feat: add loading screen with progress tracking
- Add async initialization with 6 phases: scanning_assets, loading_map, initializing_sects, generating_avatars, checking_llm, generating_initial_events - Add /api/init-status endpoint for frontend polling - Add /api/control/reinit endpoint for error recovery - Add LoadingOverlay.vue component with: - Progress ring with gradient - Phase text in xianxia style (rotating messages for LLM phase) - Tips that rotate every 5 seconds - Time-based background transparency (fades to 80% over 20s) - Backdrop blur effect - Error state with retry button - Preload map and avatars during LLM initialization for smoother UX - Add comprehensive tests for init status API
This commit is contained in:
@@ -3,6 +3,7 @@ import os
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import asyncio
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import webbrowser
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import subprocess
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import time
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from contextlib import asynccontextmanager
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from typing import List, Optional
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from fastapi import FastAPI, WebSocket, WebSocketDisconnect, HTTPException, Query
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@@ -43,7 +44,14 @@ from src.utils.llm.config import LLMConfig, LLMMode
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game_instance = {
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"world": None,
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"sim": None,
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"is_paused": True # 默认启动为暂停状态,等待前端连接唤醒
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"is_paused": True, # 默认启动为暂停状态,等待前端连接唤醒
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# 初始化状态字段
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"init_status": "idle", # idle | pending | in_progress | ready | error
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"init_phase": 0, # 当前阶段 (0-5)
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"init_phase_name": "", # 当前阶段名称
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"init_progress": 0, # 总体进度 (0-100)
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"init_error": None, # 错误信息
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"init_start_time": None, # 初始化开始时间戳
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}
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# Cache for avatar IDs
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@@ -273,12 +281,138 @@ def check_llm_connectivity() -> tuple[bool, str]:
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except Exception as e:
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return False, f"连通性检测异常:{str(e)}"
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def init_game():
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"""初始化游戏世界,逻辑复用自 src/run/run.py"""
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# 初始化阶段名称映射(用于前端显示)
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INIT_PHASE_NAMES = {
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0: "scanning_assets",
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1: "loading_map",
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2: "initializing_sects",
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3: "generating_avatars",
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4: "checking_llm",
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5: "generating_initial_events",
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}
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def update_init_progress(phase: int, phase_name: str = ""):
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"""更新初始化进度。"""
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game_instance["init_phase"] = phase
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game_instance["init_phase_name"] = phase_name or INIT_PHASE_NAMES.get(phase, "")
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# 每阶段占约 16.7%(共 6 阶段),最后一阶段到 100%
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progress_map = {0: 0, 1: 17, 2: 33, 3: 50, 4: 67, 5: 83}
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game_instance["init_progress"] = progress_map.get(phase, phase * 17)
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print(f"[Init] Phase {phase}: {game_instance['init_phase_name']} ({game_instance['init_progress']}%)")
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async def init_game_async():
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"""异步初始化游戏世界,带进度更新。"""
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game_instance["init_status"] = "in_progress"
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game_instance["init_start_time"] = time.time()
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game_instance["init_error"] = None
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try:
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# 阶段 0: 资源扫描
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update_init_progress(0, "scanning_assets")
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await asyncio.to_thread(scan_avatar_assets)
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# 阶段 1: 地图加载
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update_init_progress(1, "loading_map")
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game_map = await asyncio.to_thread(load_cultivation_world_map)
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world = World(map=game_map, month_stamp=create_month_stamp(Year(100), Month.JANUARY))
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sim = Simulator(world)
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# 阶段 2: 宗门初始化
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update_init_progress(2, "initializing_sects")
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all_sects = list(sects_by_id.values())
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needed_sects = int(getattr(CONFIG.game, "sect_num", 0) or 0)
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existed_sects = []
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if needed_sects > 0 and all_sects:
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pool = list(all_sects)
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random.shuffle(pool)
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existed_sects = pool[:needed_sects]
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# 阶段 3: 角色生成
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update_init_progress(3, "generating_avatars")
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protagonist_mode = getattr(CONFIG.avatar, "protagonist", "none")
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target_total_count = int(getattr(CONFIG.game, "init_npc_num", 12))
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final_avatars = {}
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spawned_protagonists_count = 0
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if protagonist_mode in ["all", "random"]:
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prob = 1.0 if protagonist_mode == "all" else 0.05
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def _spawn_protagonists_sync():
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return prot_utils.spawn_protagonists(world, world.month_stamp, probability=prob)
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prot_avatars = await asyncio.to_thread(_spawn_protagonists_sync)
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final_avatars.update(prot_avatars)
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spawned_protagonists_count = len(prot_avatars)
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print(f"生成了 {spawned_protagonists_count} 位主角 (Mode: {protagonist_mode})")
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remaining_count = 0
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if protagonist_mode == "all":
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remaining_count = 0
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else:
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remaining_count = max(0, target_total_count - spawned_protagonists_count)
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if remaining_count > 0:
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def _make_random_sync():
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return _new_make_random(
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world,
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count=remaining_count,
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current_month_stamp=world.month_stamp,
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existed_sects=existed_sects
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)
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random_avatars = await asyncio.to_thread(_make_random_sync)
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final_avatars.update(random_avatars)
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print(f"生成了 {len(random_avatars)} 位随机路人")
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world.avatar_manager.avatars.update(final_avatars)
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game_instance["world"] = world
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game_instance["sim"] = sim
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# 阶段 4: LLM 连通性检测
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update_init_progress(4, "checking_llm")
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print("正在检测 LLM 连通性...")
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# 使用线程池执行,避免阻塞事件循环,让 /api/init-status 可以响应
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success, error_msg = await asyncio.to_thread(check_llm_connectivity)
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if not success:
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print(f"[警告] LLM 连通性检测失败: {error_msg}")
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game_instance["llm_check_failed"] = True
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game_instance["llm_error_message"] = error_msg
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else:
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print("LLM 连通性检测通过 ✓")
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game_instance["llm_check_failed"] = False
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game_instance["llm_error_message"] = ""
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# 阶段 5: 生成初始事件(第一次 sim.step)
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update_init_progress(5, "generating_initial_events")
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print("正在生成初始事件...")
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# 取消暂停,执行第一步来生成初始事件
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game_instance["is_paused"] = False
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try:
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await sim.step()
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print("初始事件生成完成 ✓")
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except Exception as e:
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print(f"[警告] 初始事件生成失败: {e}")
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finally:
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# 执行完后重新暂停,等待前端准备好
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game_instance["is_paused"] = True
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# 完成
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game_instance["init_status"] = "ready"
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game_instance["init_progress"] = 100
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print("游戏世界初始化完成!")
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except Exception as e:
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import traceback
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traceback.print_exc()
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game_instance["init_status"] = "error"
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game_instance["init_error"] = str(e)
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print(f"[Error] 初始化失败: {e}")
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"""初始化游戏世界,逻辑复用自 src/run/run.py (同步版本,保留用于向后兼容)"""
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from datetime import datetime
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from src.sim.load_game import get_events_db_path
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print("正在初始化游戏世界...")
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scan_avatar_assets()
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game_map = load_cultivation_world_map()
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# 生成时间戳命名的存档路径
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@@ -373,18 +507,37 @@ def init_game():
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# 这样可以避免在用户加载存档前就生成初始化事件(如长期目标)。
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game_instance["is_paused"] = True
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# ===== LLM 检测结束 =====
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# 更新初始化状态为就绪
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game_instance["init_status"] = "ready"
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game_instance["init_progress"] = 100
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async def game_loop():
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"""后台自动运行游戏循环"""
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print("后台游戏循环已启动...")
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"""后台自动运行游戏循环。"""
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print("后台游戏循环已启动,等待初始化完成...")
