feat(backthink): 安全域穿透安静时段 + 长静默不拦心跳 + 启动即思考(裁决 1.8/07.4.2/07.4.3/07.4.4/07.4.5)
执行方案阶段 2 · P2-2(`DevDocs/audit/_plan.md`)。四条裁决: - 1.8/07.4.2:`think()` 不再走忽略 importance 的 `disturbAllowed`(已删),**接回 `Decide` 级联**; 安静时段只挡常规推送、**critical 安全域穿透**;`DecisionInput` 增 `ConclusionPush`/`Heartbeat`。 睡眠仍绝对不打扰(裁决只豁免安静时段,此点已在设计与报告写明)。 - 07.4.3:长静默(>2h)分支对**心跳类**放行(常规事件仍需 ≥high),刚聊过天 10min 内扣留不变。 - 07.4.4:`tickLoop` **启动立即先思考一轮** + 拟人化启动消息;启动轮与心跳**同门同限频** (重启风暴不会刷屏),ctx 已取消则跳过。 - 07.4.5:核对一致(`THINK_INTERVAL_SEC` 默认 900s 与 design/20 §0 权威口径一致)⇒ **代码零改动**。 验证:go build 绿;backthink 包 vet/测试绿;`-count=20`(抗 flake)+ `-race` 绿; linux/amd64 + darwin/arm64 交叉编译绿;gofmt 干净;文件 ≤500 行、无 >80 行函数。 变异验证(三条,均带还原证明):① 安静时段改回"全拦" → 安全域穿透断言 FAIL(首次只删 critical 分支时仍绿——`critical >= high` 会从 high 分支漏过,故真实变异必须是"全拦"); ② 删心跳豁免 → 长静默心跳断言 FAIL;③ 删启动思考 → 启动即思考断言 FAIL。 未验证:无真实模型凭据 ⇒ 启动轮问候与 `[我决定:…]` 解析仅经 mock + 真 loop 验证,端到端 LLM 未验。
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@@ -6,9 +6,11 @@ import (
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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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// Importance is the estimated severity of an event that woke a thinking pass.
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// Under design/20 §2 P2 it no longer decides *whether* she wants to speak (her
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// conclusion does); it decides the hard-gate exemptions: a critical safety event
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// punches through work/busy and quiet hours (裁决 07.4.2), and a high event still
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// passes quiet hours (the pre-existing cascade semantics).
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type Importance int
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const (
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@@ -18,7 +20,8 @@ const (
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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 is a safety-critical event that punches through
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// work/busy and quiet hours (裁决 07.4.2 安全域豁免).
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ImportanceCritical
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)
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@@ -38,14 +41,10 @@ func (i Importance) String() string {
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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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// longIdleThreshold is the gap after the owner's last message beyond which the
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// activity gate only lets a genuinely important event through (a long-away owner
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// should not be woken for trivia). Compile-time so no magic number appears.
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// activity gate only lets a genuinely important event through — except heartbeat
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// passes, which are never held by a long-silent gap (裁决 07.4.3). Compile-time
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// so no magic number appears.
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const longIdleThreshold = 2 * time.Hour
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// UserState describes the user's current condition as observed from device
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@@ -62,7 +61,9 @@ type UserState struct {
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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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// to a gentle interruption. Under design/20 §2 P2 the push intent is her own
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// conclusion, so this dial no longer gates the decision; it is kept as a
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// telemetry signal her judgment already absorbs.
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Boredom float64
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}
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@@ -90,6 +91,12 @@ type DecisionInput struct {
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LastActivity time.Time
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// HasActivity reports whether LastActivity is meaningful.
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HasActivity bool
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// ConclusionPush 是她自己思考结论的推送意愿(design/20 §2 P2):「想不想说」
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// 由她的结论决定,本决策只回答「此刻能不能说」。
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ConclusionPush bool
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// Heartbeat 标记本轮是否为心跳类触发(周期心跳或启动轮)。裁决 07.4.3:
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// 长期静默段不拦心跳——主人久未回应时,主动关心仍可照常发出。
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Heartbeat bool
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}
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// Decision is the outcome of Decide.
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@@ -100,36 +107,37 @@ type Decision struct {
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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, then softens it
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// with the activity-aware gate (design/12 §6). It is a pure method on Backthink
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// only so it can read the configured quiet-hours window; it does not touch state.
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// Decide 是生产路径的打扰决策(design/12 §2 + design/20 §2 P2 + 裁决 07.4.2/07.4.3)。
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// 「想不想说」交给她的结论(ConclusionPush),本方法只判「此刻能不能说」,评估顺序
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// 刻意 fail-closed(宁可不打扰):
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//
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// baseDecide's evaluation order is deliberately fail-closed (prefer not
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// interrupting):
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// 0. 她的结论要求不推送 → 不推送。
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// 1. 用户在睡 → 绝不打扰。
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// 2. 上班/忙碌 → 仅 critical 安全事件可打扰。
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// 3. 安静时段(深夜窗口)→ 挡常规推送;critical 安全事件穿透(裁决 07.4.2,
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// 与 design/12 §6 策略五同口径),high 沿袭原级联口径照常放行。
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// 4. 其余时段 → 放行(是否值得说已由她的结论回答)。
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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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//
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// A would-push decision is then run through the activity gate, which holds a push
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// when the owner just chatted (fresh conversation) or has been away a long while
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// and the event is not genuinely important.
