refactor(canvas): 节点注册表 - 收敛素材类型、生成模式与输入计数判据

把三条按类型分支的语义判据收进注册表:
- resourceKind  原 canvas-resource-references.ts,作为 @ 引用素材时的类型
- generationMode 原 canvas-connection-policy.ts,作为生成节点时的模式
- inputKind     原 canvas-connection-policy.ts,被容量校验计数时的类别

resourceKind 与 inputKind 刻意分成两个字段:它们语义不同——空图片节点不是素材
(不进 @ 引用),但照样计入 imageCount。合成一个会静默改掉连线容量校验。

两处必须保住的语义,均已由测试钉住:
1. 角色卡(workflowKind === character)是跨类型覆盖,对任何节点类型生效,
   属于查注册表之前的前置判定,因此留在调用点而不进 per-type 定义。
2. 排除必须早于覆盖。原实现先 return 掉生成配置与背板,之后才判角色卡;
   若把角色卡判定提前,带角色元数据的配置/背板节点会被多算成 characterCount。

新增 test/canvas-node-registry.test.ts(19 用例 / 77 断言)并加入 package.json
的 test 列表——该列表是显式枚举,不加进去文件不会跑。补测的原因是
canvas-resource-references.test.ts 只覆盖 collectUpstreamVideoNodes,
本次改动的 resourceKind 此前零覆盖,而这类判据出错不报错、只会让 @ 引用少收素材。

顺带内联 nodeGenerationMode(迁移后退化为单行转发)。

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
dlhandClaude Fable 5 committed 2026-08-20 22:27:23 +08:00
1 parent af84cf5772
commit a4585fdc2a
8 files changed
+245 -27

No files matched your search

+10 -16
View File
@@ -1,6 +1,7 @@
import { maxModelInputCapacity, type ModelInputSummary } from "@/lib/model-selection";
import { getNodeGenerationMode, getNodeInputKind } from "@/lib/canvas/node-registry";
import type { AiConfig } from "@/stores/use-config-store";
import { CanvasNodeType, type CanvasConnection, type CanvasGenerationMode, type CanvasNodeData } from "@/types/canvas";
import { type CanvasConnection, type CanvasNodeData } from "@/types/canvas";
type ConnectionCandidate = Pick<CanvasConnection, "fromNodeId" | "toNodeId">;
type CanvasConnectionPolicyOptions = {
@@ -11,7 +12,7 @@ type CanvasConnectionPolicyOptions = {
export function canvasConnectionError(config: AiConfig, nodes: CanvasNodeData[], connections: CanvasConnection[], candidate: ConnectionCandidate, options: CanvasConnectionPolicyOptions = {}) {
const target = nodes.find((node) => node.id === candidate.toNodeId);
if (!target) return "找不到连线目标节点";
const mode = nodeGenerationMode(target);
const mode = getNodeGenerationMode(target);
if (!mode) return "";
const input = connectionInputSummary(target.id, nodes, connections, candidate);
const visualInputCount = input.imageCount + input.characterCount;
@@ -35,25 +36,18 @@ export function connectionInputSummary(targetNodeId: string, nodes: CanvasNodeDa
const input: ModelInputSummary = { textCount: 0, imageCount: 0, videoCount: 0, audioCount: 0, characterCount: 0 };
sourceIds.forEach((sourceId) => {
const source = nodes.find((node) => node.id === sourceId);
if (!source || source.type === CanvasNodeType.Config || source.type === CanvasNodeType.Frame) return;
if (!source) return;
// 生成配置与背板不是参考素材,不参与容量计数——这一步必须早于角色卡判定,
// 否则一个带角色元数据的配置/背板节点会被多算成角色。
const inputKind = getNodeInputKind(source.type);
if (!inputKind) return;
// 角色卡是跨类型覆盖:落在可计数类型上时改记为角色。
if (source.metadata?.workflowKind === "character") input.characterCount += 1;
else if (source.type === CanvasNodeType.Image || source.type === CanvasNodeType.Drawing) input.imageCount += 1;
else if (source.type === CanvasNodeType.Video) input.videoCount += 1;
else if (source.type === CanvasNodeType.Audio) input.audioCount += 1;
else input.textCount += 1;
else input[`${inputKind}Count`] += 1;
});
return input;
}
function nodeGenerationMode(node: CanvasNodeData): CanvasGenerationMode | null {
if (node.type === CanvasNodeType.Config) return node.metadata?.generationMode || "image";
if (node.type === CanvasNodeType.Image) return "image";
if (node.type === CanvasNodeType.Video) return "video";
if (node.type === CanvasNodeType.Audio) return "audio";
if (node.type === CanvasNodeType.Text || node.type === CanvasNodeType.Script) return "text";
return null;
}
function capacityError(config: AiConfig, capability: "image" | "video", kind: "image" | "video" | "audio", count: number, label: string) {
const maximum = maxModelInputCapacity(config, capability, kind);
if (maximum === null || count <= maximum) return "";