Files
Cyrene_v2/cmd/cyrene/persona_prompt.go
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AskaEth 0624d9ee36
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feat(session,runtime): 多角色并存—按会话选角(迁移0011 + 按回合解析 + agent池 + 提取器修正)
按 DevDocs/design/22 批次 1 后端(§2/§3/§4.1-4.5/§4.7/§5 验收 1-6)。
- 迁移 0011:chat_sessions.persona_id + chat_messages.persona_id(均 DEFAULT '',无回填 → 升级零风险);同步包内幂等 DDL;**真实库升级验证**(拷贝 data/cyrene.db 到临时目录跑 MigrateUp:既有 1 会话/109 消息 persona 仍为 '',原库未被触碰)
- history:SessionMeta/Message 加 PersonaID + SetSessionPersona;ListSessions/List/scan/Append 带上
- runtime:SessionEnv.PersonaID + loop.personaFor(ctx) 替换固定 l.personaID(memory/request/turn)+ **agent 池**(Options.Agents,按角色取 instructions,未命中回落)+ **提取器不再把 persona 烤死在构造期**(多角色下记忆不再永远记在 cyrene 名下)+ **thinking 旋钮改为按会话角色解析**(否则角色 Y 会用角色 X 的预算/展示)
- gateway:会话 DTO/POST/PATCH 支持 personaId;ws/rest/voice 的 OwnerEnv 硬编改为**按会话解析角色**(actor 元数据语义不变);admin memories 搜索去掉硬编 cyrene
- Docs/api-client v0.42;**两处有意的行为收紧**已写明:POST /sessions body 非法 JSON → 400(原先完全忽略 body;空/null/{} 仍 201);POST /admin/memories/search 省略 personaId 且无默认角色 → 400(原先默认查 cyrene)
- 测试:design/22 §5 验收 1-6(记忆隔离/提示词首条 system/情绪按角色/提取 persona 归属/迁移兼容)+ 进程内 e2e(断言 adapter 收到的 model.Request.Messages[0] 即该角色的 systemPrompt)
- **已知未做(留批次 2 / 待确认)**:① IM 与渠道级未做 → **§7-3「owner 私聊镜像随主会话角色」尚未生效**;② 请求级覆盖未实现(本批只做会话级);③ **§7-5 的「上下文发送角色标记」只完成存储+DTO 半边**——消息 persona 已落库且 DTO 已带,但模型上下文不从 chat_messages 重建,「第 N 条是谁说的」尚未进上下文(需确认是否属批次 2);④「切角色重建摘要」当前是空操作(压缩未接线);⑤ thinking 旋钮仅在流式路径生效(非流式 agent.RunStep 不带,A 批次既有性质)
- 验收:go build/vet/test 全绿 + linux/amd64 与 darwin/arm64 交叉编译(既有 flake 本轮未触发;同批 session_orchestrator.go 一度 501 行 → 抽出 session_tail.go)
2026-10-03 20:12:29 +08:00

163 lines
5.8 KiB
Go

package main
import (
"strings"
"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/loader"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/loop"
"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/model"
)
// Section headers for the persona fields that design/01 §2.2 lists as previously
// inert. They are appended as separate system-prompt sections after the identity
// block so each one can be tuned without touching the identity text.
const (
personalityHeader = "【性格】"
valuesHeader = "【价值观】"
speechStyleHeader = "【说话风格】"
catchphraseHeader = "【口头禅】"
backgroundHeader = "【背景】"
)
// personaSection is one appended block: a bracketed header plus its body.
type personaSection struct {
header string
body string
}
// defaultPersona returns the default character's persona, or false when no
// character/persona is registered.
func (a *app) defaultPersona() (*loader.Persona, bool) {
c, ok := a.personas.DefaultCharacter()
if !ok {
return nil, false
}
p, ok := a.personas.Persona(c.PersonaID)
if !ok || p == nil {
return nil, false
}
return p, true
}
// identityInstructionFor returns the persona's identity block — the only part
// injected before design/01 §2.2: identity.systemPrompt, else identity.role, else
// the minimal fallback.
