feat(emotion): A1 情绪系统接线 + refactor: 拆分 channelbridge.go
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A1 情绪接线:
- loop 回合边界钩子(TurnEnd/OnTurnEnd/settleTurn, Result.Mood); 每轮一次非每步
- persona/emotion: React(valence五档) + Machine.Move(BFS最短合法路径一步) + Observer(observe/decay/好感度,仅变化才emit); 好感度步长读角色配置(cyrene delta=10, 0..700)
- 落库 Mood(web session_persist.res.Mood + IM channelbridge/persist; user消息不带mood); WS mood事件(BroadcastMood,仅变化); per-persona隔离; 群聊/陌生人只读不写不发
- cmd/cyrene/emotion.go 生产接线 + wire.go 注入 loop.Options.OnTurnEnd
- 22 测试(状态机被loop调用/Mood非空落库/mood帧shape/只变化才发/群聊只读) + 真二进制冒烟
- Docs: api-client v0.32 §3.7 情绪事件 + 开源对照清单(companion 应用对照)
- 诚实: 本机无LLM凭据→未活体验证'模型返回后完整轮次'一环

拆分 channelbridge.go 816→257(纯搬移零逻辑): connect/inbound/outbound/blacklist/helpers.go; A1 的 IM mood 调用点落在新 inbound.go, 故与本提交同批

回滚 6 个 gofmt 顺手格式化文件(capacity_loop_test/flow/source_test/findchannel_test/admin_channels_platform_test/history) 缩 diff, 含 history.go 注释被转弯引号
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AskaEth committed 2026-09-30 08:51:38 +08:00
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package main
import (
"strings"
"git.yeij.top/AskaEth/Cyrene_v2/internal/logger"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/history"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/loop"
)
// This file wires the persona emotion state machine (design/01 §2: 情绪状态机 +
// 好感度曲线 follow the persona/character, never a behavior mode) into the agent
// loop's turn boundary. The loop stays emotion-agnostic: it reports each settled
// turn and carries the returned mood label onto Result.Mood, which the
// persistence layer writes onto the assistant message (design/16 §3.3).
//
// Scope of this milestone (A1) — what is wired end to end:
// - every settled owner turn advances the bound persona's emotion machine and
// affection (in-memory, persona-keyed by the registry's emotion Manager);
// - the resulting mood rides the assistant message into chat_messages and the
// `message_persisted` frame, and each *change* is broadcast as a `mood` frame.
//
// Not wired (design/01 does not specify it): the mood is not yet injected back
// into the system prompt, so it does not steer the reply text, and the emotion
// state is not persisted across restarts (design/01 requires neither; the state
// resets to the persona's configured initialState on boot).
// moodEmitter is the gateway-facing sink for `mood` broadcasts. *gateway.Server
// implements it (BroadcastMood); held as an interface so the composition root
// stays unit-testable with a fake sink, mirroring capacityEmitter.
type moodEmitter interface {
BroadcastMood(personaID, mood string, affection int)
}
// buildEmotionObserver assembles the persona emotion observer: the registry's
// emotion Manager supplies each persona's machine and affection, the registry
// supplies the persona's configured affection step (好感度曲线), and every change
// is pushed to the Web UI through publishMood.
func (a *app) buildEmotionObserver() *emotion.Observer {
return emotion.NewObserver(a.personas.Emotions(), a.personas.AffectionStep, a.publishMood)
}
// onTurnEnd is the loop's turn-boundary hook (design/01 §2): a settled turn is
// applied to the persona the loop is bound to, and the mood after the turn is
// returned for the assistant message. An absent persona id falls back to the
// default persona, matching how the loop is bound.
//
// Two gates keep this to real conversation turns:
// - only the user-facing conversation lane (the Web main session and its
// sub-sessions; IM owner-private chat rides the main session, design/16 §4.4)
// moves the mood. Autonomous and delegated loop calls — background thinking
// (sess-backthink), sub-agent work, isolated IM sessions — are not turns of
// the owner's conversation, so they must not rewrite her mood;
// - a restricted (group/stranger) conversation is read-only: the observer
// refuses the write, so a third party can never move her mood or affection
// (design/02 §3, design/11 §2).
func (a *app) onTurnEnd(end loop.TurnEnd) string {
if a.emotion == nil || !isConversationLane(end.SessionID) {
return ""
}
personaID := end.PersonaID
if personaID == "" {
personaID = a.defaultPersonaID()
}
return string(a.emotion.Observe(personaID, end.UserText, !end.Env.Restricted()))
}
// isConversationLane reports whether a session belongs to the owner's live
// conversation: the fixed main session "web" and its "web:<uuid>" sub-sessions
// (design/16 §2.1 — IM owner-private chat is routed into the main session).
