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build: 同步上游并升级技术栈与依赖 - #1

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Sep 6, 2026
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build: 同步上游并升级技术栈与依赖#1
oldwinter merged 3 commits into
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codex/upgrade-latest-20260831

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@oldwinter oldwinter commented Aug 31, 2026

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构建了什么

  • 将上游 heygen-com/hyperframes 同步到 f84b4c23dcc8b4acbb597e3ad1d293788eaa379b,保留 fork 既有内容。
  • 使用 Bun 1.4.0 将 15 个 workspace 的依赖升级到当前可兼容的新版本,并更新 bun.lock
  • 升级 React 19.2、Vite 8、Commitlint 21、Concurrently 10、Fallow 3、Marked 18、AWS/GCP SDK 等技术栈。
  • 依据实际构建、类型检查、lint 和格式守卫,将 TypeScript 保持在 5.9.3、Vitest 保持在最新 3.x、Tailwind CSS 保持在最新 3.x,并将 Oxfmt/Oxlint 固定为最后通过全仓策略的 0.57.0/1.78.0。
  • 更新 Vitest 兼容测试与可复现的 position-edits 生成产物。

为什么觉得它会很酷/值得合并

这次升级把可直接采用的新运行时、构建链、云 SDK 和前端依赖一次性推进,同时用失败证据保留少数必要的兼容上限,避免为了追逐版本号而引入大范围源码重写。上游同步和依赖升级分成独立提交,后续审阅、二分和回滚都更清晰。

官方迁移来源

验证

  • bun install --frozen-lockfile
  • bun run build
  • bun run lint
  • bun run format:check
  • bun run test:scripts:通过
  • bun run typecheck:scripts:通过
  • bun run test:skills:553 通过
  • bun run --cwd packages/core test:125 个测试文件、2587 个测试通过
  • bun run --cwd packages/studio test:414 个测试文件、4615 个测试通过,1 个文件跳过、18 个 todo
  • bun run --cwd packages/studio-server vitest run src/helpers/proxyTranscoder.test.ts:20 通过
  • pre-commit:tracked artifacts、lint、format、large files、Fallow new-only、Core/Studio/scripts typecheck 全部通过
  • git diff --check

影响

  • 依赖锁文件和所有 workspace manifest 更新。
  • Studio 使用 Vite 8 构建;React 与相关类型更新到 19.2 系列。
  • 没有修改发布流程、凭据、remote 或用户机器的全局 Bun 安装。

回滚

按相反顺序 revert 6ffce3fb87e36db298041f64a4971d512174ee95 和上游 merge 提交 0b0eb21064dbcec5d105c78b1ea0bf790d4c1eb8,即可分别撤销依赖升级与上游同步。

阻塞项

  • 残余风险:本 PR 不自动合并;兼容上限、外部 CI/运行环境限制及未覆盖场景以本节和“影响”中的记录为准。

  • 根级 bun run test 会并行启动全部 workspace;本机两次均使 Studio 出现互不相关的超时和级联断言。相同最终快照在 Studio/Core 独占运行时全部通过,因此保留该聚合调度问题为残余风险,未通过放宽测试超时掩盖。

  • Hosted checks 将在 PR 创建后继续核对;本 PR 不自动 merge。

miguel-heygen and others added 3 commits August 31, 2026 07:47
…3518)

* feat(studio): let an agent drive Studio's selection and playhead

Adds `studio_select` and `studio_seek`, so an agent and the human are looking
at the same element and the same instant. Selecting reveals the inspector,
exactly as a click does, which is what makes the agent's move visible.

Selection is shared state, not a per-call argument, and that is forced rather
than chosen. Most of Studio's edit handlers read the ambient React selection,
and `applyDomSelection` only schedules a state update, so selecting and
committing inside ONE call would write to whatever was selected before. Two
tool calls are separated by a render, so the contract is select first, then
act. That is also how a human works: click, then type.