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# 等待初始化完成
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while game_instance.get("init_status") not in ("ready", "error"):
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await asyncio.sleep(0.5)
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if game_instance.get("init_status") == "error":
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print("[game_loop] 初始化失败,游戏循环退出。")
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return
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print("[game_loop] 初始化完成,开始游戏循环。")
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while True:
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# 控制游戏速度,例如每秒 1 次更新
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await asyncio.sleep(1.0)
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await asyncio.sleep(1.0)
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try:
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# 检查暂停状态
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if game_instance.get("is_paused", False):
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continue
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# 再次检查初始化状态(可能被重新初始化)
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if game_instance.get("init_status") != "ready":
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continue
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sim = game_instance.get("sim")
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world = game_instance.get("world")
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@@ -466,10 +619,12 @@ async def game_loop():
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@asynccontextmanager
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async def lifespan(app: FastAPI):
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# 启动时初始化
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scan_avatar_assets()
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init_game()
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# 启动后台任务
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# 启动时自动开始异步初始化游戏
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# 前端会轮询 /api/init-status 来显示加载进度
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print("服务器启动,开始异步初始化游戏...")
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asyncio.create_task(init_game_async())
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# 启动后台游戏循环(会自动等待初始化完成)
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asyncio.create_task(game_loop())
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npm_process = None
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@@ -805,6 +960,73 @@ def resume_game():
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game_instance["is_paused"] = False
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return {"status": "ok", "message": "Game resumed"}
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# --- 初始化状态 API ---
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@app.get("/api/init-status")
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def get_init_status():
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"""获取初始化状态。"""
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status = game_instance.get("init_status", "idle")
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start_time = game_instance.get("init_start_time")
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elapsed = time.time() - start_time if start_time else 0
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return {
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"status": status,
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"phase": game_instance.get("init_phase", 0),
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"phase_name": game_instance.get("init_phase_name", ""),
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"progress": game_instance.get("init_progress", 0),
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"elapsed_seconds": round(elapsed, 1),
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"error": game_instance.get("init_error"),
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# 额外信息:LLM 状态
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"llm_check_failed": game_instance.get("llm_check_failed", False),
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"llm_error_message": game_instance.get("llm_error_message", ""),
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}
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@app.post("/api/game/new")
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async def start_new_game():
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"""开始新游戏(异步初始化)。"""
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current_status = game_instance.get("init_status", "idle")
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# 如果已经在初始化中,返回错误
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if current_status == "in_progress":
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raise HTTPException(status_code=400, detail="Game is already initializing")
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# 如果已经初始化完成,需要重置
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if current_status == "ready":
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# 清理旧的游戏状态
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game_instance["world"] = None
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game_instance["sim"] = None
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# 重置初始化状态
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game_instance["init_status"] = "pending"
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game_instance["init_phase"] = 0
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game_instance["init_progress"] = 0
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game_instance["init_error"] = None
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# 启动异步初始化任务
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asyncio.create_task(init_game_async())
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return {"status": "ok", "message": "New game initialization started"}
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@app.post("/api/control/reinit")
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async def reinit_game():
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"""重新初始化游戏(用于错误恢复)。"""
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# 清理旧的游戏状态
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game_instance["world"] = None
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game_instance["sim"] = None
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game_instance["init_status"] = "pending"
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game_instance["init_phase"] = 0
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game_instance["init_progress"] = 0
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game_instance["init_error"] = None
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# 启动异步初始化任务
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asyncio.create_task(init_game_async())
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return {"status": "ok", "message": "Reinitialization started"}
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@app.get("/api/detail")
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def get_detail_info(
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target_type: str = Query(alias="type"),
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@@ -1298,8 +1520,8 @@ def api_save_game(req: SaveGameRequest):
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raise HTTPException(status_code=500, detail="Save failed")
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@app.post("/api/game/load")
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def api_load_game(req: LoadGameRequest):
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"""加载游戏"""
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async def api_load_game(req: LoadGameRequest):
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"""加载游戏(异步,支持进度更新)。"""
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# 安全检查:只允许加载 saves 目录下的文件
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if ".." in req.filename or "/" in req.filename or "\\" in req.filename:
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raise HTTPException(status_code=400, detail="Invalid filename")
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@@ -1311,8 +1533,22 @@ def api_load_game(req: LoadGameRequest):
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if not target_path.exists():
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raise HTTPException(status_code=404, detail="File not found")
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# 设置加载状态
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game_instance["init_status"] = "in_progress"
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game_instance["init_start_time"] = time.time()
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game_instance["init_error"] = None
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game_instance["init_phase"] = 0
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game_instance["init_phase_name"] = "loading_save"
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game_instance["init_progress"] = 10
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# 暂停游戏,防止 game_loop 在加载过程中使用旧 world 生成事件。
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game_instance["is_paused"] = True
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await asyncio.sleep(0) # 让出控制权
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# 更新进度
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game_instance["init_progress"] = 30
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game_instance["init_phase_name"] = "parsing_data"
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await asyncio.sleep(0)
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# 关闭旧 World 的 EventManager,释放 SQLite 连接。
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old_world = game_instance.get("world")
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@@ -1321,6 +1557,11 @@ def api_load_game(req: LoadGameRequest):
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# 加载
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new_world, new_sim, new_sects = load_game(target_path)
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# 更新进度
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game_instance["init_progress"] = 70
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game_instance["init_phase_name"] = "restoring_state"
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await asyncio.sleep(0)
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# 确保挂载 existed_sects 以便下次保存
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new_world.existed_sects = new_sects
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@@ -1330,6 +1571,16 @@ def api_load_game(req: LoadGameRequest):
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game_instance["sim"] = new_sim
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game_instance["current_save_path"] = target_path
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# 更新进度
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game_instance["init_progress"] = 90
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game_instance["init_phase_name"] = "finalizing"
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await asyncio.sleep(0)
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# 加载完成
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game_instance["init_status"] = "ready"
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game_instance["init_progress"] = 100
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game_instance["init_phase_name"] = "complete"
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# 加载完成后保持暂停状态,让用户决定何时恢复。
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# 这也给前端时间来刷新状态。
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@@ -1337,6 +1588,8 @@ def api_load_game(req: LoadGameRequest):
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except Exception as e:
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import traceback
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traceback.print_exc()
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game_instance["init_status"] = "error"
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game_instance["init_error"] = str(e)
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raise HTTPException(status_code=500, detail=f"Load failed: {str(e)}")
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# --- 静态文件挂载 (必须放在最后) ---
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405
tests/test_init_status_api.py
Normal file
405
tests/test_init_status_api.py
Normal file
@@ -0,0 +1,405 @@
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"""
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Tests for the initialization status API endpoints.
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These tests verify the loading screen backend functionality:
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- /api/init-status endpoint
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- /api/game/new endpoint
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- /api/control/reinit endpoint
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- Initialization phases and progress tracking
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"""
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import pytest
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import asyncio
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import time
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from unittest.mock import patch, MagicMock, AsyncMock
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from fastapi.testclient import TestClient
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from src.server import main
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from src.server.main import app, game_instance, update_init_progress, INIT_PHASE_NAMES
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@pytest.fixture
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def client():
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"""Create a test client for the FastAPI app."""
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return TestClient(app)
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@pytest.fixture
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def reset_game_instance():
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"""Reset game_instance to initial state before each test."""