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// 通过硬门后再过活动软门:刚聊过天或主人久未回应时酌情扣下;心跳类触发在
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// 长期静默段不拦(裁决 07.4.3,主动关心照常发出)。频率门(PushGate)在推送器
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// 内部单独生效,不在此处。
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func (b *Backthink) Decide(in DecisionInput) Decision {
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d := b.baseDecide(in)
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if !d.ShouldPush {
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if !in.ConclusionPush {
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return Decision{ShouldPush: false, Reason: "conclusion requested no push"}
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}
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if d := b.baseDecide(in); !d.ShouldPush {
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return d
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}
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if !b.activityAllowed(in.Import, in.LastActivity, in.HasActivity, in.At) {
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return Decision{ShouldPush: false, Reason: "proactive push held: " + d.Reason}
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if held, why := b.activityHeld(in); held {
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return Decision{ShouldPush: false, Reason: "proactive push held: " + why}
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}
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return d
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return Decision{ShouldPush: true, Reason: "proactive push approved"}
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}
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// baseDecide is the do-not-interrupt cascade of design/12 §2.
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// baseDecide 是不打扰硬门级联(design/12 §2)。critical 安全事件走安全域分支:
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// 工作忙碌与安静时段都放行(裁决 07.4.2 安全域豁免);睡眠仍是绝对不打扰。
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// 白天是否「值得说」不再由重要性/无聊度判定——那是她的结论(design/20 §2 P2)
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// 已经回答的问题。
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func (b *Backthink) baseDecide(in DecisionInput) Decision {
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s := in.UserState
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if s.Sleeping {
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@@ -139,78 +147,49 @@ func (b *Backthink) baseDecide(in DecisionInput) Decision {
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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 >= ImportanceCritical {
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return Decision{ShouldPush: true, Reason: "quiet hours but critical safety event bypasses"}
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}
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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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return Decision{ShouldPush: true, Reason: "worth interrupting"}
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}
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// activityAllowed is the activity-aware soft gate (design/12 §6). It widens the
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// do-not-interrupt principle to the conversation's own rhythm:
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// activityHeld 是活动感知软门(design/12 §6 + 裁决 07.4.3)。它把「不打扰」延伸到
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// 对话自身的节奏,返回是否扣下与简短理由:
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//
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// - Within RecentChatCooldown of the owner's last message, the conversation is
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// fresh — a non-critical push is held so she is not interrupted mid-chat.
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// - After longIdleThreshold without a message, the owner has been away — only a
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// genuinely important event is worth waking them for.
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// - Anywhere in between, and when activity is unknown, the decision is not
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// softened (fall through).
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// - 最近 RecentChatCooldown 内主人刚说过话 → 对话正热,非 critical 扣下,
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// 不在聊天中途插话;
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// - 超过 longIdleThreshold 未说话 → 主人久未回应,仅真正重要的事件值得唤醒;
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// 心跳类触发(含启动轮)例外照常放行(裁决 07.4.3:长期静默段不拦心跳,
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// 主动关心仍可发出);
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// - 其间与活动状态未知 → 不软化,照硬门结论通过。
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//
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// Activity is a soft signal: the hard do-not-disturb gate is separate, and the
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// frequency gate (PushGate) applies separately inside the pusher.
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func (b *Backthink) activityAllowed(imp Importance, lastActivity time.Time, hasActivity bool, at time.Time) bool {
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if !hasActivity {
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return true
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// 活动是软信号:硬门(baseDecide)独立生效,频率门(PushGate)在推送器内部生效。
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func (b *Backthink) activityHeld(in DecisionInput) (bool, string) {
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if !in.HasActivity {
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return false, ""
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}
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since := at.Sub(lastActivity)
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since := in.At.Sub(in.LastActivity)
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if since <= b.cfg.RecentChatCooldown {
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return imp >= ImportanceCritical
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if in.Import >= ImportanceCritical {
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return false, ""
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}
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return true, "owner just chatted"
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}
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if since >= longIdleThreshold {
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return imp >= ImportanceHigh
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}
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return true
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}
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// disturbAllowed is the hard "do not disturb" safety gate for an autonomous push
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// (design/12 §2 first principle). Unlike Decide it deliberately ignores trigger
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// importance — which design/20 P2 replaces with her own judgment — and only blocks
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// when it is genuinely inappropriate to interrupt: the user is asleep, working or
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// busy, or it is inside the quiet-hours window. The frequency gate (PushGate)
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// applies separately inside the pusher.
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func (b *Backthink) disturbAllowed(at time.Time, s UserState) bool {
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if s.Sleeping || s.Working || s.Busy {
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return false
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}
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return !b.inQuietHours(at)
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}
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// interruptReason is the short human-readable note recorded/logged when no push
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// goes out (or as the pre-push intent). It keeps the panel self-explanatory:
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// either she concluded no push, the do-not-disturb gate refused a push she
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// wanted, or the activity gate held it.
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func (b *Backthink) interruptReason(push bool, at time.Time, s UserState, imp Importance, lastActivity time.Time, hasActivity bool) string {
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switch {
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case !push:
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return "conclusion requested no push"
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case !b.disturbAllowed(at, s):
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return "proactive push blocked by do-not-disturb"
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case !b.activityAllowed(imp, lastActivity, hasActivity, at):
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return "proactive push held by activity gate"
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default:
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return "proactive push approved"
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if in.Heartbeat {
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return false, ""
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}
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if in.Import >= ImportanceHigh {
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return false, ""
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}
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return true, "owner away a long while"
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}
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return false, ""
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}
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// inQuietHours reports whether at falls inside the configured do-not-disturb
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