Makelore 2.0 initial clean snapshot
This commit is contained in:
339
electron/opencode/game-asset-review.ts
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339
electron/opencode/game-asset-review.ts
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import { randomUUID } from 'node:crypto';
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import { mkdir, readFile, rename, writeFile } from 'node:fs/promises';
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import { join } from 'node:path';
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const STATE_FILE_NAME = 'asset-review.json';
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const STATE_SCHEMA_VERSION = 1;
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export type GameAssetReviewAction = 'approve' | 'discard' | 'replace';
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export type GameAssetReviewDecision = 'approved' | 'discarded' | 'replace-requested';
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export type GameAssetReviewStatus = 'pending' | 'resolved';
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export type GameAssetReviewInvocation = {
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id: string;
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candidateIds: string[];
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decisions: Record<string, GameAssetReviewDecision>;
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status: GameAssetReviewStatus;
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createdAt: string;
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updatedAt: string;
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};
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export type GameAssetReviewState = {
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schemaVersion: typeof STATE_SCHEMA_VERSION;
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updatedAt: string;
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approvedAssetIds: string[];
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discardedAssetIds: string[];
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invocations: Record<string, GameAssetReviewInvocation>;
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};
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export type GameAssetReviewSnapshot = {
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invocationId: string;
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candidateIds: string[];
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decisions: Record<string, GameAssetReviewDecision>;
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status: GameAssetReviewStatus;
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pendingAssetIds: string[];
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approvedAssetIds: string[];
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discardedAssetIds: string[];
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};
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export type GameAssetReviewActionInput = {
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invocationId: string;
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assetId: string;
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action: GameAssetReviewAction;
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candidateIds?: string[];
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};
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export type GameAssetReviewActionsInput = {
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invocationId: string;
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decisions: Array<{ assetId: string; action: GameAssetReviewAction }>;
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candidateIds?: string[];
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};
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export class GameAssetReviewConflictError extends Error {
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readonly statusCode = 409;
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}
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const stateWriteQueues = new Map<string, Promise<void>>();
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function assetReviewStatePath(projectPath: string): string {
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return join(projectPath, '.niancode', STATE_FILE_NAME);
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}
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function now(): string {
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return new Date().toISOString();
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}
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function normalizeIds(value: unknown): string[] {
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if (!Array.isArray(value)) return [];
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return [...new Set(value.filter((item): item is string => typeof item === 'string')
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.map((item) => item.trim())
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.filter((item) => item.length > 0 && item.length <= 200))];
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}
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function isRecord(value: unknown): value is Record<string, unknown> {
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return Boolean(value) && typeof value === 'object' && !Array.isArray(value);
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}
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function normalizeDecision(value: unknown): GameAssetReviewDecision | null {
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return value === 'approved' || value === 'discarded' || value === 'replace-requested'
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? value
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: null;
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}
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function normalizeInvocation(value: unknown): GameAssetReviewInvocation | null {
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if (!isRecord(value) || typeof value.id !== 'string' || !value.id.trim()) return null;
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const candidateIds = normalizeIds(value.candidateIds);
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const rawDecisions = isRecord(value.decisions) ? value.decisions : {};
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const decisions = Object.fromEntries(
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Object.entries(rawDecisions)
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.map(([assetId, decision]) => [assetId, normalizeDecision(decision)] as const)
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.filter((entry): entry is [string, GameAssetReviewDecision] => entry[1] !== null),
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);
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return {
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id: value.id.trim(),
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candidateIds,
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decisions,
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status: value.status === 'resolved' ? 'resolved' : 'pending',
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createdAt: typeof value.createdAt === 'string' ? value.createdAt : now(),
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updatedAt: typeof value.updatedAt === 'string' ? value.updatedAt : now(),
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};
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}
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function normalizeState(value: unknown): GameAssetReviewState {
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if (!isRecord(value)) throw new Error('Invalid game asset review state');
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const rawInvocations = isRecord(value.invocations) ? value.invocations : {};
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const invocations = Object.fromEntries(
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Object.entries(rawInvocations)
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.map(([id, invocation]) => [id, normalizeInvocation(invocation)] as const)
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.filter((entry): entry is [string, GameAssetReviewInvocation] => entry[1] !== null),
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);
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return {
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schemaVersion: STATE_SCHEMA_VERSION,
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updatedAt: typeof value.updatedAt === 'string' ? value.updatedAt : now(),
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approvedAssetIds: normalizeIds(value.approvedAssetIds),
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discardedAssetIds: normalizeIds(value.discardedAssetIds),
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invocations,
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};
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}
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function emptyState(): GameAssetReviewState {
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return {
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schemaVersion: STATE_SCHEMA_VERSION,
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updatedAt: now(),