func isConversationLane(sessionID string) bool {
return sessionID == history.MainSessionID || strings.HasPrefix(sessionID, history.MainSessionID+":")
}
// publishMood broadcasts one emotion change as a `mood` frame (design/07 §3,
// design/01 §2) so the Web 心情 badge follows the persona without a refresh. It is
// called only when the mood actually changed, so the frame stays news rather than
// per-turn noise. The sink is read at call time because the gateway is built after
// the loop; before it exists the change is logged and dropped.
func (a *app) publishMood(update emotion.Update) {
log := logger.WithSource(a.log, "cmd/cyrene")
if a.moodSink == nil {
log.Debug("mood change dropped: gateway not ready",
"persona", update.PersonaID, "from", string(update.Before), "to", string(update.After),
"affection", update.Affection, "signal", update.Signal)
return
}
log.Info("persona mood changed",
"persona", update.PersonaID, "from", string(update.Before), "to", string(update.After),
"affection", update.Affection, "signal", update.Signal)
a.moodSink.BroadcastMood(update.PersonaID, string(update.After), update.Affection)
}
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package main
import (
"context"
"testing"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/loader"
personareg "git.yeij.top/AskaEth/Cyrene_v2/internal/persona/registry"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/agent"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/history"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/loop"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/model"
)
// fakeMoodEmitter captures the `mood` broadcasts the composition root forwards,
// so tests can assert an emotion change actually reaches the Web UI.
type fakeMoodEmitter struct {
calls int
personaID string
mood string
affection int
}
func (f *fakeMoodEmitter) BroadcastMood(personaID, mood string, affection int) {
f.calls++
f.personaID = personaID
f.mood = mood
f.affection = affection
}
// moodAdapter is a model.Adapter returning fixed text, so a test can drive a real
// loop turn without a provider.
type moodAdapter struct{ reply string }
func (m moodAdapter) Name() string { return "mood-test" }
func (m moodAdapter) Chat(context.Context, model.Request, model.Options) (model.Response, error) {
return model.Response{Content: m.reply}, nil
}
func (m moodAdapter) ChatStream(ctx context.Context, req model.Request, _ func(model.StreamEvent)) (model.Response, error) {
return m.Chat(ctx, req, model.Options{})
}
// testEmotionApp builds an app with one registered persona (emotion calm, decay
// enabled, affection 50/700 step 10) and the emotion observer wired exactly as
// the composition root wires it, plus a capturing mood sink.
func testEmotionApp(t *testing.T) (*app, *fakeMoodEmitter) {
t.Helper()
reg := personareg.New()
persona := &loader.Persona{
ID: "cyrene",
Name: "昔涟",
Emotion: loader.EmotionParams{
InitialState: emotion.Calm,
DecayRate: 0.5,
},
Affection: loader.AffectionParams{Initial: 50, Min: 0, Max: 700, Delta: 10},
}
if err := reg.RegisterPersona(persona); err != nil {
t.Fatalf("RegisterPersona: %v", err)
}
if err := reg.RegisterCharacter(&personareg.Character{ID: "cyrene", Name: "昔涟", Default: true, PersonaID: "cyrene"}); err != nil {
t.Fatalf("RegisterCharacter: %v", err)
}
sink := &fakeMoodEmitter{}
a := &app{log: testLog(), personas: reg, moodSink: sink}
a.emotion = a.buildEmotionObserver()
return a, sink
}
// testMoodLoop builds a real loop whose turn boundary is the app's hook.
func testMoodLoop(t *testing.T, a *app, reply string) *loop.Loop {
t.Helper()
ag, err := agent.New("你是昔涟。", nil, nil, agent.WithModel(moodAdapter{reply: reply}, nil))
if err != nil {
t.Fatalf("agent.New: %v", err)
}
return loop.New(loop.Options{Agent: ag, PersonaID: "cyrene", OnTurnEnd: a.onTurnEnd})
}
// TestOnTurnEndDrivesEmotionThroughLoop is the A1 end-to-end lock: a real loop
// turn is applied to the bound persona's emotion machine, the mood lands on
// Result.Mood (which the persistence layer writes onto the assistant message),
// affection steps by the persona's configured magnitude, and the change is
// broadcast once as a `mood` frame.
