docs(comments): 注释中文化 · internal/runtime/orchestration(29 文件,纯替换)
- 只翻注释/文档字符串:剥离注释后代码行逐字节不变(机械校验只剩允许的行尾注释形态) - 裁决编号与 design 节号(02.4.3 / 11.4.2 / design/05 §9 等)逐字保留 - 复核:go build 绿;orchestration 及其子包(audit/comm)测试绿;gofmt 干净
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@@ -17,35 +17,33 @@ import (
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"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/model"
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)
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// This file locks design/22 §8-2 at the dispatch layer: `subagent_spawn` may name a
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// target persona, and the sub-agent then runs AS that role — that role's instructions
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// become the leading system message and that role's memory scope is what it reads and
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// writes ("她以该角色身份临时替班"). Everything is exercised in process over a REAL
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// *loop.Loop with a per-role agent pool and a REAL memory store, so the assertions are
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// about what the sub-agent's run actually saw, not about wiring.
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// 本文件在派发层锁定 design/22 §8-2:`subagent_spawn` 可以指名一个目标 persona,随后
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// 子代理以那个角色身份运行 —— 该角色的指令成为前置 system 消息,该角色的记忆作用域
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// 就是它读写的那一份(「她以该角色身份临时替班」)。一切都以真实 *loop.Loop 搭配按角色
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// agent 池与真实记忆存储、在进程内走通,因此断言的是子代理运行实际看到了什么,而不是
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// 接线。
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//
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// The other half of the file pins the backward-compatibility contract: omitting the
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// persona must reproduce the pre-change behavior exactly (the sub-agent inherits the
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// spawning turn's role), an unknown persona must be rejected instead of silently
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// degrading, and naming a persona must never widen the identity/permission lane.
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// 本文件的另一半钉住向后兼容契约:省略 persona 必须逐字复现改动前的行为(子代理继承
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// 派发回合的角色);未知 persona 必须被拒绝,而不是静默降级;指名 persona 绝不得放宽
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// 身份/权限车道。
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const (
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// parentRole is the role the dispatching session is bound to — deliberately NOT
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// the role a persona dispatch asks for, so a leak shows up as the wrong prompt.
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// parentRole 是派发会话所绑定到的角色 —— 故意不是 persona 派发所要求的角色,
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// 因此一旦泄漏就会以错误的提示词暴露出来。
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parentRole = "xilian"
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// targetRole is the role a persona dispatch asks the sub-agent to stand in for.
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// targetRole 是 persona 派发要求子代理替班的那个角色。
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targetRole = "yuki"
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)
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// parentPrompt and targetPrompt are the two roles' instructions; a test tells which
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// pool entry the loop resolved from the leading system message alone.
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// parentPrompt 与 targetPrompt 是两个角色的指令;测试仅凭前置 system 消息就能判断循环
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// 解析到了 agent 池里的哪一项。
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const (
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parentPrompt = "你是昔涟。"
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targetPrompt = "你是由纪。"
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)
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// roleAdapter records every request the loop builds and answers with a fixed final
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// text, so a test can read the exact prompt and memory block a sub-agent's run got.
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// roleAdapter 记录循环构建的每次请求,并以固定最终文本作答,使测试能读到子代理运行实际
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// 拿到的提示词与记忆块。
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type roleAdapter struct {
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mu sync.Mutex
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reqs []model.Request
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@@ -64,8 +62,8 @@ func (a *roleAdapter) ChatStream(ctx context.Context, req model.Request, _ func(
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return a.Chat(ctx, req, model.Options{})
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}
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// request returns the n-th recorded request, failing the test when the run produced
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// fewer. Requests are recorded in call order, i.e. one per sub-agent run.
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// request 返回第 n 次记录的请求;运行产出的请求更少时判测试失败。请求按调用顺序记录,
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// 即每个子代理运行一条。
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func (a *roleAdapter) request(t *testing.T, n int) model.Request {
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t.Helper()
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a.mu.Lock()
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@@ -76,8 +74,8 @@ func (a *roleAdapter) request(t *testing.T, n int) model.Request {
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return a.reqs[n]
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}
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// leadingSystem returns the first message of the request, which is where the agent's
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// instructions land (agent/request.go 首条 system 消息).