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approvedAssetIds: [],
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discardedAssetIds: [],
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invocations: {},
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};
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}
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async function readState(projectPath: string): Promise<GameAssetReviewState> {
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try {
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return normalizeState(JSON.parse(await readFile(assetReviewStatePath(projectPath), 'utf8')) as unknown);
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} catch (error) {
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if (error && typeof error === 'object' && 'code' in error && error.code === 'ENOENT') return emptyState();
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throw error;
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}
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}
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async function writeState(projectPath: string, state: GameAssetReviewState): Promise<void> {
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const directory = join(projectPath, '.niancode');
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await mkdir(directory, { recursive: true });
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const target = assetReviewStatePath(projectPath);
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const temporary = `${target}.${randomUUID()}.tmp`;
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await writeFile(temporary, `${JSON.stringify({ ...state, updatedAt: now() }, null, 2)}\n`, 'utf8');
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await rename(temporary, target);
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}
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async function withStateLock<T>(projectPath: string, task: () => Promise<T>): Promise<T> {
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const previous = stateWriteQueues.get(projectPath) ?? Promise.resolve();
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const operation = previous.catch(() => undefined).then(task);
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const tail = operation.then(() => undefined, () => undefined);
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stateWriteQueues.set(projectPath, tail);
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try {
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return await operation;
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} finally {
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if (stateWriteQueues.get(projectPath) === tail) stateWriteQueues.delete(projectPath);
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}
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}
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function toSnapshot(state: GameAssetReviewState, invocation: GameAssetReviewInvocation): GameAssetReviewSnapshot {
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const terminalIds = new Set([
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...state.approvedAssetIds,
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...state.discardedAssetIds,
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...Object.keys(invocation.decisions),
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]);
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return {
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invocationId: invocation.id,
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candidateIds: [...invocation.candidateIds],
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decisions: { ...invocation.decisions },
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status: invocation.status,
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pendingAssetIds: invocation.candidateIds.filter((assetId) => !terminalIds.has(assetId)),
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approvedAssetIds: [...state.approvedAssetIds],
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discardedAssetIds: [...state.discardedAssetIds],
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};
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}
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function ensureInvocation(
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state: GameAssetReviewState,
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invocationId: string,
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candidateIds: string[],
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): GameAssetReviewInvocation {
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const normalizedId = invocationId.trim();
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if (!normalizedId || normalizedId.length > 200) throw new Error('Invalid game asset review invocation id');
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const existing = state.invocations[normalizedId];
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if (existing) {
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// Older markers could create an empty or unresolvable invocation before
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// the plan parser or candidate-id fallback had a chance to project the
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// current plan. Repair only that untouched record from the current Agent
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// submission; never rewrite an invocation after a user decision exists.
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const normalizedCandidateIds = normalizeIds(candidateIds);
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const matchesCurrentPlan = existing.candidateIds.some((id) => normalizedCandidateIds.includes(id));
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if (normalizedCandidateIds.length > 0 && !matchesCurrentPlan && Object.keys(existing.decisions).length === 0) {
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existing.candidateIds = normalizedCandidateIds;
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existing.status = 'pending';
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existing.updatedAt = now();
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}
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return existing;
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}
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const timestamp = now();
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const invocation: GameAssetReviewInvocation = {
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id: normalizedId,
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candidateIds: normalizeIds(candidateIds),
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decisions: {},
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status: 'pending',
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createdAt: timestamp,
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updatedAt: timestamp,
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};
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state.invocations[normalizedId] = invocation;
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return invocation;
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}
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export function isGameAssetReviewTerminal(state: GameAssetReviewState, assetId: string): boolean {
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return state.approvedAssetIds.includes(assetId) || state.discardedAssetIds.includes(assetId);
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}
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export async function loadGameAssetReview(
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projectPath: string,
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invocationId: string,
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candidateIds: string[],
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): Promise<GameAssetReviewSnapshot> {
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return await withStateLock(projectPath, async () => {
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const state = await readState(projectPath);
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const invocation = ensureInvocation(state, invocationId, candidateIds);
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await writeState(projectPath, state);
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return toSnapshot(state, invocation);
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});
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}
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export async function recordGameAssetReviewAction(
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projectPath: string,
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input: GameAssetReviewActionInput,
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): Promise<GameAssetReviewSnapshot> {
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if (!input || typeof input !== 'object') throw new Error('Invalid game asset review action');
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if (input.action !== 'approve' && input.action !== 'discard' && input.action !== 'replace') {
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throw new Error('Invalid game asset review action');
