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
277 lines
8.0 KiB
Go
277 lines
8.0 KiB
Go
// Package registry implements the character library and persona registration
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// for the persona system. A character comes from the character library, binds
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// exactly one persona, and declares the behavior modes it is good at; the
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// registered persona additionally owns a per-persona memory isolation namespace
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// and the emotion/affection state that follows the persona.
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package registry
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import (
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"fmt"
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"sort"
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"sync"
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"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/emotion"
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"git.yeij.top/AskaEth/Cyrene_v2/internal/persona/loader"
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)
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// Character is an entity from the character library. It binds one persona and
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// declares the behavior modes it excels at (as a suggestion, never an ability
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// bound — see DevDocs/design/01).
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type Character struct {
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// ID is the unique character identifier.
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ID string
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// Name is the display name of the character.
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Name string
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// Default marks this character as the library's default role.
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Default bool
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// PersonaID is the persona bound to this character.
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PersonaID string
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// Modes lists the behavior modes the character is good at.
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Modes []string
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}
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// Registry is the in-memory, concurrency-safe character library and persona
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// registry. It also owns the emotion Manager so that emotion/affection always
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// follow the registered persona.
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type Registry struct {
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mu sync.RWMutex
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personas map[string]*loader.Persona
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characters map[string]*Character
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defaultID string
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emotions *emotion.Manager
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}
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// New returns an empty Registry.
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func New() *Registry {
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return &Registry{
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personas: make(map[string]*loader.Persona),
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characters: make(map[string]*Character),
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emotions: emotion.NewManager(),
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}
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}
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// RegisterPersona registers p and builds its emotion machine and affection
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// tracker. It fails when p is nil, has no id, is already registered, or its
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// emotion/affection config is invalid.
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func (r *Registry) RegisterPersona(p *loader.Persona) error {
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if p == nil {
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return fmt.Errorf("registry: nil persona")
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}
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if p.ID == "" {
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return fmt.Errorf("registry: persona id required")
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}
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machine, err := p.NewMachine()
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if err != nil {
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return fmt.Errorf("registry: persona %q machine: %w", p.ID, err)
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}
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affection, err := p.NewAffection()
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if err != nil {
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return fmt.Errorf("registry: persona %q affection: %w", p.ID, err)
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}
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r.mu.Lock()
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if _, ok := r.personas[p.ID]; ok {
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r.mu.Unlock()
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return fmt.Errorf("registry: persona %q already registered", p.ID)
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}
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r.personas[p.ID] = p
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r.mu.Unlock()
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r.emotions.Set(p.ID, machine, affection)
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return nil
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}
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// Persona returns the persona registered under id.
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func (r *Registry) Persona(id string) (*loader.Persona, bool) {
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r.mu.RLock()
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defer r.mu.RUnlock()
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p, ok := r.personas[id]
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return p, ok
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}
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// UpdatePersona replaces the persona registered under p.ID with p, rebuilding
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// its emotion machine and affection tracker. It fails when p is nil, has no id,
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// or is not currently registered. In-flight loops bound to the previous
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// *loader.Persona keep their pointer; only future lookups observe the new value.
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func (r *Registry) UpdatePersona(p *loader.Persona) error {
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if p == nil {
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return fmt.Errorf("registry: nil persona")
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}
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if p.ID == "" {
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return fmt.Errorf("registry: persona id required")
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}
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machine, err := p.NewMachine()
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if err != nil {
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return fmt.Errorf("registry: persona %q machine: %w", p.ID, err)
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}
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affection, err := p.NewAffection()
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if err != nil {
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return fmt.Errorf("registry: persona %q affection: %w", p.ID, err)
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}
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r.mu.Lock()
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if _, ok := r.personas[p.ID]; !ok {
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r.mu.Unlock()
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return fmt.Errorf("registry: persona %q not registered", p.ID)
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}
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r.personas[p.ID] = p
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r.mu.Unlock()
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r.emotions.Set(p.ID, machine, affection)
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return nil
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}
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// UpdateCharacter replaces the fields of the character registered under c.ID,
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// leaving its Default flag intact unless c re-declares it. It fails when c is
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// nil, has no id, is not registered, or its persona does not exist.