`studio_seek` uses `requestSeek`, not `setCurrentTime`. The latter only moves
the timeline's displayed number and leaves the composition where it was.

Two things the tools refuse to fake:

Seek does not clamp. `seek()` already clamps against the adapter's duration,
which can differ from the store's, and clamping again would give that
invariant two owners that can disagree. The tool reports where the playhead
actually landed instead, read back afterwards.

`requestSeek` is fire-and-forget, so it cannot report that no adapter was
mounted to receive it. The tool compares the playhead before and after and
fails rather than claiming a seek that never happened.

Select separates three failures that a single message would have merged: the
preview is not mounted yet (wait), no element matches the handle (re-read),
and the element cannot be selected (try a neighbour). The agent's next move
differs for each, so collapsing them would cost it a round trip or a retry
loop.

* feat(studio): give an agent eyes with studio_frame

Renders the composition to a PNG at a given time and returns the URL. This is
what turns the tool set from a remote control into a loop: author a change,
capture the instant it affects, look, adjust. No agent can judge motion from
source, because "what does this look like at 2.4 seconds" is not a question a
file answers.

Reuses Studio's existing capture endpoint via `buildFrameCaptureUrl` rather
than inventing a second one.

Two things this does not fake:

It reports the time the playhead LANDED on, not the time requested. The player
clamps, so those differ at the ends, and attaching the wrong time to a frame is
how an agent draws a confident wrong conclusion about motion.

It waits before capturing, by default 150ms. The frame is rendered from the
file on disk, and the render cache is cleared by a file watcher with a 40ms
write-stability threshold, so a capture that beats the watcher renders the
PRE-edit composition. That exact staleness was a real bug here once. An agent
reading a stale frame as "my edit failed" would thrash, so the wait is on by
default, `settleMs` makes it tunable, and the tool description names the
failure rather than leaving it to be rediscovered.

It probes with HEAD before returning, so a URL that 404s comes back as a
failure with a hint instead of as a link the agent cannot render.

* feat(studio): add studio_inspect, so an agent reads before it writes

Everything about one element in one call: resolved styles, text fields, box,
data attributes, GSAP animations, and what the element will and will not
accept.

The point is to prevent a failed write rather than to satisfy curiosity.
`can.reasonIfDisabled` is passed through verbatim from Studio's own
capabilities, so an agent that reads first should never attempt an edit the
element would refuse.

Three things it refuses to get wrong:

Animations are reported ONLY for the current selection, because that is the
only element Studio parses them for. Attributing them to any other element
would be reporting the wrong element's motion, which is worse than reporting
none. When a handle names something else the field is empty and
`animationEditingBlocked` says why.

`animationEditingBlocked` also carries the two states where animation editing
is off entirely, multiple timelines and an unsupported timeline pattern. Both
live on the selection context. Learning them from a read costs one call;
learning them from a failed write costs a retry loop.

Inspecting a handle does NOT change what is selected. It is a read, and
stealing the human's selection would be a side effect they did not ask for.
There is a test asserting `applySelection` is never called.

Nothing selected and no handle given is a failure, not an empty result. An
empty result would assert "this element has nothing", which is a different and
false claim.

* feat(studio): let an agent edit text and styles, guarded

The first tools that change the composition. Both act on the current
selection and take no handle, which is forced rather than chosen: the
handlers read the ambient React selection, and `applyDomSelection` only
schedules a state update, so selecting and committing inside one call would
write to whatever was selected before. Select first, then edit.

Also plumbs the write-blocked state, which was the blocker for shipping any
write at all. `domEditSaveQueuePaused` and the external-file conflict both
lived on App and were unreachable from the tool surface, so `canWrite` was
optimistic and a comment said so. They now derive into a single
`writeBlockedReason` on the shell context: one field, one owner, conflict
taking precedence because resolving it is what unblocks the queue.

That guard matters more than it looks. Both states are BANNERS in Studio with
no lock behind them, so nothing else was stopping a programmatic write from
landing on top of a conflict the user had been asked to adjudicate.