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original_state = dict(game_instance)
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game_instance.clear()
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game_instance.update({
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"world": None,
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"sim": None,
|
||||
"is_paused": True,
|
||||
"init_status": "idle",
|
||||
"init_phase": 0,
|
||||
"init_phase_name": "",
|
||||
"init_progress": 0,
|
||||
"init_start_time": None,
|
||||
"init_error": None,
|
||||
"llm_check_failed": False,
|
||||
"llm_error_message": "",
|
||||
})
|
||||
yield
|
||||
game_instance.clear()
|
||||
game_instance.update(original_state)
|
||||
|
||||
|
||||
class TestInitStatusEndpoint:
|
||||
"""Tests for /api/init-status endpoint."""
|
||||
|
||||
def test_init_status_idle(self, client, reset_game_instance):
|
||||
"""Test init-status returns idle state correctly."""
|
||||
response = client.get("/api/init-status")
|
||||
assert response.status_code == 200
|
||||
|
||||
data = response.json()
|
||||
assert data["status"] == "idle"
|
||||
assert data["phase"] == 0
|
||||
assert data["phase_name"] == ""
|
||||
assert data["progress"] == 0
|
||||
assert data["error"] is None
|
||||
assert data["llm_check_failed"] is False
|
||||
assert data["llm_error_message"] == ""
|
||||
|
||||
def test_init_status_in_progress(self, client, reset_game_instance):
|
||||
"""Test init-status during initialization."""
|
||||
game_instance["init_status"] = "in_progress"
|
||||
game_instance["init_phase"] = 2
|
||||
game_instance["init_phase_name"] = "initializing_sects"
|
||||
game_instance["init_progress"] = 33
|
||||
game_instance["init_start_time"] = time.time() - 5 # 5 seconds ago
|
||||
|
||||
response = client.get("/api/init-status")
|
||||
assert response.status_code == 200
|
||||
|
||||
data = response.json()
|
||||
assert data["status"] == "in_progress"
|
||||
assert data["phase"] == 2
|
||||
assert data["phase_name"] == "initializing_sects"
|
||||
assert data["progress"] == 33
|
||||
assert data["elapsed_seconds"] >= 5
|
||||
|
||||
def test_init_status_ready(self, client, reset_game_instance):
|
||||
"""Test init-status when initialization is complete."""
|
||||
game_instance["init_status"] = "ready"
|
||||
game_instance["init_phase"] = 5
|
||||
game_instance["init_phase_name"] = "generating_initial_events"
|
||||
game_instance["init_progress"] = 100
|
||||
|
||||
response = client.get("/api/init-status")
|
||||
assert response.status_code == 200
|
||||
|
||||
data = response.json()
|
||||
assert data["status"] == "ready"
|
||||
assert data["progress"] == 100
|
||||
|
||||
def test_init_status_error(self, client, reset_game_instance):
|
||||
"""Test init-status when initialization failed."""
|
||||
game_instance["init_status"] = "error"
|
||||
game_instance["init_error"] = "LLM connection failed"
|
||||
|
||||
response = client.get("/api/init-status")
|
||||
assert response.status_code == 200
|
||||
|
||||
data = response.json()
|
||||
assert data["status"] == "error"
|
||||
assert data["error"] == "LLM connection failed"
|
||||
|
||||
def test_init_status_llm_check_failed(self, client, reset_game_instance):
|
||||
"""Test init-status includes LLM check status."""
|
||||
game_instance["init_status"] = "ready"
|
||||
game_instance["llm_check_failed"] = True
|
||||
game_instance["llm_error_message"] = "API key invalid"
|
||||
|
||||
response = client.get("/api/init-status")
|
||||
assert response.status_code == 200
|
||||
|
||||
data = response.json()
|
||||
assert data["llm_check_failed"] is True
|
||||
assert data["llm_error_message"] == "API key invalid"
|
||||
|
||||
|
||||
class TestUpdateInitProgress:
|
||||
"""Tests for update_init_progress function."""
|
||||
|
||||
def test_update_progress_with_phase_name(self, reset_game_instance):
|
||||
"""Test updating progress with explicit phase name."""
|
||||
update_init_progress(2, "initializing_sects")
|
||||
|
||||
assert game_instance["init_phase"] == 2
|
||||
assert game_instance["init_phase_name"] == "initializing_sects"
|
||||
assert game_instance["init_progress"] == 33
|
||||
|
||||
def test_update_progress_without_phase_name(self, reset_game_instance):
|
||||
"""Test updating progress uses default phase name from mapping."""
|
||||
update_init_progress(3)
|
||||
|
||||
assert game_instance["init_phase"] == 3
|
||||
assert game_instance["init_phase_name"] == "generating_avatars"
|
||||
assert game_instance["init_progress"] == 50
|
||||
|
||||
def test_all_phase_names_mapped(self):
|
||||
"""Test all phases have corresponding names."""
|
||||
expected_phases = {
|
||||
0: "scanning_assets",
|
||||
1: "loading_map",
|
||||
2: "initializing_sects",
|
||||
3: "generating_avatars",
|
||||
4: "checking_llm",
|
||||
5: "generating_initial_events",
|
||||
}
|
||||
assert INIT_PHASE_NAMES == expected_phases
|
||||
|
||||
def test_progress_percentages(self, reset_game_instance):
|
||||
"""Test progress percentages for each phase."""
|
||||
expected_progress = {0: 0, 1: 17, 2: 33, 3: 50, 4: 67, 5: 83}
|
||||
|
||||
for phase, expected in expected_progress.items():
|
||||
update_init_progress(phase)
|
||||
assert game_instance["init_progress"] == expected, f"Phase {phase} should have progress {expected}"
|
||||
|
||||
|
||||
class TestNewGameEndpoint:
|
||||
"""Tests for /api/game/new endpoint."""
|
||||
|
||||
def test_new_game_starts_initialization(self, client, reset_game_instance):
|
||||
"""Test /api/game/new starts initialization process."""
|
||||
with patch.object(main, 'init_game_async', new_callable=AsyncMock) as mock_init:
|
||||
response = client.post("/api/game/new")
|
||||
|
||||
assert response.status_code == 200
|
||||
data = response.json()
|
||||
assert data["status"] == "ok"
|
||||
assert "started" in data["message"].lower()
|
||||
assert game_instance["init_status"] == "pending"
|
||||
|
||||
def test_new_game_rejects_when_in_progress(self, client, reset_game_instance):
|
||||
"""Test /api/game/new rejects request when already initializing."""
|
||||
game_instance["init_status"] = "in_progress"
|
||||
|
||||
response = client.post("/api/game/new")
|
||||
|
||||
assert response.status_code == 400
|
||||
assert "already initializing" in response.json()["detail"].lower()
|
||||
|
||||
def test_new_game_clears_existing_state(self, client, reset_game_instance):
|
||||
"""Test /api/game/new clears existing game state when ready."""
|
||||
mock_world = MagicMock()
|
||||
mock_sim = MagicMock()
|
||||
game_instance["world"] = mock_world
|
||||
game_instance["sim"] = mock_sim
|
||||
game_instance["init_status"] = "ready"
|
||||
|
||||
with patch.object(main, 'init_game_async', new_callable=AsyncMock):
|
||||
response = client.post("/api/game/new")
|
||||
|
||||
assert response.status_code == 200
|
||||
assert game_instance["world"] is None
|
||||
assert game_instance["sim"] is None
|
||||
|
||||
|
||||
class TestReinitEndpoint:
|
||||
"""Tests for /api/control/reinit endpoint."""
|
||||
|
||||
def test_reinit_clears_state(self, client, reset_game_instance):
|
||||
"""Test /api/control/reinit clears all game state."""
