI 修改后选择 "AI 修改前" 版本 | 点击恢复 |
| 编辑器内容回到修改前 | SceneGraph + NodeEditor 刷新为旧内容 |
### V3修改标记
| 步骤 | 预期 |
|------|------|
| AI 新增 scene_battle | SceneGraph 中该节点显示绿色 "NEW" 角标 |
| AI 修改 scene_start | 该节点显示橙色 "MOD" 角标 |
| AI 修改 title + startScene | NodeEditor 全局配置标题显示 "● 已修改 2 字段"hover 列出 title/startScene |
| 用户手动编辑任一节点后 blur | 所有角标消失 |
| 用户手动编辑全局配置后 blur | 全局配置标记消失 |
### V4非侵入
| 步骤 | 预期 |
|------|------|
| 不通过 AI 直接手动编辑 JSON | 不触发版本保存不显示角标 |
| 浏览器不支持 IndexedDB | 版本功能静默失效不影响编辑 |

View File

@@ -1,5 +1,5 @@
<script setup lang="ts"> <script setup lang="ts">
import { ref, nextTick } from 'vue' import { ref, nextTick, onMounted } from 'vue'
import { useEditorStore } from '../stores/editorStore' import { useEditorStore } from '../stores/editorStore'
import { sendAIRequest } from '../composables/useAI' import { sendAIRequest } from '../composables/useAI'
@@ -40,13 +40,19 @@ async function send() {
messages.value.push({ role: 'user', content: userInput }) messages.value.push({ role: 'user', content: userInput })
loading.value = true loading.value = true
if (mode.value === 'json') {
await store.saveVersion('AI 修改前')
}
const oldGameData = mode.value === 'json' ? JSON.parse(JSON.stringify(store.gameData)) : undefined
try { try {
const { result, sessionId: newSid } = await sendAIRequest(fullMessage, mode.value, store.deepseekKey, store.aiSessionId || undefined) const { result, sessionId: newSid } = await sendAIRequest(fullMessage, mode.value, store.deepseekKey, store.aiSessionId || undefined)
if (newSid) store.setAISessionId(newSid) if (newSid) store.setAISessionId(newSid)
if (mode.value === 'json') { if (mode.value === 'json') {
messages.value.push({ role: 'assistant', content: result || '已完成' }) messages.value.push({ role: 'assistant', content: result || '已完成' })
await store.reloadFromDisk() await store.reloadFromDisk(oldGameData)
} else { } else {
messages.value.push({ role: 'assistant', content: result || '已完成' }) messages.value.push({ role: 'assistant', content: result || '已完成' })
} }
@@ -68,6 +74,10 @@ function newSession() {
messages.value = [] messages.value = []
errorMsg.value = '' errorMsg.value = ''
} }
onMounted(() => {
store.loadVersions()
})
</script> </script>
<template> <template>
@@ -83,6 +93,16 @@ function newSession() {
</div> </div>
</div> </div>
<div v-if="store.versions.length > 0 || store.aiChanges" class="ai-toolbar">
<select v-if="store.versions.length > 0" class="ai-version-select" @change="store.restoreVersion(($event.target as HTMLSelectElement).selectedIndex)">
<option disabled selected>历史版本</option>
<option v-for="v in store.versions" :key="v.timestamp">
{{ new Date(v.timestamp).toLocaleString('zh-CN') }} {{ v.label }}
</option>
</select>
<button v-if="store.aiChanges" class="ai-clear-btn" @click="store.clearAIMarkers()">清除高亮</button>
</div>
<div class="ai-chat" ref="chatRef"> <div class="ai-chat" ref="chatRef">
<div v-if="!store.deepseekKey" class="ai-key-setup"> <div v-if="!store.deepseekKey" class="ai-key-setup">
<span class="key-label">DeepSeek API Key</span> <span class="key-label">DeepSeek API Key</span>
@@ -289,4 +309,36 @@ function newSession() {
font-size: 11px; font-size: 11px;
color: #666; color: #666;
} }
.ai-toolbar {
display: flex;
align-items: center;
gap: 8px;
padding: 6px 16px;
border-bottom: 1px solid rgba(255,255,255,0.06);
flex-shrink: 0;
}
.ai-version-select {
flex: 1;
padding: 4px 8px;
font-size: 11px;
background: rgba(255,255,255,0.05);
border: 1px solid rgba(255,255,255,0.1);
border-radius: 3px;
color: #ccc;
outline: none;
}
.ai-clear-btn {
padding: 4px 10px;
font-size: 11px;
color: #ccc;
background: rgba(255,255,255,0.05);
border: 1px solid rgba(255,255,255,0.1);
border-radius: 3px;
cursor: pointer;
white-space: nowrap;
}
.ai-clear-btn:hover { color: #fff; border-color: rgba(255,255,255,0.2); }
</style> </style>