func TestOnTurnEndDrivesEmotionThroughLoop(t *testing.T) {
a, sink := testEmotionApp(t)
l := testMoodLoop(t, a, "人家也开心♪")
res, err := l.Run(loop.WithSessionEnv(context.Background(), loop.OwnerEnv()), "web",
[]model.Message{model.TextMessage(model.RoleUser, "今天谢谢你呀,好开心")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != string(emotion.Happy) {
t.Fatalf("Result.Mood = %q, want happy", res.Mood)
}
machine, affection, ok := a.personas.Emotions().Get("cyrene")
if !ok {
t.Fatal("persona cyrene not registered in the emotion manager")
}
if machine.Current() != emotion.Happy {
t.Fatalf("machine state = %s, want happy", machine.Current())
}
if affection.Value() != 60 {
t.Fatalf("affection = %d, want 60 (50 + the persona's step 10)", affection.Value())
}
if sink.calls != 1 || sink.mood != string(emotion.Happy) || sink.personaID != "cyrene" || sink.affection != 60 {
t.Fatalf("mood broadcast = %+v, want one happy/cyrene/60 frame", sink)
}
}
// TestOnTurnEndEvolvesAndDecaysAcrossTurns locks how the emotion walks over a
// conversation: each emotional turn moves one legal edge toward the state the cue
// aims at (so a strong warm cue reaches excited on the second turn, not the
// first), a cue-free turn lets it decay one step toward calm (design/01 §2
// decayRate), and each real move is broadcast once while an unchanged mood
// broadcasts nothing.
func TestOnTurnEndEvolvesAndDecaysAcrossTurns(t *testing.T) {
a, sink := testEmotionApp(t)
l := testMoodLoop(t, a, "嗯")
ctx := loop.WithSessionEnv(context.Background(), loop.OwnerEnv())
res, err := l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "我太开心了,最喜欢你了")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != string(emotion.Happy) {
t.Fatalf("first strong warm turn mood = %q, want the first legal step happy", res.Mood)
}
// A second strong warm turn escalates to excited.
res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "最喜欢你了")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != string(emotion.Excited) {
t.Fatalf("second strong warm turn mood = %q, want excited", res.Mood)
}
if sink.calls != 2 || sink.mood != string(emotion.Excited) {
t.Fatalf("broadcasts = %d/%s, want 2 with excited", sink.calls, sink.mood)
}
// Same mood again: no change, so no third frame.
res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "还是最喜欢你")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != string(emotion.Excited) {
t.Fatalf("third warm turn mood = %q, want excited unchanged", res.Mood)
}
if sink.calls != 2 {
t.Fatalf("broadcasts = %d, want 2 (unchanged mood is not news)", sink.calls)
}
// A cue-free turn carries no signal, so the emotion decays excited → happy.
res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "帮我看下这个报错")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != string(emotion.Happy) {
t.Fatalf("neutral turn mood = %q, want decayed happy", res.Mood)
}
if sink.calls != 3 || sink.mood != string(emotion.Happy) {
t.Fatalf("broadcasts = %d/%s, want 3 with happy", sink.calls, sink.mood)
}
}
// TestOnTurnEndRestrictedConversationIsReadOnly locks the isolation boundary at
// the wiring level: a group/stranger turn never moves the persona's mood or
// affection and never broadcasts, matching the read-only memory lane (design/02
// §3, design/11 §2).
func TestOnTurnEndRestrictedConversationIsReadOnly(t *testing.T) {
a, sink := testEmotionApp(t)
l := testMoodLoop(t, a, "你好呀")
restricted := loop.SessionEnv{MemWritable: false}
ctx := loop.WithSessionEnv(context.Background(), restricted)
res, err := l.Run(ctx, history.MainSessionID, []model.Message{model.TextMessage(model.RoleUser, "我好喜欢你")})
if err != nil {
t.Fatalf("Run: %v", err)
}
if res.Mood != "" {
t.Fatalf("Result.Mood = %q, want empty for a read-only conversation", res.Mood)
}
machine, affection, _ := a.personas.Emotions().Get("cyrene")
if machine.Current() != emotion.Calm || affection.Value() != 50 {
t.Fatalf("restricted turn moved the persona to %s/%d, want calm/50", machine.Current(), affection.Value())
}
if sink.calls != 0 {
t.Fatalf("broadcasts = %d, want 0 for a restricted conversation", sink.calls)
}
}
// TestOnTurnEndFallsBackToDefaultPersona locks the persona binding: a loop bound
// without an explicit persona id advances the library's default persona instead
// of silently tracking nothing.
func TestOnTurnEndFallsBackToDefaultPersona(t *testing.T) {
a, sink := testEmotionApp(t)
if got := a.onTurnEnd(loop.TurnEnd{SessionID: "web", UserText: "谢谢你", Env: loop.OwnerEnv()}); got != string(emotion.Happy) {
t.Fatalf("mood = %q, want happy on the default persona", got)
}
if sink.personaID != "cyrene" {
t.Fatalf("broadcast persona = %q, want cyrene", sink.personaID)
}
}
// TestOnTurnEndSkipsNonConversationLanes locks the lane gate: only the owner's
// conversation (main session and its sub-sessions) moves the persona's mood.
