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预留部分内容空位, 修改整合包相关内容, 添加测试标准
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# 新成员审核规则 | ||
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编辑中, 编辑完成后将会由llr复核然后公开. |
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# 加入我们吧! | ||
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::: info | ||
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此招募文档描述了目前我们需要的人手类型和其他你可能想知道的东西. | ||
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更新日期: 2024/4/3 | ||
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审核群号: `1040526762` | ||
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审核规则见下页. (#) | ||
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::: | ||
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## 加入后可以得到什么… | ||
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首先,**权利与义务是对等的**。您若想享受加入后的权利,除了需要证明您有实力, 也需要履行作为成员的义务,才可以享受作为成员的对应权利。 | ||
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加入我们后,您可以: | ||
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**如果您参与开发工作,您将会:** | ||
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- 获取源码控制的较高权限,按需访问团队在数年间积累下来的源代码和工具链。 | ||
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- 有机会调用团队资源。 | ||
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**如果您参与游戏相关工作(如CMF群组服)、 和开发的工作(如质量控制),您将能够:** | ||
- 锻炼有关方面的能力,并积累实战经验。 | ||
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**不论如何,您都可以:** | ||
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- 与组内菊苣深入交流,获得一些人生经验。 | ||
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- 扩展人脉关系。 | ||
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- 锻炼团队合作能力,提升团队合作意识。 | ||
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- 在Minecraft社区中拥有获得认可的头街。 | ||
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## 团队现在有什么需求? | ||
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**自带项目的大佬:** | ||
我们欢迎任何人自带项目入群。如果您有一个想法却因没有人手或平台难以实现,那么加入我们吧! | ||
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**C#、WPF开发:** | ||
熟悉C#的各类语法,对WPF有比较深刻的理解。对设计模式、算法优化、HTTP请求方面有开发经验。 | ||
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**后端开发:** | ||
熟悉NodeJS,熟悉Typescript语法,MySQL查询 等后端必备技能。同时,我们也需要熟悉dapr/微服务的后端人员。 | ||
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**Minecraft服务器相关人员:** | ||
包括服务器技术和建筑师等。对于运维人员,最好有Linux发行版系统终端的使用经验。 | ||
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**RPG服务器剧情编排人员:** | ||
有比较丰富的想象力,能够做到自己描述出比較完整的剧情线。 | ||
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**i18N/本地化适配:** | ||
掌握至少两门外语,具备一定的翻译能力,与适配目标地区保持或存在过一定的交流。 | ||
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**C++开发:** | ||
熟悉C++的各种语法,并且在算法优化方面有一定的经验。 | ||
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**測试人员:** | ||
包括但不限于 Minecraft服务器的测试和启动器及其他项目的质量控制。 | ||
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**文职人员:** | ||
负责团队外宣、法律顾问等相关事宜。 | ||
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**美工,CG:** | ||
参与U的设计和外宣图片等的绘制。CG人员主要负责服务器宣传片制作以及建筑渲染。如果有 Mine-craft皮肤和材质等绘制能力那么也欢迎! | ||
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**吉祥物:** | ||
不需要什么技能,只要进管理群说说话就好。(如果可以的话,希望能够主动晋升为文职人员,或承担公众社交管理员的工作!) | ||
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*值得注意的是,我们并不要求在任何一方面拥有实战经验。本工作室提倡终身学习的精神,也希望成为一个实践的平台。* | ||