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// leadingSystem 返回请求的第一条消息,agent 的指令正落在这里
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// (agent/request.go 首条 system 消息)。
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func (a *roleAdapter) leadingSystem(t *testing.T, n int) string {
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t.Helper()
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msgs := a.request(t, n).Messages
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@@ -87,7 +85,7 @@ func (a *roleAdapter) leadingSystem(t *testing.T, n int) string {
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return messageText(msgs[0])
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}
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// carries reports whether any message of the n-th request contains want.
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// carries 报告第 n 次请求里是否有任何消息包含 want。
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func (a *roleAdapter) carries(t *testing.T, n int, want string) bool {
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t.Helper()
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for _, m := range a.request(t, n).Messages {
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@@ -98,10 +96,9 @@ func (a *roleAdapter) carries(t *testing.T, n int, want string) bool {
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return false
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}
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// personaRig is the in-process e2e rig: a real loop with a two-role agent pool over
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// a capturing adapter, the real scheduler on top (the production shape), the dispatch
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// tool above that, and a real memory store so role scoping is asserted on persisted
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// items. The turn hook records what role the loop resolved for each settled run.
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// personaRig 是进程内端到端装置:一个在捕获式适配器之上、带双角色 agent 池的真实循环,
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// 其上叠真实调度器(即生产形状),再往上是派发工具,另配真实记忆存储,使角色作用域能
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// 针对已持久化的条目断言。turn 钩子记录循环对每次已结算运行解析出的角色。
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type personaRig struct {
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tool *SpawnTool
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sched *Scheduler
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@@ -112,8 +109,8 @@ type personaRig struct {
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turns []loop.TurnEnd
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}
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// newPersonaRig builds the rig. personaExists is the role resolver under test: nil
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// mirrors a composition root that wired no pool.
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// newPersonaRig 组装装置。personaExists 是被测的角色解析器:nil 对应一个没有接 agent 池
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// 的组合根。
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func newPersonaRig(t *testing.T, personaExists func(string) bool) *personaRig {
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t.Helper()
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rig := &personaRig{ad: &roleAdapter{}, memStore: newPersonaMemoryStore(t)}
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@@ -132,8 +129,8 @@ func newPersonaRig(t *testing.T, personaExists func(string) bool) *personaRig {
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PersonaID: parentRole,
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Memory: rig.memStore,
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Retriever: memory.NewRetriever(rig.memStore),
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// Built without a persona, exactly as cmd/cyrene builds it: stamping the
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// turn's role onto each item is the loop's job.
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// 构建时不带 persona,与 cmd/cyrene 的构建方式完全一致:把回合的角色盖到
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// 每个条目上是循环的职责。
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Extractor: memory.NewManualExtractor("", "owner"),
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OnTurnEnd: func(end loop.TurnEnd) string {
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rig.mu.Lock()
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@@ -147,8 +144,7 @@ func newPersonaRig(t *testing.T, personaExists func(string) bool) *personaRig {
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return rig
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}
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// turn returns the n-th settled turn the loop reported, failing the test when the
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// rig observed fewer.
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// turn 返回循环报告的第 n 个已结算回合;装置观察到的回合更少时判测试失败。
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func (r *personaRig) turn(t *testing.T, n int) loop.TurnEnd {
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t.Helper()
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r.mu.Lock()
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@@ -159,16 +155,15 @@ func (r *personaRig) turn(t *testing.T, n int) loop.TurnEnd {
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return r.turns[n]
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}
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// parentTurnCtx is the context the dispatching turn runs under: the parent session's
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// own role on the owner-full identity lane, as the gateway resolves it. A persona
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// dispatch must be able to change the first without touching the second.
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// parentTurnCtx 是派发回合所运行的上下文:父会话自己的角色,位于 owner 全权身份车道上,
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// 即网关解析出的样子。persona 派发必须能改变前者而不触碰后者。
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func parentTurnCtx() context.Context {
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env := loop.OwnerEnv()
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env.PersonaID = parentRole
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return loop.WithSessionEnv(context.Background(), env)
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}
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// newPersonaMemoryStore opens an in-memory store for the rig.