// Autonomous / delegated loop calls — background thinking, sub-agent work,
// isolated IM sessions — are not conversation turns and must leave her state
// alone.
func TestOnTurnEndSkipsNonConversationLanes(t *testing.T) {
a, sink := testEmotionApp(t)
for _, sessionID := range []string{"sess-backthink", "sess-group-abc", "task-42", ""} {
if got := a.onTurnEnd(loop.TurnEnd{SessionID: sessionID, UserText: "我好喜欢你", Env: loop.OwnerEnv()}); got != "" {
t.Fatalf("mood for session %q = %q, want empty", sessionID, got)
}
}
machine, affection, _ := a.personas.Emotions().Get("cyrene")
if machine.Current() != emotion.Calm || affection.Value() != 50 {
t.Fatalf("non-conversation lane moved the persona to %s/%d, want calm/50", machine.Current(), affection.Value())
}
if sink.calls != 0 {
t.Fatalf("broadcasts = %d, want 0", sink.calls)
}
// The main session and its sub-sessions are the conversation lane.
for _, sessionID := range []string{history.MainSessionID, history.MainSessionID + ":abc"} {
if got := a.onTurnEnd(loop.TurnEnd{SessionID: sessionID, UserText: "谢谢你", Env: loop.OwnerEnv()}); got != string(emotion.Happy) {
t.Fatalf("mood for session %q = %q, want happy", sessionID, got)
}
}
}
// TestOnTurnEndNilDependenciesNoPanic locks the degraded boots: no observer and
// no gateway sink must not panic (the gateway is built after the loop).
func TestOnTurnEndNilDependenciesNoPanic(t *testing.T) {
empty := &app{log: testLog()}
if got := empty.onTurnEnd(loop.TurnEnd{UserText: "我爱你", Env: loop.OwnerEnv()}); got != "" {
t.Fatalf("mood without an observer = %q, want empty", got)
}
empty.publishMood(emotion.Update{PersonaID: "cyrene", Before: emotion.Calm, After: emotion.Happy})
a, _ := testEmotionApp(t)
a.moodSink = nil
a.publishMood(emotion.Update{PersonaID: "cyrene", Before: emotion.Calm, After: emotion.Happy})
}
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@@ -23,6 +23,7 @@ import (
"git.yeij.top/AskaEth/Cyrene_v2/internal/db"
"git.yeij.top/AskaEth/Cyrene_v2/internal/iot"
"git.yeij.top/AskaEth/Cyrene_v2/internal/logger"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/loader"
personareg "git.yeij.top/AskaEth/Cyrene_v2/internal/persona/registry"
"git.yeij.top/AskaEth/Cyrene_v2/internal/platform"
@@ -108,6 +109,14 @@ type app struct {
// §5). It is satisfied by *gateway.Server (BroadcastCapacityAwaken); held as an
// interface so the composition root is unit-testable with a fake sink.
capacitySink capacityEmitter
// emotion applies each settled turn to the bound persona's emotion machine and
// affection (design/01 §2) and hands the changes to moodSink. Nil when no
// persona was registered, in which case no mood is tracked or persisted.
emotion *emotion.Observer
// moodSink broadcasts a mood change to the Web UI (design/07 §3). It is
// satisfied by *gateway.Server (BroadcastMood); held as an interface so the
// composition root is unit-testable with a fake sink.
moodSink moodEmitter
}
// capacityEmitter is the gateway-facing sink for capacity_awaken broadcasts.
@@ -389,6 +398,11 @@ func (a *app) wireRuntime() error {
)
capDecider := a.buildCapacity()
// The persona emotion observer (design/01 §2) is built here because it is the
// loop's turn-boundary dependency: after every settled turn the bound persona's
// emotion machine and affection move, and the returned mood label is written
// onto Result.Mood and the assistant message (design/16 §3.3).
a.emotion = a.buildEmotionObserver()
a.loop = loop.New(loop.Options{
Agent: ag,
@@ -396,6 +410,7 @@ func (a *app) wireRuntime() error {
Capacity: capDecider,
OnCapacity: a.onCapacity,
OnAudit: a.onToolAudit,
OnTurnEnd: a.onTurnEnd,
Memory: store,
Retriever: a.retriever,
Extractor: memory.NewManualExtractor(personaID, "owner"),
@@ -736,6 +751,7 @@ func (a *app) wireFrontend() error {
})
}
a.capacitySink = gw
a.moodSink = gw
// Wire the backthink proactive sinks now that the gateway hub (active-client
// route) and the channel bridge (IM fallback) both exist. They were absent when