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func (r *Registry) UpdateCharacter(c *Character) error {
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if c == nil {
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return fmt.Errorf("registry: nil character")
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}
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if c.ID == "" {
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return fmt.Errorf("registry: character id required")
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}
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r.mu.Lock()
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defer r.mu.Unlock()
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existing, ok := r.characters[c.ID]
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if !ok {
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return fmt.Errorf("registry: character %q not registered", c.ID)
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}
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if _, ok := r.personas[c.PersonaID]; !ok {
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return fmt.Errorf("registry: character %q references unknown persona %q", c.ID, c.PersonaID)
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}
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existing.Name = c.Name
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existing.PersonaID = c.PersonaID
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existing.Modes = append(existing.Modes[:0], c.Modes...)
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if c.Default {
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existing.Default = true
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r.defaultID = c.ID
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}
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return nil
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}
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// RegisterCharacter registers c. It requires c's persona to exist, so persona
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// registration must happen first. A character marked Default becomes the
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// library's default role.
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func (r *Registry) RegisterCharacter(c *Character) error {
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if c == nil {
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return fmt.Errorf("registry: nil character")
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}
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if c.ID == "" {
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return fmt.Errorf("registry: character id required")
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}
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if c.Name == "" {
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return fmt.Errorf("registry: character %q name required", c.ID)
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}
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if c.PersonaID == "" {
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return fmt.Errorf("registry: character %q personaID required", c.ID)
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}
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r.mu.Lock()
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defer r.mu.Unlock()
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if _, ok := r.characters[c.ID]; ok {
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return fmt.Errorf("registry: character %q already registered", c.ID)
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}
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if _, ok := r.personas[c.PersonaID]; !ok {
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return fmt.Errorf("registry: character %q references unknown persona %q", c.ID, c.PersonaID)
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}
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r.characters[c.ID] = c
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if c.Default {
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r.defaultID = c.ID
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}
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return nil
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}
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// Character returns the character registered under id.
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func (r *Registry) Character(id string) (*Character, bool) {
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r.mu.RLock()
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defer r.mu.RUnlock()
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c, ok := r.characters[id]
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return c, ok
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}
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// SetDefaultCharacter makes the character with id the library default. It fails
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// when id is not a registered character.
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func (r *Registry) SetDefaultCharacter(id string) error {
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r.mu.Lock()
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defer r.mu.Unlock()
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c, ok := r.characters[id]
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if !ok {
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return fmt.Errorf("registry: set default to unknown character %q", id)
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}
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c.Default = true
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r.defaultID = id
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return nil
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}
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// DefaultCharacter returns the library's default character, if one is set.
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func (r *Registry) DefaultCharacter() (*Character, bool) {
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r.mu.RLock()
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defer r.mu.RUnlock()
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if r.defaultID == "" {
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return nil, false
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}
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c, ok := r.characters[r.defaultID]
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return c, ok
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}
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// MemoryNamespace returns the per-persona memory isolation namespace for the
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// persona under personaID, guarding memory isolation between personas.
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func (r *Registry) MemoryNamespace(personaID string) (string, bool) {
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r.mu.RLock()
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defer r.mu.RUnlock()
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p, ok := r.personas[personaID]
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if !ok {
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return "", false
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}
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return p.MemoryNamespace(), true
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}
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// Emotions returns the emotion Manager that owns every registered persona's
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// emotion and affection state.
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func (r *Registry) Emotions() *emotion.Manager {
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return r.emotions
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}
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// AffectionStep returns the per-turn affection magnitude configured for the
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// persona under personaID (its 好感度曲线 delta, design/01 §2). It returns 0 for
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// an unknown persona, so a caller skips the adjustment instead of inventing one.
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func (r *Registry) AffectionStep(personaID string) int {
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if p, ok := r.Persona(personaID); ok {
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return p.AffectionStep()
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}
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return 0
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}
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// CountPersonas returns the number of registered personas.
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func (r *Registry) CountPersonas() int {
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r.mu.RLock()
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defer r.mu.RUnlock()
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return len(r.personas)
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}
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// CountCharacters returns the number of registered characters.
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func (r *Registry) CountCharacters() int {
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r.mu.RLock()
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defer r.mu.RUnlock()
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return len(r.characters)
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}
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// List returns every registered character, sorted by ID. Each returned Character
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// is a copy so callers cannot mutate the registry's internal state. It is safe
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// for concurrent use.
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func (r *Registry) List() []Character {
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r.mu.RLock()
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defer r.mu.RUnlock()
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out := make([]Character, 0, len(r.characters))
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for _, c := range r.characters {
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ch := *c
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ch.Modes = append([]string(nil), c.Modes...)
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out = append(out, ch)
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}
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sort.Slice(out, func(i, j int) bool { return out[i].ID < out[j].ID })
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return out
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}
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