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## 我可以! 如何加入? | ||
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**首先,很高兴您能有与我们同行的自信!接下来您需要:** | ||
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- 加入团队的审核群(企鹅:**1040526762**)并且注明您的意向。 | ||
- 根据群文件**审核规则**展示自己的能力,并接受团队成员提问。 | ||
- 等待团队成员讨论后向您发送通知。 | ||
- 搞定!流程大约时长:20min左右。 | ||
*(内部人员人事处理可能耗时更久,取决于当前是美国西部时间的白天还是北京时间白天,以及老腊肉是否呆在快乐老家。)* | ||
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## 其他信息… | ||
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其他常见问题,您或许会关心的。 | ||
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Q:我会因为年龄、性别等原因受歧视吗?<br> | ||
**A:当然不会!我们希望建立一个包容而有活力的群体,这也是我们没有年龄等自身因素限制的原因。** | ||
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Q:我能从中获得经济利益吗?<br> | ||
**A:如果您参与的项目有盈利性质,那么团队内部将按照贡献程度进行分成。** | ||
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Q:如果我因为学业(中考、高考等)而不得不脱离团队工作,会被踢出吗?<br> | ||
**A:当然不会。我们的理念之一就是终身学习,而学习的重中之重就是要以学校教学为先, 所以只要您在不得不脱离之前告知管理员即可,我们会为您留一年时间:若超过一年期限且没有返回报到,您或许会被要求停职并重新审核。您总共可以延长报到时限3次。 请注意,为了团队工作进度,在您告离期间,除了您领导的项目,我们会尝试让其他人接手您未完成的工作,直到您回来。**<br>此外, 我们希望您尽可能每日都能参与工作. 但是如果受限于学业安排导致一周或一个月内能参与的时间有限 (且比较规律), 您完全只需要让我们知道一下, 并且不需要暂停职位. 具体安排需要视具体情况而定. |
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暂未编写 |
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# 标准说明文档 | ||
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这里保存着公开的日冕产品测试标准等标准的说明文档. | ||
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# LauncherX 稳定版构建许可测试标准 | ||
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为了确保稳定版和公众测试版的基本稳定性, 制定此标准. 在从上游构建分支向下合并时, 最新的上游构建需要经过人为的此测试流程, 并且满足此测试要求, 方允许向下手动合并. | ||
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## 测试流程 | ||
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在每月下旬, 合并Higgs到Neutrino, 以供在Neutrino开始评估版本. 这是为了不影响Higgs分支的主线开发进程. | ||
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测试员需要在所有支持的操作系统平台上执行测试. 为了确保基本可用性, 在不同的操作系统需要作出不同的环境控制. | ||
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- Windows: 如果系统环境是测试员的日常工作环境, 为了避免受到工作环境的影响, 建议测试员开启新的Windows沙盒实例进行测试. | ||
- macOS: 如果系统环境是测试员的日常工作环境, 为了避免受到工作环境的影响, 可以创建专用于测试的虚拟机, 或新建用户账户来隔离测试环境. | ||
- Linux: 建议测试员使用虚拟机准备测试环境. 若有可能, 应该创建全新的虚拟机. 测试需要涵盖Ubuntu系列和Fedora系列, Arch系列可选. | ||
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从初次设置开始, 对崭新启动的LauncherX进行功能测试. 具体测试内容如下: | ||
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## 测试内容 | ||
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- 从初次设置到启动器设置到具体游戏设置, 按钮、输入框等需要依次测试并判断启动器行为是否符合预期. | ||
- 测试个性化外观选项是否符合预期 | ||
- 测试游戏下载、安装、带游戏模组加载器的版本是否能正常安装 | ||
- 游戏是否能正常补全, 补全游戏是否能正常启动 | ||
- 导入导出整合包是否正常工作 | ||
- 尝试触发崩溃, 崩溃分析器和支持包生成是否正常工作 | ||
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## 预期结果 | ||
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- 所有输入框在编辑、清空、输入非预期内容后均不会导致启动器崩溃, 所有按钮都可以正常唤起功能方法且不会引发崩溃 | ||
- 外观符合文字介绍的预期 | ||
- 游戏能正常下载安装 | ||
- 游戏能正常补全和启动 | ||
- 所有支持的整合包均正常可以导出和导入, 导出的完整包内容可用 | ||
- 崩溃分析器按预期触发, 支持包内容完整可用. | ||
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## 后续 | ||
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以上测试内容全部通过, 代表这个Neutrino版本可以向下合并到Proton, 然后在每月(或每两个月)固定日期推送到Stable. 一个阶段的稳定版审核通过, 宣发人员开始在各平台更新启动器内容更新日志. |
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