|
||||
game_instance["world"] = MagicMock()
|
||||
game_instance["sim"] = MagicMock()
|
||||
game_instance["init_status"] = "error"
|
||||
game_instance["init_error"] = "Some error"
|
||||
game_instance["init_phase"] = 3
|
||||
game_instance["init_progress"] = 50
|
||||
|
||||
with patch.object(main, 'init_game_async', new_callable=AsyncMock):
|
||||
response = client.post("/api/control/reinit")
|
||||
|
||||
assert response.status_code == 200
|
||||
assert game_instance["world"] is None
|
||||
assert game_instance["sim"] is None
|
||||
assert game_instance["init_status"] == "pending"
|
||||
assert game_instance["init_phase"] == 0
|
||||
assert game_instance["init_progress"] == 0
|
||||
assert game_instance["init_error"] is None
|
||||
|
||||
def test_reinit_starts_new_initialization(self, client, reset_game_instance):
|
||||
"""Test /api/control/reinit starts new initialization task."""
|
||||
with patch.object(main, 'init_game_async', new_callable=AsyncMock) as mock_init:
|
||||
response = client.post("/api/control/reinit")
|
||||
|
||||
assert response.status_code == 200
|
||||
data = response.json()
|
||||
assert data["status"] == "ok"
|
||||
assert "reinitialization" in data["message"].lower()
|
||||
|
||||
|
||||
class TestMapAndStateAPIDuringInit:
|
||||
"""Tests to verify /api/map and /api/state availability during initialization phases."""
|
||||
|
||||
def test_map_available_during_checking_llm(self, client, reset_game_instance):
|
||||
"""Test /api/map is available when world exists (checking_llm phase)."""
|
||||
# Simulate world being created but LLM check in progress.
|
||||
mock_world = MagicMock()
|
||||
mock_map = MagicMock()
|
||||
mock_map.width = 100
|
||||
mock_map.height = 100
|
||||
mock_map.tiles = {}
|
||||
mock_map.regions = {}
|
||||
mock_world.map = mock_map
|
||||
|
||||
game_instance["world"] = mock_world
|
||||
game_instance["init_status"] = "in_progress"
|
||||
game_instance["init_phase"] = 4
|
||||
game_instance["init_phase_name"] = "checking_llm"
|
||||
|
||||
# The /api/map endpoint should work.
|
||||
response = client.get("/api/map")
|
||||
# It may return data or empty, but should not error with 503.
|
||||
assert response.status_code == 200
|
||||
|
||||
def test_state_available_during_generating_events(self, client, reset_game_instance):
|
||||
"""Test /api/state is available during generating_initial_events phase."""
|
||||
mock_world = MagicMock()
|
||||
mock_world.month_stamp.get_year.return_value = 100
|
||||
mock_world.month_stamp.get_month.return_value = MagicMock(value=1)
|
||||
mock_world.avatar_manager.avatars = {}
|
||||
mock_world.event_manager = None
|
||||
|
||||
game_instance["world"] = mock_world
|
||||
game_instance["init_status"] = "in_progress"
|
||||
game_instance["init_phase"] = 5
|
||||
game_instance["init_phase_name"] = "generating_initial_events"
|
||||
|
||||
response = client.get("/api/state")
|
||||
assert response.status_code == 200
|
||||
|
||||
|
||||
class TestInitGameAsync:
|
||||
"""Tests for the async initialization flow."""
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_init_sets_status_to_in_progress(self, reset_game_instance):
|
||||
"""Test initialization sets status to in_progress immediately."""
|
||||
with patch.object(main, 'scan_avatar_assets'), \
|
||||
patch.object(main, 'load_cultivation_world_map') as mock_load_map, \
|
||||
patch.object(main, 'check_llm_connectivity', return_value=(True, "")), \
|
||||
patch('src.server.main.World') as mock_world_class, \
|
||||
patch('src.server.main.Simulator') as mock_sim_class:
|
||||
|
||||
mock_map = MagicMock()
|
||||
mock_load_map.return_value = mock_map
|
||||
mock_world = MagicMock()
|
||||
mock_world.avatar_manager.avatars = {}
|
||||
mock_world_class.return_value = mock_world
|
||||
mock_sim = MagicMock()
|
||||
mock_sim.step = AsyncMock()
|
||||
mock_sim_class.return_value = mock_sim
|
||||
|
||||
# Start init but check status immediately.
|
||||
task = asyncio.create_task(main.init_game_async())
|
||||
await asyncio.sleep(0.01) # Let it start.
|
||||
|
||||
assert game_instance["init_status"] in ["in_progress", "ready"]
|
||||
|
||||
await task # Let it complete.
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_init_error_sets_error_status(self, reset_game_instance):
|
||||
"""Test initialization error sets status to error."""
|
||||
with patch.object(main, 'scan_avatar_assets', side_effect=Exception("Test error")):
|
||||
await main.init_game_async()
|
||||
|
||||
assert game_instance["init_status"] == "error"
|
||||
assert "Test error" in game_instance["init_error"]
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_init_completes_with_ready_status(self, reset_game_instance):
|
||||
"""Test successful initialization sets status to ready."""
|
||||
with patch.object(main, 'scan_avatar_assets'), \
|
||||
patch.object(main, 'load_cultivation_world_map') as mock_load_map, \
|
||||
patch.object(main, 'check_llm_connectivity', return_value=(True, "")), \
|
||||
patch('src.server.main.World') as mock_world_class, \
|
||||
patch('src.server.main.Simulator') as mock_sim_class, \
|
||||
patch('src.server.main.sects_by_id', {}), \
|
||||
patch('src.server.main.CONFIG') as mock_config:
|
||||
|
||||
mock_config.game.sect_num = 0
|
||||
mock_config.game.init_npc_num = 0
|
||||
mock_config.avatar.protagonist = "none"
|
||||
|
||||
mock_map = MagicMock()
|
||||
mock_load_map.return_value = mock_map
|
||||
mock_world = MagicMock()
|
||||
mock_world.avatar_manager.avatars = {}
|
||||
mock_world_class.return_value = mock_world
|
||||
mock_sim = MagicMock()
|
||||
mock_sim.step = AsyncMock()
|
||||
mock_sim_class.return_value = mock_sim
|
||||
|
||||
await main.init_game_async()
|
||||
|
||||
assert game_instance["init_status"] == "ready"
|
||||
assert game_instance["init_progress"] == 100
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_init_records_llm_failure(self, reset_game_instance):
|
||||
"""Test LLM check failure is recorded but doesn't stop initialization."""
|
||||
with patch.object(main, 'scan_avatar_assets'), \
|
||||
patch.object(main, 'load_cultivation_world_map') as mock_load_map, \
|
||||
patch.object(main, 'check_llm_connectivity', return_value=(False, "API key invalid")), \
|
||||
patch('src.server.main.World') as mock_world_class, \
|
||||
patch('src.server.main.Simulator') as mock_sim_class, \
|
||||
patch('src.server.main.sects_by_id', {}), \
|
||||
patch('src.server.main.CONFIG') as mock_config:
|
||||
|
||||
mock_config.game.sect_num = 0
|
||||
mock_config.game.init_npc_num = 0
|
||||
mock_config.avatar.protagonist = "none"
|
||||
|
||||
mock_map = MagicMock()
|
||||
mock_load_map.return_value = mock_map
|
||||
mock_world = MagicMock()
|
||||
mock_world.avatar_manager.avatars = {}
|
||||
mock_world_class.return_value = mock_world
|
||||
mock_sim = MagicMock()
|
||||
mock_sim.step = AsyncMock()
|
||||
mock_sim_class.return_value = mock_sim
|
||||
|
||||
await main.init_game_async()
|
||||
|
||||
# Should still complete successfully.
|
||||
assert game_instance["init_status"] == "ready"
|
||||
# But LLM failure should be recorded.
|
||||
assert game_instance["llm_check_failed"] is True
|
||||
assert game_instance["llm_error_message"] == "API key invalid"
|
||||
|
||||
@pytest.mark.asyncio
|
||||
async def test_init_pauses_after_initial_events(self, reset_game_instance):
|
||||
"""Test game is paused after generating initial events."""