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// newPersonaMemoryStore 为装置打开一个内存存储。
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func newPersonaMemoryStore(t *testing.T) *memory.Store {
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t.Helper()
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ctx := context.Background()
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@@ -184,7 +179,7 @@ func newPersonaMemoryStore(t *testing.T) *memory.Store {
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return store
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}
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// seedRoleMemory files one persona-scope memory under roleID.
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// seedRoleMemory 在 roleID 下归档一条 persona 作用域的记忆。
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func seedRoleMemory(t *testing.T, store *memory.Store, roleID, content string) {
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t.Helper()
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_, err := store.Add(context.Background(), memory.MemoryItem{
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@@ -199,8 +194,7 @@ func seedRoleMemory(t *testing.T, store *memory.Store, roleID, content string) {
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}
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}
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// storedPersonaOf returns the persona a memory with the given content was filed
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// under, or "" when it is absent.
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// storedPersonaOf 返回内容包含给定字符串的那条记忆所归档到的 persona;不存在时返回 ""。
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func storedPersonaOf(t *testing.T, store *memory.Store, content string) string {
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t.Helper()
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items, err := store.List(context.Background())
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@@ -215,15 +209,13 @@ func storedPersonaOf(t *testing.T, store *memory.Store, content string) string {
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return ""
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}
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// TestSpawnToolRunsAsTargetPersona is the design/22 §8-2 acceptance, end to end in
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// process: a dispatch naming a persona runs with THAT role's instructions and THAT
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// role's memory, while the dispatching session's own role stays untouched. The same
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// rig then proves the omitted-persona path is unchanged, which is the pre-change
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// behavior: the sub-agent inherits the spawning turn's role.
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// TestSpawnToolRunsAsTargetPersona 是 design/22 §8-2 的验收,进程内端到端:指名 persona
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// 的派发以那个角色的指令与那个角色的记忆运行,而派发会话自己的角色保持不变。同一装置
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// 随后证明省略 persona 的路径未变,即改动前的行为:子代理继承派发回合的角色。
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func TestSpawnToolRunsAsTargetPersona(t *testing.T) {
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t.Parallel()
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rig := newPersonaRig(t, func(id string) bool { return id == parentRole || id == targetRole })
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// One memory per role, so the injected block names which scope the run read from.
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// 每个角色一条记忆,使注入的块能点名该次运行读的是哪个作用域。
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seedRoleMemory(t, rig.memStore, targetRole, "由纪的暗号是香菜")
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seedRoleMemory(t, rig.memStore, parentRole, "昔涟的暗号是乌冬")
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@@ -237,38 +229,37 @@ func TestSpawnToolRunsAsTargetPersona(t *testing.T) {
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if len(got.Agents) != 1 || got.Agents[0].Status != string(StatusDone) {
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t.Fatalf("agents = %+v, want one settled sub-agent", got.Agents)
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}
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// The reported role is the target persona, so the tool result, the progress events
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// and the ws subagent_event frame all name the role it really answered as.
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// 报告的角色就是目标 persona,因此工具结果、进度事件与 ws subagent_event 帧都点名
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// 它真正以之作答的角色。
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if got.Agents[0].Role != targetRole {
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t.Fatalf("reported role = %q, want the target persona %q", got.Agents[0].Role, targetRole)
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}
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// 1) The prompt the model actually received is the TARGET role's instructions —
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// not the dispatching role's, and not a shared default.
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// 1) 模型实际收到的提示词是目标角色的指令 —— 既不是派发角色的,也不是共享默认值。
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if prompt := rig.ad.leadingSystem(t, 0); prompt != targetPrompt {
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t.Fatalf("sub-agent system prompt = %q, want the target persona's %q", prompt, targetPrompt)
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}
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// 2) The role the loop resolved for the run (which scopes memory, emotion and the
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// thinking knobs) is the target persona, although the dispatching env said xilian.