View File

@@ -17,6 +17,7 @@ const store = useEditorStore()
const jsonText = ref('') const jsonText = ref('')
const errorMsg = ref('') const errorMsg = ref('')
const saved = ref(false) const saved = ref(false)
const globalTooltip = ref('')
watch(() => [props.scene, store.gameData] as const, () => { watch(() => [props.scene, store.gameData] as const, () => {
errorMsg.value = '' errorMsg.value = ''
@@ -32,6 +33,7 @@ watch(() => [props.scene, store.gameData] as const, () => {
}, { immediate: true, deep: true }) }, { immediate: true, deep: true })
function onBlur() { function onBlur() {
store.clearAIMarkers()
errorMsg.value = '' errorMsg.value = ''
try { try {
const parsed = JSON.parse(jsonText.value) const parsed = JSON.parse(jsonText.value)
@@ -54,7 +56,7 @@ function onBlur() {
<template> <template>
<div class="node-editor" v-if="scene || jsonText"> <div class="node-editor" v-if="scene || jsonText">
<div class="editor-header"> <div class="editor-header">
<h3>{{ scene ? scene.id : '全局配置' }}</h3> <h3>{{ scene ? scene.id : '全局配置' }}<span v-if="!scene && store.aiChanges?.globalFields?.length" class="global-diff-tag" :title="store.aiChanges.globalFields.join(', ')"> 已修改 {{ store.aiChanges.globalFields.length }} 字段</span></h3>
<div class="header-actions"> <div class="header-actions">
<span v-if="saved" class="saved-hint">已保存</span> <span v-if="saved" class="saved-hint">已保存</span>
<span v-if="errorMsg" class="error-hint">JSON 错误: {{ errorMsg }}</span> <span v-if="errorMsg" class="error-hint">JSON 错误: {{ errorMsg }}</span>
@@ -165,4 +167,17 @@ function onBlur() {
.json-area.error { .json-area.error {
border-left: 3px solid #e74c3c; border-left: 3px solid #e74c3c;
} }
.global-diff-tag {
display: inline-block;
margin-left: 10px;
padding: 1px 8px;
font-size: 11px;
font-weight: 400;
color: #ffe0b2;
background: rgba(230, 81, 0, 0.15);
border: 1px solid rgba(230, 81, 0, 0.3);
border-radius: 3px;
cursor: default;
}
</style> </style>