|
||||
with patch.object(main, 'scan_avatar_assets'), \
|
||||
patch.object(main, 'load_cultivation_world_map') as mock_load_map, \
|
||||
patch.object(main, 'check_llm_connectivity', return_value=(True, "")), \
|
||||
patch('src.server.main.World') as mock_world_class, \
|
||||
patch('src.server.main.Simulator') as mock_sim_class, \
|
||||
patch('src.server.main.sects_by_id', {}), \
|
||||
patch('src.server.main.CONFIG') as mock_config:
|
||||
|
||||
mock_config.game.sect_num = 0
|
||||
mock_config.game.init_npc_num = 0
|
||||
mock_config.avatar.protagonist = "none"
|
||||
|
||||
mock_map = MagicMock()
|
||||
mock_load_map.return_value = mock_map
|
||||
mock_world = MagicMock()
|
||||
mock_world.avatar_manager.avatars = {}
|
||||
mock_world_class.return_value = mock_world
|
||||
mock_sim = MagicMock()
|
||||
mock_sim.step = AsyncMock()
|
||||
mock_sim_class.return_value = mock_sim
|
||||
|
||||
await main.init_game_async()
|
||||
|
||||
# Game should be paused after initialization.
|
||||
assert game_instance["is_paused"] is True
|
||||
118
web/src/App.vue
118
web/src/App.vue
@@ -1,33 +1,120 @@
|
||||
<script setup lang="ts">
|
||||
import { onMounted, onUnmounted, ref, watch } from 'vue'
|
||||
import { onMounted, onUnmounted, ref, watch, computed } from 'vue'
|
||||
import { NConfigProvider, darkTheme, NMessageProvider } from 'naive-ui'
|
||||
import { useWorldStore } from './stores/world'
|
||||
import { useUiStore } from './stores/ui'
|
||||
import { useSocketStore } from './stores/socket'
|
||||
import { gameApi } from './api/game'
|
||||
import { gameApi, type InitStatusDTO } from './api/game'
|
||||
|
||||
import GameCanvas from './components/game/GameCanvas.vue'
|
||||
import InfoPanelContainer from './components/game/panels/info/InfoPanelContainer.vue'
|
||||
import StatusBar from './components/layout/StatusBar.vue'
|
||||
import EventPanel from './components/panels/EventPanel.vue'
|
||||
import SystemMenu from './components/SystemMenu.vue'
|
||||
import LoadingOverlay from './components/LoadingOverlay.vue'
|
||||
|
||||
// Stores
|
||||
const worldStore = useWorldStore()
|
||||
const uiStore = useUiStore()
|
||||
const socketStore = useSocketStore()
|
||||
|
||||
// 初始化状态 - 持续轮询
|
||||
const initStatus = ref<InitStatusDTO | null>(null)
|
||||
const gameInitialized = ref(false)
|
||||
const mapPreloaded = ref(false)
|
||||
let pollInterval: ReturnType<typeof setInterval> | null = null
|
||||
|
||||
// 根据 spec: showLoading = initStatus !== 'ready'
|
||||
// 注意:
|
||||
// 1. initStatus 为 null 时显示加载界面(还没获取到状态)
|
||||
// 2. initStatus 不是 ready 时显示加载界面
|
||||
// 3. 前端还没初始化完成时也要显示加载界面
|
||||
const showLoading = computed(() => {
|
||||
if (initStatus.value === null) return true
|
||||
if (initStatus.value.status !== 'ready') return true
|
||||
if (!gameInitialized.value) return true
|
||||
return false
|
||||
})
|
||||
|
||||
const showMenu = ref(false)
|
||||
// 启动时默认暂停,让用户选择"新游戏"或"加载存档"后再继续。
|
||||
const isManualPaused = ref(true)
|
||||
const menuDefaultTab = ref<'save' | 'load' | 'create' | 'delete' | 'llm'>('load')
|
||||
|
||||
onMounted(async () => {
|
||||
// 初始化 Socket 连接
|
||||
socketStore.init()
|
||||
// 初始化世界状态
|
||||
// 可以提前加载地图的阶段(宗门初始化后地图数据就 ready 了)。
|
||||
const MAP_READY_PHASES = ['initializing_sects', 'generating_avatars', 'checking_llm', 'generating_initial_events']
|
||||
// 可以提前加载角色的阶段(world 创建后)。
|
||||
const AVATAR_READY_PHASES = ['checking_llm', 'generating_initial_events']
|
||||
|
||||
const avatarsPreloaded = ref(false)
|
||||
|
||||
// 轮询初始化状态
|
||||
async function pollInitStatus() {
|
||||
try {
|
||||
const res = await gameApi.fetchInitStatus()
|
||||
const prevStatus = initStatus.value?.status
|
||||
initStatus.value = res
|
||||
|
||||
// 提前加载地图:当进入特定阶段且还没预加载过时。
|
||||
if (!mapPreloaded.value && MAP_READY_PHASES.includes(res.phase_name)) {
|
||||
mapPreloaded.value = true
|
||||
worldStore.preloadMap()
|
||||
}
|
||||
|
||||
// 提前加载角色:当进入 checking_llm 或之后阶段。
|
||||
if (!avatarsPreloaded.value && AVATAR_READY_PHASES.includes(res.phase_name)) {
|
||||
avatarsPreloaded.value = true
|
||||
worldStore.preloadAvatars()
|
||||
}
|
||||
|
||||
// 从非 ready 变为 ready 时,初始化前端
|
||||
// 注意:prevStatus 为 undefined 时也算"非 ready"
|
||||
if (prevStatus !== 'ready' && res.status === 'ready') {
|
||||
await initializeGame()
|
||||
// ready 后停止轮询
|
||||
stopPolling()
|
||||
}
|
||||
} catch (e) {
|
||||
console.error('Failed to fetch init status:', e)
|
||||
}
|
||||
}
|
||||
|
||||
async function initializeGame() {
|
||||
if (gameInitialized.value) {
|
||||
// 重新加载存档时,重新初始化
|
||||
worldStore.reset()
|
||||
uiStore.clearSelection()
|
||||
}
|
||||
|
||||
// 初始化 Socket 连接(如果未连接)
|
||||
if (!socketStore.isConnected) {
|
||||
socketStore.init()
|
||||
}
|
||||
// 初始化世界状态(获取地图、角色等数据)
|
||||
await worldStore.initialize()
|
||||
|
||||
gameInitialized.value = true
|
||||
// 自动取消暂停,让游戏开始运行
|
||||
isManualPaused.value = false
|
||||
console.log('[App] Game initialized.')