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// 2) 循环为本次运行解析出的角色(它决定记忆、情绪与思考旋钮的作用域)是目标 persona,
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// 尽管派发的 env 说的是 xilian。
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if turn := rig.turn(t, 0); turn.PersonaID != targetRole {
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t.Fatalf("sub-agent turn persona = %q, want %q", turn.PersonaID, targetRole)
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}
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// 3) Memory reads follow the target role: only yuki's memory was injected.
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// 3) 记忆读取跟随目标角色:只有由纪的记忆被注入。
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if !rig.ad.carries(t, 0, "由纪的暗号是香菜") {
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t.Fatalf("sub-agent did not recall the target persona's memory: %+v", rig.ad.request(t, 0).Messages)
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}
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if rig.ad.carries(t, 0, "昔涟的暗号是乌冬") {
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t.Fatalf("sub-agent read the dispatching persona's memory: %+v", rig.ad.request(t, 0).Messages)
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}
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// 4) The identity lane travelled unchanged: naming a persona is never a permission
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// (project red line: 身份识别靠元数据 + 策略引擎).
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// 4) 身份车道原样传递:指名 persona 从来不是一种权限
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// (项目红线:身份识别靠元数据 + 策略引擎)。
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env := rig.turn(t, 0).Env
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if env.ActorEnv != restrict.ActorOwner || !env.MemWritable {
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t.Fatalf("sub-agent env = %+v, want the dispatching owner lane unchanged", env)
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}
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// Backward compatibility: a dispatch without persona still runs as the spawning
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// role (xilian) and reads xilian's memory — byte for byte the pre-change behavior.
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// 向后兼容:不带 persona 的派发仍以派发角色(xilian)运行、读昔涟的记忆 —— 逐字节
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// 等同改动前的行为。
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raw, err = rig.tool.Execute(parentTurnCtx(), map[string]any{
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"goal": "老路子", "role": "legacy-label",
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})
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@@ -288,17 +279,16 @@ func TestSpawnToolRunsAsTargetPersona(t *testing.T) {
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if !rig.ad.carries(t, 1, "昔涟的暗号是乌冬") {
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t.Fatalf("persona-less sub-agent lost the inherited role's memory: %+v", rig.ad.request(t, 1).Messages)
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}
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// The legacy role label still round-trips untouched when no persona is named.
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// 未指名 persona 时,旧的角色标签仍原样往返。
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if got.Agents[0].Role != "legacy-label" {
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t.Fatalf("legacy role = %q, want it untouched when persona is omitted", got.Agents[0].Role)
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}
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}
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// TestSpawnedSubAgentMemoryWriteScopeIsTargetPersona pins the write half of design/22
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// §8-2: a memory the sub-agent's turn extracts is filed under the target persona, not
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// under the role of the session that dispatched it. It also pins that a persona never
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// widens the identity lane: in a restricted (read-only) env the same dispatch still
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// writes nothing, even though it names a role.
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// TestSpawnedSubAgentMemoryWriteScopeIsTargetPersona 钉住 design/22 §8-2 的写侧:子代理
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// 回合提取出的记忆归档到目标 persona 下,而不是派发它的那个会话的角色下。它同时钉住
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// persona 绝不放宽身份车道:在受限(只读)env 下,同一次派发即使指名了角色也依然什么
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// 都不写。
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func TestSpawnedSubAgentMemoryWriteScopeIsTargetPersona(t *testing.T) {
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t.Parallel()
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rig := newPersonaRig(t, func(string) bool { return true })
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@@ -319,8 +309,8 @@ func TestSpawnedSubAgentMemoryWriteScopeIsTargetPersona(t *testing.T) {
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t.Fatalf("extracted memory filed under %q, want the target persona %q", got, targetRole)
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}
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// Restricted env: the dispatching turn was a group chat (read-only). Naming a
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// persona must not create a write path where the lane forbids one.
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// 受限 env:派发回合来自群聊(只读)。指名 persona 绝不得在车道禁止的地方开出一条
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// 写入路径。
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restricted := loop.WithSessionEnv(context.Background(), loop.SessionEnv{
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ActorEnv: restrict.ActorGroupMember,
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MemWritable: false,
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