View File

@@ -1,6 +1,6 @@
<script setup lang="ts"> <script setup lang="ts">
import { ref, watch, nextTick } from 'vue' import { ref, watch, nextTick } from 'vue'
import { VueFlow, useVueFlow, SmoothStepEdge } from '@vue-flow/core' import { VueFlow, useVueFlow, SmoothStepEdge, Handle, Position } from '@vue-flow/core'
import { Background } from '@vue-flow/background' import { Background } from '@vue-flow/background'
import { Controls } from '@vue-flow/controls' import { Controls } from '@vue-flow/controls'
import '@vue-flow/core/dist/style.css' import '@vue-flow/core/dist/style.css'
@@ -8,6 +8,7 @@ import '@vue-flow/controls/dist/style.css'
import '@vue-flow/core/dist/theme-default.css' import '@vue-flow/core/dist/theme-default.css'
import type { Connection } from '@vue-flow/core' import type { Connection } from '@vue-flow/core'
import { computePositions, savePosition } from '../composables/useLayout' import { computePositions, savePosition } from '../composables/useLayout'
import { useEditorStore } from '../stores/editorStore'
const props = defineProps<{ const props = defineProps<{
sceneNodes: { id: string; label: string }[] sceneNodes: { id: string; label: string }[]
@@ -23,6 +24,8 @@ const emit = defineEmits<{
clearSelection: [] clearSelection: []
}>() }>()
const store = useEditorStore()
const nodes = ref<any[]>([]) const nodes = ref<any[]>([])
const edges = ref<any[]>([]) const edges = ref<any[]>([])
const { onNodeClick, onConnect, onNodeContextMenu, onNodeDragStop, onPaneClick, fitView } = useVueFlow() const { onNodeClick, onConnect, onNodeContextMenu, onNodeDragStop, onPaneClick, fitView } = useVueFlow()
@@ -33,13 +36,23 @@ const ctxMenuNodeId = ref('')
function makeNodes() { function makeNodes() {
const positions = computePositions(props.sceneNodes, props.sceneEdges, props.startScene) const positions = computePositions(props.sceneNodes, props.sceneEdges, props.startScene)
const changes = store.aiChanges
return props.sceneNodes.map((n) => { return props.sceneNodes.map((n) => {
const pos = positions.get(n.id) ?? { x: 0, y: 0 } const pos = positions.get(n.id) ?? { x: 0, y: 0 }
let badge = ''
if (changes) {
if (changes.added.includes(n.id)) badge = 'NEW'
else if (changes.modified.includes(n.id)) badge = 'MOD'
else if (changes.deleted.includes(n.id)) badge = 'DEL'
}
return { return {
id: n.id, id: n.id,
type: 'default', type: 'default',
position: pos, position: pos,
data: { label: n.id === props.startScene ? `\u25b6 ${n.label}` : n.label }, data: {
label: n.id === props.startScene ? `\u25b6 ${n.label}` : n.label,
badge,
},
style: n.id === props.startScene style: n.id === props.startScene
? { background: '#1b5e20', color: '#fff', borderColor: '#388e3c' } ? { background: '#1b5e20', color: '#fff', borderColor: '#388e3c' }
: n.id === props.selectedNodeId : n.id === props.selectedNodeId
@@ -99,7 +112,7 @@ function inlineRebuild() {
} }
watch( watch(
() => [props.sceneNodes, props.sceneEdges, props.startScene, props.selectedNodeId] as const, () => [props.sceneNodes, props.sceneEdges, props.startScene, props.selectedNodeId, store.aiChanges] as const,
() => { () => {
const nc = props.sceneNodes.length const nc = props.sceneNodes.length
const ec = props.sceneEdges.length const ec = props.sceneEdges.length
@@ -152,6 +165,16 @@ onConnect((conn: Connection) => {
:min-zoom="0.2" :min-zoom="0.2"
:max-zoom="2" :max-zoom="2"
> >
<template #node-default="nodeProps">
<div class="custom-node">
<Handle type="target" :position="Position.Left" />
<div class="custom-node-label">{{ nodeProps.data.label }}</div>
<span v-if="nodeProps.data.badge" class="diff-badge" :class="`diff-badge-${nodeProps.data.badge}`">
{{ nodeProps.data.badge }}
</span>
<Handle type="source" :position="Position.Right" />
</div>
</template>
<Background :gap="20" /> <Background :gap="20" />
<Controls /> <Controls />
</VueFlow> </VueFlow>
@@ -207,4 +230,44 @@ onConnect((conn: Connection) => {
background: rgba(100,200,255,0.12); background: rgba(100,200,255,0.12);
color: #fff; color: #fff;
} }
.custom-node {
position: relative;
padding: 8px 30px 8px 12px;
min-width: 120px;
font-size: 12px;
}
.custom-node-label {
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.diff-badge {
position: absolute;
top: 2px;
right: 4px;
padding: 1px 5px;
font-size: 9px;
font-weight: 600;
border-radius: 2px;
line-height: 1.4;
}
.diff-badge-NEW {
background: #2e7d32;
color: #c8e6c9;
}
.diff-badge-MOD {
background: #e65100;
color: #ffe0b2;
}
.diff-badge-DEL {
background: #c62828;
color: #ffcdd2;
text-decoration: line-through;
}
</style> </style>

57
editor/db/editorDB.ts Normal file
View File

@@ -0,0 +1,57 @@
import Dexie, { type Table } from 'dexie'
import type { GameData } from '@engine/types'
export interface VersionRecord {
id?: number
sourcePath: string
timestamp: number
label: string
gameData: GameData
}
class EditorDB extends Dexie {
versions!: Table<VersionRecord, number>
constructor() {
super('EditorVersions')
this.version(1).stores({
versions: '++id, sourcePath, timestamp',
})
}
}
const db = new EditorDB()
export async function putVersion(record: VersionRecord): Promise<void> {
try {
await db.versions.add(record)
const all = await db.versions
.where('sourcePath')
.equals(record.sourcePath)
.reverse()
.sortBy('timestamp')
if (all.length > 20) {
const toDelete = all.slice(20)
await db.versions.bulkDelete(toDelete.map((v) => v.id!))
}
} catch {}
}
export async function getVersions(sourcePath: string): Promise<VersionRecord[]> {
try {
return await db.versions
.where('sourcePath')
.equals(sourcePath)
.reverse()
.sortBy('timestamp')
} catch {
return []
}
}
export async function clearVersions(sourcePath: string): Promise<void> {
try {
const records = await db.versions.where('sourcePath').equals(sourcePath).toArray()
await db.versions.bulkDelete(records.map((v) => v.id!))
} catch {}
}