func identityInstructionFor(p *loader.Persona) string {
if p.Identity.SystemPrompt != "" {
return p.Identity.SystemPrompt
}
if p.Identity.Role != "" {
return p.Identity.Role
}
return fallbackInstruction
}
// instructionsFromPersona builds the persona's system instruction: the identity
// block, followed by the personality/values/speechStyle/catchphrase/background
// sections that used to have no consumer (design/01 §2.2). Blank fields are
// skipped so no empty section is emitted, and a persona with none of them yields
// exactly the identity block — byte for byte the pre-existing output.
func instructionsFromPersona(p *loader.Persona) string {
base := identityInstructionFor(p)
sections := personaSections(p)
if len(sections) == 0 {
return base
}
var b strings.Builder
b.WriteString(base)
for _, s := range sections {
b.WriteString("\n\n")
b.WriteString(s.header)
b.WriteString("\n")
b.WriteString(s.body)
}
return b.String()
}
// personaSections renders the five optional sections in their fixed order
// (personality → values → speechStyle → catchphrase → background), skipping any
// that is blank.
func personaSections(p *loader.Persona) []personaSection {
out := make([]personaSection, 0, 5)
appendSection := func(header, body string) {
if body = strings.TrimSpace(body); body == "" {
return
}
out = append(out, personaSection{header: header, body: body})
}
appendSection(personalityHeader, p.Personality)
appendSection(valuesHeader, bulletList(p.Values))
appendSection(speechStyleHeader, p.SpeechStyle)
appendSection(catchphraseHeader, p.Catchphrase)
appendSection(backgroundHeader, p.Background)
return out
}
// bulletList renders string items as a markdown bullet list, skipping blanks; an
// all-blank list yields "" so its section disappears entirely.
func bulletList(items []string) string {
lines := make([]string, 0, len(items))
for _, item := range items {
if item = strings.TrimSpace(item); item != "" {
lines = append(lines, "- "+item)
}
}
return strings.Join(lines, "\n")
}
// defaultThinkingOptions returns the reasoning knobs the loop should inject for
// the default persona: the thinking directive, the reasoning_effort value and the
// thinking-broadcast switch. It is the default half of the per-role resolution
// the loop performs every turn (Options.PersonaKnobs, see personaKnobs below), so
// the configured default and the per-turn lookup can never drift apart.
//
// The thinking directive is non-nil only when the persona configures something
// that affects the request (a budget, an effort, or an explicit on/off mode).
// showToUser deliberately does NOT create one: it is a presentation switch, and a
// non-nil directive with no switch would enable provider thinking as a side
// effect. All three are zero when no persona is registered, which leaves the
// loop's pre-existing behavior untouched.
func (a *app) defaultThinkingOptions() (*model.Thinking, string, *bool) {
knobs, ok := a.personaKnobs(a.defaultPersonaID())
if !ok {
return nil, "", nil
}
return knobs.Thinking, knobs.ReasoningEffort, knobs.ThinkingShowToUser
}
// personaKnobs resolves a role's reasoning knobs for the loop
// (loop.Options.PersonaKnobs, design/22 §4.2): the loop asks for the role of the
// turn it is about to build a request for, so a session bound to role Y runs with
// Y's thinking budget / effort / broadcast switch instead of the default role's.
// Resolving from the role id rather than pushing a value into every caller's
// SessionEnv means every path — Web REST/WS/voice, IM, backthink, sub-agents —
// gets the right knobs from one input. ok=false means "unknown role", and the loop
// keeps its configured defaults.
func (a *app) personaKnobs(personaID string) (loop.LoopKnobs, bool) {
if personaID == "" {
return loop.LoopKnobs{}, false
}
p, ok := a.personas.Persona(personaID)
if !ok || p == nil {
return loop.LoopKnobs{}, false
}
thinking, effort := personaThinking(p)
return loop.LoopKnobs{
Thinking: thinking,
ReasoningEffort: effort,
ThinkingShowToUser: p.Thinking.ShowToUser,
}, true
}
// personaThinking maps the persona's `thinking` section onto the model-layer
// knobs (design/01 §2.1 / design/04 §3.2). It returns (nil, "") when nothing
// affects the request.
func personaThinking(p *loader.Persona) (*model.Thinking, string) {
effort := strings.TrimSpace(p.Thinking.Effort)
enable := p.Thinking.Enable()
if p.Thinking.BudgetTokens == 0 && effort == "" && enable == nil {
return nil, ""
}
return &model.Thinking{BudgetTokens: p.Thinking.BudgetTokens, Enable: enable}, effort
}