Three things the tools refuse to fake:

They check the outcome, not the absence of a throw. Studio has several paths
where a failed commit resolves anyway, so awaiting the handler proves nothing.
The tagged outcome added earlier is what proves the write landed.

A partial style result is reported as partial. `handleDomStyleCommit` is one
property per call, so N properties are N commits; the result carries `applied`
and `rejected` maps rather than a single boolean that would have to pick a
side.

Style commits run sequentially, never concurrently. Two commits racing through
Studio's client-side read-modify-write can record undo entries that both claim
the same starting content. There is a test that measures concurrency rather
than trusting the loop.

Every decline reason maps to a hint naming what to do instead, so a refusal
routes the agent rather than just stopping it.

* feat(studio): add studio_inspect, so an agent reads before it writes (heygen-com#3517)

Everything about one element in one call: resolved styles, text fields, box,
data attributes, GSAP animations, and what the element will and will not
accept.

The point is to prevent a failed write rather than to satisfy curiosity.
`can.reasonIfDisabled` is passed through verbatim from Studio's own
capabilities, so an agent that reads first should never attempt an edit the
element would refuse.

Three things it refuses to get wrong:

Animations are reported ONLY for the current selection, because that is the
only element Studio parses them for. Attributing them to any other element
would be reporting the wrong element's motion, which is worse than reporting
none. When a handle names something else the field is empty and
`animationEditingBlocked` says why.

`animationEditingBlocked` also carries the two states where animation editing
is off entirely, multiple timelines and an unsupported timeline pattern. Both
live on the selection context. Learning them from a read costs one call;
learning them from a failed write costs a retry loop.

Inspecting a handle does NOT change what is selected. It is a read, and
stealing the human's selection would be a side effect they did not ask for.
There is a test asserting `applySelection` is never called.

Nothing selected and no handle given is a failure, not an empty result. An
empty result would assert "this element has nothing", which is a different and
false claim.

* feat(studio): move, resize and rotate, verified by reading back (heygen-com#3519)

`studio_transform` does what a drag does, and then checks. The box in the
result is READ BACK after the write, never echoed from the request, and
`applied` lists what actually took effect.

That is not belt-and-braces. The plan for this unit said to re-derive the
geometry handlers' behaviour rather than trust any description of them, and
doing that turned up three different behaviours behind one interface.

The handlers on `DomEditActionsValue` are the GSAP-AWARE wrappers, aliased in
`useDomEditSession.ts:534-538`, not the CSS ones in `useDomGeometryCommits.ts`
that an earlier note in this workstream described.

`handleGsapAwarePathOffsetCommit` and `handleGsapAwareRotationCommit` are
`if (gsapCommitMutation) { ...intercept... }` with no else branch. Their own
comments say the absence is deliberate: position and rotation are written as
GSAP code and there is no CSS fallback to write to. So they can return having
done nothing.

`handleGsapAwareBoxSizeCommit` is not like the other two. It runs through
`runGestureTransaction` with separate scale and width/height routes, so resize
works more generally.

Reading back is what turns that middle case from a silent lie into a reported
one. A move that did nothing comes back in `unchanged` with a reason.

Three smaller decisions:

Operations re-read between each other, so a move is judged against the box
AFTER a resize in the same call. Comparing against the original would credit
the resize's change to the move.

Rotation is reported as dispatched, not verified. `rotate` is an individual
transform property and does not appear in the computed transform, so there is
no honest box-derived signal, and claiming one would be worse than saying so.

x pairs with y and width pairs with height. Accepting one alone would mean
inventing the other from the current value, which moves the element somewhere
the caller did not ask for. The pairing rule and its minimum live in one
`parsePair` helper rather than as four separate branches.

---------

Co-authored-by: miga-heygen <miguel.sierra_miga@heygen.com>
Co-authored-by: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
@chatgpt-codex-connector

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@oldwinter
oldwinter merged commit 8c30e7f into main Sep 6, 2026
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