View File

@@ -1,6 +1,22 @@
import { defineStore } from 'pinia' import { defineStore } from 'pinia'
import { shallowRef, ref, computed, triggerRef } from 'vue' import { shallowRef, ref, computed, triggerRef } from 'vue'
import type { GameData, SceneNode, Choice } from '@engine/types' import type { GameData, SceneNode, Choice } from '@engine/types'
import { putVersion, getVersions } from '../db/editorDB'
export interface AIDiff {
added: string[]
modified: string[]
deleted: string[]
globalFields: string[]
}
interface EditorVersion {
id?: number
sourcePath: string
timestamp: number
label: string
gameData: GameData
}
export const useEditorStore = defineStore('editor', () => { export const useEditorStore = defineStore('editor', () => {
const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} }) const gameData = shallowRef<GameData>({ scenes: {}, startScene: '', variables: {} })
@@ -11,6 +27,8 @@ export const useEditorStore = defineStore('editor', () => {
const deepseekKey = ref(localStorage.getItem('deepseek_key') || '') const deepseekKey = ref(localStorage.getItem('deepseek_key') || '')
const showAIPanel = ref(false) const showAIPanel = ref(false)
const aiSessionId = ref('') const aiSessionId = ref('')
const aiChanges = ref<AIDiff | null>(null)
const versions = ref<EditorVersion[]>([])
const selectedScene = computed(() => { const selectedScene = computed(() => {
if (!selectedNodeId.value) return null if (!selectedNodeId.value) return null
@@ -151,11 +169,64 @@ export const useEditorStore = defineStore('editor', () => {
} catch { /* dev server not running */ } } catch { /* dev server not running */ }
} }
async function reloadFromDisk() { async function saveVersion(label: string) {
try {
await putVersion({
sourcePath: sourcePath.value,
timestamp: Date.now(),
label,
gameData: JSON.parse(JSON.stringify(gameData.value)),
})
await loadVersions()
} catch {}
}
async function restoreVersion(idx: number) {
const v = versions.value[idx]
if (!v) return
gameData.value = v.gameData
startSceneId.value = v.gameData.startScene || ''
selectedNodeId.value = null
aiChanges.value = null
dirty.value = false
autoSave()
}
async function loadVersions() {
try {
versions.value = await getVersions(sourcePath.value)
} catch {
versions.value = []
}
}
function clearAIMarkers() {
aiChanges.value = null
}
async function reloadFromDisk(oldGameData?: GameData) {
try { try {
const resp = await fetch(sourcePath.value) const resp = await fetch(sourcePath.value)
const data = await resp.json() const newData = await resp.json()
gameData.value = data if (oldGameData) {
const { scenes: newScenes, ...newGlobal } = newData
const { scenes: oldScenes, ...oldGlobal } = oldGameData
const diff: AIDiff = { added: [], modified: [], deleted: [], globalFields: [] }
for (const id of Object.keys(newScenes)) {
if (!oldScenes[id]) diff.added.push(id)
else if (JSON.stringify(oldScenes[id]) !== JSON.stringify(newScenes[id])) diff.modified.push(id)
}
for (const id of Object.keys(oldScenes)) {
if (!newScenes[id]) diff.deleted.push(id)
}
for (const key of Object.keys({ ...(oldGlobal as any), ...(newGlobal as any) })) {
if (JSON.stringify((oldGlobal as any)[key]) !== JSON.stringify((newGlobal as any)[key])) {
diff.globalFields.push(key)
}
}
aiChanges.value = diff
}
gameData.value = newData
selectedNodeId.value = null selectedNodeId.value = null
clearAISession() clearAISession()
} catch { /* failed to reload */ } } catch { /* failed to reload */ }
@@ -163,9 +234,10 @@ export const useEditorStore = defineStore('editor', () => {
return { return {
gameData, selectedNodeId, selectedScene, startSceneId, dirty, sourcePath, gameData, selectedNodeId, selectedScene, startSceneId, dirty, sourcePath,
deepseekKey, showAIPanel, aiSessionId, deepseekKey, showAIPanel, aiSessionId, aiChanges, versions,
markDirty, loadJSON, exportJSON, addScene, deleteScene, markDirty, loadJSON, exportJSON, addScene, deleteScene,
updateScene, addChoice, updateChoice, deleteChoice, generateId, updateScene, addChoice, updateChoice, deleteChoice, generateId,
setSourcePath, setDeepseekKey, setAISessionId, clearAISession, autoSave, reloadFromDisk, setSourcePath, setDeepseekKey, setAISessionId, clearAISession, autoSave, reloadFromDisk,
saveVersion, restoreVersion, loadVersions, clearAIMarkers,
} }
}) })

View File

@@ -127,6 +127,7 @@
"scenes": { "scenes": {
"intro": { "intro": {
"id": "intro", "id": "intro",
"nextScene": "investigation_site",
"videoUrl": "intro/intro.mp4", "videoUrl": "intro/intro.mp4",
"streamingUrl": { "streamingUrl": {
"超清 (1080P)": "intro/1080p/index.m3u8", "超清 (1080P)": "intro/1080p/index.m3u8",