feat(backthink): 后台自主思考(heartbeat+事件触发 + 打扰决策 fail-closed + 主动推送活跃→IM 兜底 + 限制 + 思考记录)
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package backthink
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import (
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"fmt"
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"time"
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)
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// Importance is the estimated severity of an event that woke a thinking pass. It
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// is the primary positive signal in the interrupt decision: a low-importance
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// heartbeat almost never interrupts, while a critical safety event normally does.
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type Importance int
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const (
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// ImportanceLow is a routine trigger (e.g. the periodic heartbeat).
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ImportanceLow Importance = iota
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// ImportanceNormal is an ordinary event worth reflecting on (device change).
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ImportanceNormal
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// ImportanceHigh is a notable event (a reminder the user set firing).
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ImportanceHigh
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// ImportanceCritical is a safety-critical event that may override work/busy.
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ImportanceCritical
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)
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// String returns a stable label for logs and records.
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func (i Importance) String() string {
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switch i {
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case ImportanceLow:
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return "low"
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case ImportanceNormal:
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return "normal"
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case ImportanceHigh:
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return "high"
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case ImportanceCritical:
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return "critical"
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default:
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return fmt.Sprintf("importance(%d)", int(i))
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}
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}
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// highBoredomThreshold is the boredom (0..1) above which a normal daytime event
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// is worth interrupting a bored, otherwise idle user. It is a const so no magic
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// number appears in the decision path.
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const highBoredomThreshold = 0.7
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// UserState describes the user's current condition as observed from device
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// telemetry (heart rate, sleep) and schedule (work, busy). It is the negative
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// signal in the interrupt decision: a sleeping, working or busy user is left
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// alone. Boredom (0..1) is the soft positive dial that widens interruption.
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type UserState struct {
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// HeartRateBPM is the current heart rate, 0 when unknown.
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HeartRateBPM int
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// Sleeping reports whether the user is currently asleep from sleep tracking.
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Sleeping bool
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// Working reports whether the user is in a work/scheduled block.
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Working bool
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// Busy reports whether the user is marked busy (calendar / do-not-disturb).
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Busy bool
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// Boredom ranges 0..1. Higher boredom means the user is idle and more open
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// to a gentle interruption.
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Boredom float64
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}
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// String returns a concise human-readable summary for logs/records.
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func (s UserState) String() string {
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return fmt.Sprintf("bpm=%d sleeping=%v working=%v busy=%v boredom=%.2f",
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s.HeartRateBPM, s.Sleeping, s.Working, s.Busy, s.Boredom)
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}
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// DecisionInput is the set of signals Decide weighs: the event's importance, the
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// current wall-clock time, the user's current state and their boredom.
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type DecisionInput struct {
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// Trigger is a human-readable source label, recorded for traceability.
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Trigger string
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// Import is the event's estimated importance.
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Import Importance
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// At is the current wall-clock time, in the local timezone used for the
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// do-not-disturb window.
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At time.Time
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// UserState carries the user's physiological/schedule condition.
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UserState UserState
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}
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// Decision is the outcome of Decide.
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type Decision struct {
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// ShouldPush reports whether the user should be interrupted.
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ShouldPush bool
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// Reason is a short human-readable justification, surfaced on the panel.
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Reason string
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}
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// Decide applies the interrupt rule from design/12 §2 (and design/11 §6) with
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// "不打扰 (do not interrupt) as the first principle" as its bias. It is a pure
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// method on Backthink only so it can read the configured quiet-hours window; it
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// does not touch state.
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//
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// The evaluation order is deliberately fail-closed (prefer not interrupting):
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//
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// 1. A sleeping user is never interrupted.
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// 2. A working or busy user is interrupted only by a critical event.
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// 3. Inside the quiet-hours (deep-night) window only high/critical events
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// interrupt; low/normal events are deferred.
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// 4. In the daytime, high/critical events always interrupt; a normal event
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// interrupts only when the user is quite bored; a low event never does.
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func (b *Backthink) Decide(in DecisionInput) Decision {
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s := in.UserState
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if s.Sleeping {
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return Decision{ShouldPush: false, Reason: "user is asleep; not interrupting"}
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}
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if (s.Working || s.Busy) && in.Import < ImportanceCritical {
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return Decision{ShouldPush: false, Reason: "user is working/busy; not interrupting"}
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}
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if b.inQuietHours(in.At) {
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if in.Import >= ImportanceHigh {
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return Decision{ShouldPush: true, Reason: "quiet hours but event is important"}
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}
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return Decision{ShouldPush: false, Reason: "quiet hours; not interrupting"}
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}
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switch in.Import {
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case ImportanceCritical, ImportanceHigh:
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return Decision{ShouldPush: true, Reason: "high/critical importance during daytime"}
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case ImportanceNormal:
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if s.Boredom >= highBoredomThreshold {
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return Decision{ShouldPush: true, Reason: "normal importance and user is bored"}
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}
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return Decision{ShouldPush: false, Reason: "normal importance; not worth interrupting"}
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default:
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return Decision{ShouldPush: false, Reason: "low importance; not interrupting"}
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}
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}
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// inQuietHours reports whether at falls inside the configured do-not-disturb
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// window. The window may wrap midnight (e.g. 23:00-07:00); two equal non-zero
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// hours disable it.
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func (b *Backthink) inQuietHours(at time.Time) bool {
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h := at.Hour()
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start, end := b.cfg.QuietStartHour, b.cfg.QuietEndHour
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if start <= end {
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return h >= start && h < end
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}
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return h >= start || h < end
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}
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