|
||||
}
|
||||
|
||||
function startPolling() {
|
||||
// 立即获取一次
|
||||
pollInitStatus()
|
||||
// 每秒轮询
|
||||
pollInterval = setInterval(pollInitStatus, 1000)
|
||||
}
|
||||
|
||||
function stopPolling() {
|
||||
if (pollInterval) {
|
||||
clearInterval(pollInterval)
|
||||
pollInterval = null
|
||||
}
|
||||
}
|
||||
|
||||
onMounted(() => {
|
||||
window.addEventListener('keydown', handleKeydown)
|
||||
startPolling()
|
||||
})
|
||||
|
||||
// 导出方法供 socket store 调用
|
||||
@@ -42,18 +129,19 @@ function openLLMConfig() {
|
||||
onUnmounted(() => {
|
||||
socketStore.disconnect()
|
||||
window.removeEventListener('keydown', handleKeydown)
|
||||
stopPolling()
|
||||
})
|
||||
|
||||
function handleKeydown(e: KeyboardEvent) {
|
||||
// 只在游戏界面响应键盘事件
|
||||
if (showLoading.value) return
|
||||
|
||||
if (e.key === 'Escape') {
|
||||
if (uiStore.selectedTarget) {
|
||||
uiStore.clearSelection()
|
||||
} else {
|
||||
showMenu.value = !showMenu.value
|
||||
}
|
||||
} else if (e.key === ' ') {
|
||||
// Space to toggle pause? Optional but good UX
|
||||
// toggleManualPause()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -71,6 +159,9 @@ function toggleManualPause() {
|
||||
|
||||
// 监听菜单状态和手动暂停状态,控制游戏暂停/继续
|
||||
watch([showMenu, isManualPaused], ([menuVisible, manualPaused]) => {
|
||||
// 只在游戏已准备好时控制暂停
|
||||
if (!gameInitialized.value) return
|
||||
|
||||
if (menuVisible || manualPaused) {
|
||||
gameApi.pauseGame().catch(console.error)
|
||||
} else {
|
||||
@@ -82,6 +173,13 @@ watch([showMenu, isManualPaused], ([menuVisible, manualPaused]) => {
|
||||
<template>
|
||||
<n-config-provider :theme="darkTheme">
|
||||
<n-message-provider>
|
||||
<!-- Loading Overlay - 盖在游戏上面 -->
|
||||
<LoadingOverlay
|
||||
v-if="showLoading"
|
||||
:status="initStatus"
|
||||
/>
|
||||
|
||||
<!-- Game UI - 始终渲染 -->
|
||||
<div class="app-layout">
|
||||
<StatusBar />
|
||||
|
||||
|
||||
@@ -94,6 +94,17 @@ export interface FetchEventsParams {
|
||||
limit?: number;
|
||||
}
|
||||
|
||||
export interface InitStatusDTO {
|
||||
status: 'idle' | 'pending' | 'in_progress' | 'ready' | 'error';
|
||||
phase: number;
|
||||
phase_name: string;
|
||||
progress: number;
|
||||
elapsed_seconds: number;
|
||||
error: string | null;
|
||||
llm_check_failed: boolean;
|
||||
llm_error_message: string;
|
||||
}
|
||||
|
||||
export const gameApi = {
|
||||
// --- World State ---
|
||||
|
||||
@@ -213,5 +224,19 @@ export const gameApi = {
|
||||
query.set('keep_major', String(keepMajor));
|
||||
if (beforeMonthStamp !== undefined) query.set('before_month_stamp', String(beforeMonthStamp));
|
||||
return httpClient.delete<{ deleted: number }>(`/api/events/cleanup?${query}`);
|
||||
},
|
||||
|
||||
// --- Init Status ---
|
||||
|
||||
fetchInitStatus() {
|
||||
return httpClient.get<InitStatusDTO>('/api/init-status');
|
||||
},
|
||||
|
||||
startNewGame() {
|
||||
return httpClient.post<{ status: string; message: string }>('/api/game/new', {});
|
||||
},
|
||||
|
||||
reinitGame() {
|
||||
return httpClient.post<{ status: string; message: string }>('/api/control/reinit', {});
|
||||
}
|
||||
};
|
||||
|
||||
441
web/src/components/LoadingOverlay.vue
Normal file
441
web/src/components/LoadingOverlay.vue
Normal file
@@ -0,0 +1,441 @@
|
||||
<script setup lang="ts">
|
||||
import { ref, computed, onMounted, onUnmounted, watch } from 'vue'
|
||||
import { gameApi, type InitStatusDTO } from '../api/game'
|
||||
|
||||
const props = defineProps<{
|
||||
status: InitStatusDTO | null
|
||||
}>()
|
||||
|
||||
// 阶段文案(鬼谷八荒风格)
|
||||
const phaseTexts: Record<string, string | string[]> = {
|
||||
'scanning_assets': '扫描天地资源',
|
||||
'loading_map': '构建洪荒山川',
|
||||
'initializing_sects': '宗门入世',
|
||||
'generating_avatars': '众修士降临',
|
||||
'checking_llm': '连通天道意志',
|
||||
'generating_initial_events': [
|
||||
'天道轮转,命运初显',
|
||||
'因果交织,机缘暗涌',
|
||||
'气运流转,风云将起',
|
||||
'众生沉浮,天机莫测',
|
||||
'劫数将至,各凭造化',
|
||||
'红尘万丈,道心初定',
|
||||
'缘起缘灭,皆是天意',
|
||||
'大道无形,万法归一',
|
||||
],
|
||||
'loading_save': '读取前世因果',
|
||||
'parsing_data': '解析天地法则',
|
||||
'restoring_state': '恢复时空位面',
|
||||
'finalizing': '万象归位',
|
||||
'complete': '天地初开',
|
||||
'': '混沌初始',
|
||||
}
|
||||
|
||||
// 用于 generating_initial_events 阶段的轮换文案。
|
||||
const eventPhaseTextIndex = ref(0)
|
||||
|
||||
// Tips 列表
|
||||
const tips = [
|
||||
'修行之路,贵在坚持。',
|
||||
'灵根虽重要,但心境更为关键。',
|
||||
'结交道友,可获意外之机缘。',
|
||||
'善用洞府,方能事半功倍。',
|
||||
'大道三千,殊途同归。',
|
||||
'天地灵气,时刻流转。',
|
||||
'心魔缠身,难成大道。',
|
||||
'筑基之前,切莫急躁。',
|
||||
'功法相克,知己知彼。',
|
||||
'渡劫之时,需借天时地利。',
|
||||
]
|
||||
|
||||
const currentTip = ref(tips[Math.floor(Math.random() * tips.length)])
|
||||
const localElapsed = ref(0)
|
||||
let tipInterval: ReturnType<typeof setInterval> | null = null
|
||||
let elapsedInterval: ReturnType<typeof setInterval> | null = null
|
||||
|
||||
const progress = computed(() => props.status?.progress ?? 0)
|
||||
const phaseText = computed(() => {
|
||||
const phaseName = props.status?.phase_name || ''
|
||||
const text = phaseTexts[phaseName] || phaseTexts['']
|
||||
if (Array.isArray(text)) {
|
||||
return text[eventPhaseTextIndex.value % text.length]
|
||||
}
|
||||
return text
|
||||
})
|
||||
const isError = computed(() => props.status?.status === 'error')
|
||||
const errorMessage = computed(() => props.status?.error || '未知错误')
|
||||
|
||||
// 根据时间计算背景透明度:前5秒保持不透明,5-20秒逐渐透明到0.8。
|
||||
// 只影响背景,不影响内容亮度。
|
||||
const bgOpacity = computed(() => {
|
||||
const elapsed = localElapsed.value
|
||||
if (elapsed <= 5) return 1
|
||||
if (elapsed >= 20) return 0.8
|
||||
// 5秒 -> 1.0, 20秒 -> 0.8 (线性插值)。
|
||||
return 1 - (elapsed - 5) / 15 * 0.2
|
||||
})
|
||||
|
||||
// SVG 圆环参数
|
||||
const radius = 90
|
||||
const circumference = 2 * Math.PI * radius
|
||||
const strokeDashoffset = computed(() => {
|
||||
return circumference - (progress.value / 100) * circumference
|
||||
})
|
||||
|
||||
async function handleRetry() {
|
||||
localElapsed.value = 0
|
||||
try {