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}
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const invocationId = typeof input.invocationId === 'string' ? input.invocationId.trim() : '';
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const assetId = typeof input.assetId === 'string' ? input.assetId.trim() : '';
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if (!invocationId || !assetId) throw new Error('Game asset review action requires invocationId and assetId');
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return await withStateLock(projectPath, async () => {
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const state = await readState(projectPath);
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const invocation = ensureInvocation(state, invocationId, normalizeIds(input.candidateIds));
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if (!invocation.candidateIds.includes(assetId)) {
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throw new GameAssetReviewConflictError('This asset is not part of the review invocation');
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}
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applyGameAssetReviewDecision(state, invocation, assetId, decisionForAction(input.action));
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await writeState(projectPath, state);
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return toSnapshot(state, invocation);
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});
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}
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function decisionForAction(action: GameAssetReviewAction): GameAssetReviewDecision {
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return action === 'approve' ? 'approved' : action === 'replace' ? 'replace-requested' : 'discarded';
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}
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function assertDecisionCanBeApplied(
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state: GameAssetReviewState,
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invocation: GameAssetReviewInvocation,
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assetId: string,
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nextDecision: GameAssetReviewDecision,
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): void {
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if (!invocation.candidateIds.includes(assetId)) {
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throw new GameAssetReviewConflictError('This asset is not part of the review invocation');
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}
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const existingDecision = invocation.decisions[assetId];
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if (existingDecision && existingDecision !== nextDecision) {
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throw new GameAssetReviewConflictError('This asset has already been reviewed');
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}
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const globallyApproved = state.approvedAssetIds.includes(assetId);
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const globallyDiscarded = state.discardedAssetIds.includes(assetId);
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if ((globallyApproved && nextDecision !== 'approved') || (globallyDiscarded && nextDecision === 'approved')) {
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throw new GameAssetReviewConflictError('This asset already has a final review decision');
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}
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}
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function updateInvocationStatus(state: GameAssetReviewState, invocation: GameAssetReviewInvocation): void {
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invocation.status = invocation.candidateIds.every((candidateId) => (
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state.approvedAssetIds.includes(candidateId)
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|| state.discardedAssetIds.includes(candidateId)
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|| Boolean(invocation.decisions[candidateId])
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)) ? 'resolved' : 'pending';
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}
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function applyGameAssetReviewDecision(
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state: GameAssetReviewState,
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invocation: GameAssetReviewInvocation,
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assetId: string,
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nextDecision: GameAssetReviewDecision,
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): void {
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assertDecisionCanBeApplied(state, invocation, assetId, nextDecision);
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const globallyApproved = state.approvedAssetIds.includes(assetId);
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const globallyDiscarded = state.discardedAssetIds.includes(assetId);
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invocation.decisions[assetId] = nextDecision;
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invocation.updatedAt = now();
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if (nextDecision === 'approved' && !globallyApproved) state.approvedAssetIds.push(assetId);
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if (nextDecision !== 'approved' && !globallyDiscarded) state.discardedAssetIds.push(assetId);
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updateInvocationStatus(state, invocation);
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}
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export async function recordGameAssetReviewActions(
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projectPath: string,
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input: GameAssetReviewActionsInput,
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): Promise<GameAssetReviewSnapshot> {
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if (!input || typeof input !== 'object' || !Array.isArray(input.decisions) || input.decisions.length === 0) {
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throw new Error('Game asset review batch requires decisions');
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}
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const invocationId = typeof input.invocationId === 'string' ? input.invocationId.trim() : '';
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if (!invocationId) throw new Error('Game asset review batch requires invocationId');
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return await withStateLock(projectPath, async () => {
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const state = await readState(projectPath);
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const invocation = ensureInvocation(state, invocationId, normalizeIds(input.candidateIds));
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const normalizedDecisions: Array<{ assetId: string; decision: GameAssetReviewDecision }> = [];
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const seen = new Map<string, GameAssetReviewDecision>();
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for (const item of input.decisions) {
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const assetId = typeof item?.assetId === 'string' ? item.assetId.trim() : '';
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if (!assetId || !['approve', 'discard', 'replace'].includes(item?.action)) {
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throw new Error('Invalid game asset review batch decision');
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}
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const decision = decisionForAction(item.action);
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const previous = seen.get(assetId);
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if (previous) {
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if (previous !== decision) throw new GameAssetReviewConflictError('The batch contains conflicting decisions for one asset');
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continue;
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}
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assertDecisionCanBeApplied(state, invocation, assetId, decision);
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seen.set(assetId, decision);
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normalizedDecisions.push({ assetId, decision });
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}
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for (const { assetId, decision } of normalizedDecisions) {
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applyGameAssetReviewDecision(state, invocation, assetId, decision);
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}
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await writeState(projectPath, state);
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return toSnapshot(state, invocation);
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});
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}
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