|
||||
await gameApi.reinitGame()
|
||||
} catch (e: any) {
|
||||
console.error('Reinit failed:', e)
|
||||
}
|
||||
}
|
||||
|
||||
function startTimers() {
|
||||
// Tips 切换
|
||||
tipInterval = setInterval(() => {
|
||||
const idx = Math.floor(Math.random() * tips.length)
|
||||
currentTip.value = tips[idx]
|
||||
}, 5000)
|
||||
|
||||
// 本地计时器 + 阶段文案轮换。
|
||||
elapsedInterval = setInterval(() => {
|
||||
localElapsed.value++
|
||||
// 每 3 秒切换一次 generating_initial_events 的文案。
|
||||
if (localElapsed.value % 3 === 0) {
|
||||
eventPhaseTextIndex.value++
|
||||
}
|
||||
}, 1000)
|
||||
}
|
||||
|
||||
function stopTimers() {
|
||||
if (tipInterval) {
|
||||
clearInterval(tipInterval)
|
||||
tipInterval = null
|
||||
}
|
||||
if (elapsedInterval) {
|
||||
clearInterval(elapsedInterval)
|
||||
elapsedInterval = null
|
||||
}
|
||||
}
|
||||
|
||||
// 当状态从 ready 变成其他时,重置
|
||||
watch(() => props.status?.status, (newStatus, oldStatus) => {
|
||||
if (oldStatus === 'ready' && newStatus !== 'ready') {
|
||||
localElapsed.value = 0
|
||||
}
|
||||
})
|
||||
|
||||
onMounted(() => {
|
||||
startTimers()
|
||||
})
|
||||
|
||||
onUnmounted(() => {
|
||||
stopTimers()
|
||||
})
|
||||
</script>
|
||||
|
||||
<template>
|
||||
<div class="loading-overlay">
|
||||
<!-- 背景层 - 只有这层透明度变化 -->
|
||||
<div
|
||||
class="bg-layer"
|
||||
:style="{ opacity: bgOpacity }"
|
||||
></div>
|
||||
|
||||
<!-- 背景装饰 -->
|
||||
<div class="bg-decoration" :style="{ opacity: bgOpacity }">
|
||||
<div class="glow glow-1"></div>
|
||||
<div class="glow glow-2"></div>
|
||||
</div>
|
||||
|
||||
<!-- 主内容 -->
|
||||
<div class="content">
|
||||
<!-- 标题 -->
|
||||
<h1 class="title">AI 修仙世界模拟器</h1>
|
||||
<p class="subtitle">AI Cultivation World Simulator</p>
|
||||
|
||||
<!-- 进度圆环 -->
|
||||
<div class="progress-ring">
|
||||
<svg width="220" height="220" viewBox="0 0 220 220">
|
||||
<defs>
|
||||
<linearGradient id="progress-gradient" x1="0%" y1="0%" x2="100%" y2="100%">
|
||||
<stop offset="0%" style="stop-color:#00d4ff;stop-opacity:1" />
|
||||
<stop offset="100%" style="stop-color:#00ffa3;stop-opacity:1" />
|
||||
</linearGradient>
|
||||
<filter id="glow">
|
||||
<feGaussianBlur stdDeviation="3" result="coloredBlur"/>
|
||||
<feMerge>
|
||||
<feMergeNode in="coloredBlur"/>
|
||||
<feMergeNode in="SourceGraphic"/>
|
||||
</feMerge>
|
||||
</filter>
|
||||
</defs>
|
||||
<!-- 背景圆环 -->
|
||||
<circle
|
||||
class="track"
|
||||
cx="110"
|
||||
cy="110"
|
||||
:r="radius"
|
||||
/>
|
||||
<!-- 进度圆环 -->
|
||||
<circle
|
||||
class="progress"
|
||||
:class="{ error: isError }"
|
||||
cx="110"
|
||||
cy="110"
|
||||
:r="radius"
|
||||
:stroke-dasharray="circumference"
|
||||
:stroke-dashoffset="strokeDashoffset"
|
||||
filter="url(#glow)"
|
||||
/>
|
||||
</svg>
|
||||
|
||||
<!-- 圆环内容 -->
|
||||
<div class="ring-content">
|
||||
<div class="percentage" :class="{ error: isError }">
|
||||
{{ isError ? '!' : progress + '%' }}
|
||||
</div>
|
||||
<div class="phase-text">{{ isError ? '初始化失败' : phaseText }}</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 错误信息 -->
|
||||
<div v-if="isError" class="error-section">
|
||||
<p class="error-message">{{ errorMessage }}</p>
|
||||
<button class="retry-btn" @click="handleRetry">
|
||||
重新初始化
|
||||
</button>
|
||||
</div>
|
||||
|
||||
<!-- Tips -->
|
||||
<div v-else class="tips-section">
|
||||
<div class="tips-label">修行小贴士</div>
|
||||
<div class="tips">{{ currentTip }}</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<!-- 底部信息 -->
|
||||
<div class="footer">
|
||||
<div class="elapsed">已等待 {{ localElapsed }} 秒</div>
|
||||
<div class="version">v1.1.0</div>
|
||||
</div>
|
||||
</div>
|
||||
</template>
|
||||
|
||||
<style scoped>
|
||||
.loading-overlay {
|
||||
position: fixed;
|
||||
inset: 0;
|
||||
z-index: 9999;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
/* 背景层 - 只有这层会变透明,带模糊效果 */
|
||||
.bg-layer {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
background: rgba(10, 10, 18, 0.85);
|
||||
backdrop-filter: blur(8px);
|
||||
-webkit-backdrop-filter: blur(8px);
|
||||
transition: opacity 0.5s ease;
|
||||
}
|
||||
|
||||
/* 背景装饰 */
|
||||
.bg-decoration {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
overflow: hidden;
|
||||
pointer-events: none;
|
||||
}
|
||||
|
||||
.glow {
|
||||
position: absolute;
|
||||
border-radius: 50%;
|
||||
filter: blur(80px);
|
||||
opacity: 0.15;
|
||||
}
|
||||
|
||||
.glow-1 {
|
||||
width: 400px;
|
||||
height: 400px;
|
||||
background: #00d4ff;
|
||||
top: 10%;
|
||||
left: 20%;
|
||||
animation: float 8s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.glow-2 {
|
||||
width: 300px;
|
||||
height: 300px;
|
||||
background: #00ffa3;
|
||||
bottom: 20%;
|
||||
right: 15%;
|
||||
animation: float 6s ease-in-out infinite reverse;
|
||||
}
|
||||
|
||||
@keyframes float {
|
||||
0%, 100% { transform: translate(0, 0); }
|
||||
50% { transform: translate(30px, -20px); }
|
||||
}
|
||||
|
||||
/* 主内容 */
|
||||
.content {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
.title {
|
||||
font-size: 42px;
|
||||
font-weight: 300;
|
||||
letter-spacing: 16px;
|
||||
margin: 0 0 8px 16px;
|
||||
background: linear-gradient(135deg, #fff 0%, rgba(255,255,255,0.8) 100%);
|
||||
-webkit-background-clip: text;
|
||||
-webkit-text-fill-color: transparent;
|
||||
background-clip: text;
|
||||
}
|
||||
|
||||
.subtitle {
|
||||
font-size: 12px;
|
||||
letter-spacing: 4px;
|
||||
color: rgba(255, 255, 255, 0.3);
|
||||
margin: 0 0 50px 0;
|
||||
text-transform: uppercase;
|
||||
}
|
||||
|
||||
/* 进度圆环 */
|
||||
.progress-ring {
|
||||
width: 220px;
|
||||
height: 220px;
|
||||
position: relative;
|
||||
}
|
||||
|
||||
.progress-ring svg {
|
||||
transform: rotate(-90deg);
|
||||
}
|
||||
|
||||
.progress-ring circle.track {
|
||||
fill: none;
|
||||
stroke: rgba(255, 255, 255, 0.06);
|
||||
stroke-width: 4;
|
||||
}
|
||||
|
||||
.progress-ring circle.progress {
|
||||
fill: none;
|
||||
stroke: url(#progress-gradient);
|
||||
stroke-width: 4;
|
||||
stroke-linecap: round;
|
||||
transition: stroke-dashoffset 0.5s ease;
|
||||
}
|
||||
|
||||
.progress-ring circle.progress.error {
|
||||
stroke: #ff6b6b;
|
||||
}
|
||||
|
||||
.ring-content {
|
||||
position: absolute;
|
||||
inset: 0;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
justify-content: center;
|
||||
}
|
||||
|
||||
.percentage {
|
||||
font-size: 48px;
|
||||
font-weight: 200;
|
||||
color: #fff;
|
||||
letter-spacing: 2px;
|
||||
}
|
||||
|
||||
.percentage.error {
|
||||
color: #ff6b6b;
|
||||
font-size: 56px;
|
||||
}
|
||||
|
||||
.phase-text {
|
||||
font-size: 13px;
|
||||
color: rgba(255, 255, 255, 0.5);
|
||||
margin-top: 8px;
|
||||
letter-spacing: 2px;
|
||||
}
|
||||
|
||||
/* 错误区域 */
|
||||
.error-section {
|
||||
margin-top: 40px;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
align-items: center;
|
||||
gap: 20px;
|
||||
}
|
||||
|
||||
.error-message {
|
||||
color: rgba(255, 107, 107, 0.9);
|
||||
font-size: 14px;
|
||||
max-width: 300px;
|
||||
text-align: center;
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
.retry-btn {
|
||||
padding: 12px 32px;
|
||||
background: transparent;
|
||||
border: 1px solid rgba(255, 107, 107, 0.4);
|
||||
border-radius: 24px;
|
||||
color: rgba(255, 107, 107, 0.9);
|
||||
font-size: 14px;
|
||||
cursor: pointer;
|
||||
transition: all 0.3s ease;
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
|
||||
.retry-btn:hover {
|
||||
background: rgba(255, 107, 107, 0.1);
|
||||
border-color: rgba(255, 107, 107, 0.6);
|
||||
}
|
||||
|
||||
/* Tips 区域 */
|
||||
.tips-section {
|
||||
margin-top: 50px;
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
.tips-label {
|
||||
font-size: 11px;
|
||||
color: rgba(255, 255, 255, 0.25);
|
||||
letter-spacing: 3px;
|
||||
text-transform: uppercase;
|
||||
margin-bottom: 12px;
|
||||
}
|
||||
|
||||
.tips {
|
||||
font-size: 14px;
|
||||
color: rgba(255, 255, 255, 0.45);
|
||||
max-width: 300px;
|
||||
line-height: 1.6;
|
||||
transition: opacity 0.3s ease;
|
||||
}
|
||||
|
||||
/* 底部 */
|
||||
.footer {
|
||||
position: absolute;
|
||||
bottom: 24px;
|
||||
left: 0;
|
||||
right: 0;
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
padding: 0 32px;
|
||||
}
|
||||
|
||||
.elapsed, .version {
|
||||
font-size: 11px;
|
||||
color: rgba(255, 255, 255, 0.2);
|
||||
letter-spacing: 1px;
|
||||
}
|
||||
</style>
|
||||
@@ -49,17 +49,16 @@ async function handleLoad(filename: string) {
|
||||
|
||||
loading.value = true
|
||||
try {
|
||||
// 调用后端加载存档,后端会设置 init_status = "in_progress"
|
||||
// App.vue 的轮询会检测到状态变化,显示加载界面,并在 ready 后重新初始化前端
|
||||
await gameApi.loadGame(filename)
|
||||
worldStore.reset()
|
||||
uiStore.clearSelection()
|
||||
await worldStore.initialize()
|
||||
message.success('读档成功')
|
||||
// 关闭菜单,让加载界面显示出来
|
||||
emit('close')
|
||||
} catch (e) {
|
||||
message.error('读档失败')
|
||||
} finally {
|
||||
loading.value = false
|
||||
}
|
||||
// 注意:不在这里设置 loading.value = false,因为菜单会关闭
|
||||
}
|
||||
|
||||
watch(() => props.mode, () => {
|
||||
|
||||
@@ -128,13 +128,10 @@ export const useWorldStore = defineStore('world', () => {
|
||||
isLoaded.value = true;
|
||||
}
|
||||
|
||||
async function initialize() {
|
||||
// 提前加载地图数据(在 LLM 初始化期间可用)。
|
||||
async function preloadMap() {
|
||||
try {
|
||||
const [stateRes, mapRes] = await Promise.all([
|
||||
gameApi.fetchInitialState(),
|
||||
gameApi.fetchMap()
|
||||
]);
|
||||
|
||||
const mapRes = await gameApi.fetchMap();
|
||||
mapData.value = mapRes.data;
|
||||
if (mapRes.config) {
|
||||
frontendConfig.value = mapRes.config;
|
||||
@@ -142,11 +139,60 @@ export const useWorldStore = defineStore('world', () => {
|
||||
const regionMap = new Map();
|
||||
mapRes.regions.forEach(r => regionMap.set(r.id, r));
|
||||
regions.value = regionMap;
|
||||
// 标记地图已加载,让 MapLayer 可以渲染。
|
||||
isLoaded.value = true;
|
||||
console.log('[WorldStore] Map preloaded');
|
||||
} catch (e) {
|
||||
console.warn('[WorldStore] Failed to preload map, will retry on initialize', e);
|
||||
}
|
||||
}
|
||||
|
||||
applyStateSnapshot(stateRes);
|
||||
// 提前加载角色数据(在 checking_llm 阶段 world 已创建)。
|
||||
async function preloadAvatars() {
|
||||
try {
|
||||
const stateRes = await gameApi.fetchInitialState();
|
||||
// 只更新角色,不标记完全初始化。
|
||||
const avatarMap = new Map();
|
||||
if (stateRes.avatars) {
|
||||
stateRes.avatars.forEach(av => avatarMap.set(av.id, av));
|
||||
}
|
||||
avatars.value = avatarMap;
|
||||
setTime(stateRes.year, stateRes.month);
|
||||
console.log('[WorldStore] Avatars preloaded:', avatarMap.size);
|
||||
} catch (e) {
|
||||
console.warn('[WorldStore] Failed to preload avatars, will retry on initialize', e);
|
||||
}
|
||||
}
|
||||
|
||||
async function initialize() {
|
||||
try {
|
||||
// 如果地图还没加载,一起加载。
|
||||
const needMapLoad = mapData.value.length === 0;
|
||||
|
||||
if (needMapLoad) {
|
||||
const [stateRes, mapRes] = await Promise.all([
|
||||
gameApi.fetchInitialState(),
|
||||
gameApi.fetchMap()
|
||||
]);
|
||||
|
||||
mapData.value = mapRes.data;
|
||||
if (mapRes.config) {
|
||||
frontendConfig.value = mapRes.config;
|
||||
}
|
||||
const regionMap = new Map();
|
||||
mapRes.regions.forEach(r => regionMap.set(r.id, r));
|
||||
regions.value = regionMap;
|
||||
|
||||
applyStateSnapshot(stateRes);
|
||||
} else {
|
||||
// 地图已预加载,只需获取状态。
|
||||
const stateRes = await gameApi.fetchInitialState();
|
||||
applyStateSnapshot(stateRes);
|
||||
}
|
||||
|
||||
// 从分页 API 加载事件。
|
||||
await resetEvents({});
|
||||
|
||||
} catch (e) {
|
||||
console.error('Failed to initialize world', e);
|
||||
}
|
||||
@@ -274,7 +320,9 @@ export const useWorldStore = defineStore('world', () => {
|
||||
frontendConfig,
|
||||
currentPhenomenon,
|
||||
phenomenaList,
|
||||
// Functions.
|
||||
|
||||
preloadMap,
|
||||
preloadAvatars,
|
||||
initialize,
|
||||
fetchState,
|
||||
handleTick,
|
||||
|
||||
Reference in New Issue
Block a user