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)
112 lines
4.2 KiB
Go
112 lines
4.2 KiB
Go
package main
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import (
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"context"
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"testing"
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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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personareg "git.yeij.top/AskaEth/Cyrene_v2/internal/persona/registry"
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"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/agent"
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"git.yeij.top/AskaEth/Cyrene_v2/internal/runtime/loop"
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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 acceptance 4 at the composition-root level: with two
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// roles registered, a turn of role Y must advance ONLY Y's emotion machine and
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// affection (design/01 §2: 情绪/好感度 follow the persona), and the `mood` frame it
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// broadcasts must name Y — never the default role. The turn's role reaches the hook
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// through the loop's per-turn SessionEnv resolution (loop.TurnEnd.PersonaID), so a
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// regression to a construction-time persona shows up as the wrong machine moving.
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// testTwoPersonaApp registers two personas (each with its own emotion machine and
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// affection curve) and wires the composition root's emotion observer exactly as
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// wire.go does.
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func testTwoPersonaApp(t *testing.T) (*app, *fakeMoodEmitter) {
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t.Helper()
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reg := personareg.New()
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for _, p := range []*loader.Persona{
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{
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ID: "xilian",
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Name: "昔涟",
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Emotion: loader.EmotionParams{InitialState: emotion.Calm, DecayRate: 0.5},
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Affection: loader.AffectionParams{Initial: 50, Min: 0, Max: 700, Delta: 10},
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},
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{
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ID: "yuki",
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Name: "由纪",
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Emotion: loader.EmotionParams{InitialState: emotion.Calm, DecayRate: 0.5},
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Affection: loader.AffectionParams{Initial: 20, Min: 0, Max: 700, Delta: 5},
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},
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} {
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if err := reg.RegisterPersona(p); err != nil {
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t.Fatalf("RegisterPersona(%s): %v", p.ID, err)
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}
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}
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if err := reg.RegisterCharacter(&personareg.Character{ID: "xilian", Name: "昔涟", Default: true, PersonaID: "xilian"}); err != nil {
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t.Fatalf("RegisterCharacter: %v", err)
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}
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if err := reg.RegisterCharacter(&personareg.Character{ID: "yuki", Name: "由纪", PersonaID: "yuki"}); err != nil {
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t.Fatalf("RegisterCharacter: %v", err)
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}
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sink := &fakeMoodEmitter{}
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a := &app{log: testLog(), personas: reg, moodSink: sink}
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a.emotion = a.buildEmotionObserver()
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return a, sink
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}
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// TestTurnEndMovesOnlyTheTurnPersona is acceptance 4: a Y turn moves Y's emotion and
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// affection and leaves the default role's untouched, and the mood broadcast carries
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// Y's id (so the frontend's 心情 badge is the active role's, not a global one).
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func TestTurnEndMovesOnlyTheTurnPersona(t *testing.T) {
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t.Parallel()
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a, sink := testTwoPersonaApp(t)
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ag, err := agent.New("你是由纪。", nil, nil, agent.WithModel(moodAdapter{reply: "由纪在呢~"}, nil))
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if err != nil {
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t.Fatalf("agent.New: %v", err)
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}
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l := loop.New(loop.Options{
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Agent: ag,
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Agents: map[string]*agent.Agent{"yuki": ag},
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PersonaID: "xilian", // the configured default role is NOT the turn's role
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OnTurnEnd: a.onTurnEnd,
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})
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env := loop.OwnerEnv()
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env.PersonaID = "yuki"
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res, err := l.Run(loop.WithSessionEnv(context.Background(), env), "web", []model.Message{model.TextMessage(model.RoleUser, "好开心呀,最喜欢你了")})
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if err != nil {
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t.Fatalf("Run: %v", err)
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}
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if res.Mood == "" {
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t.Fatal("Result.Mood is empty, want Y's mood for the turn")
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}
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yukiMachine, yukiAffection, ok := a.personas.Emotions().Get("yuki")
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if !ok {
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t.Fatal("persona yuki has no emotion machine")
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}
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if yukiMachine.Current() == emotion.Calm {
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t.Fatalf("yuki machine state = %s, want it moved by her own turn", yukiMachine.Current())
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}
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if yukiAffection.Value() != 25 {
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t.Fatalf("yuki affection = %d, want 25 (20 + her own step 5)", yukiAffection.Value())
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}
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xilianMachine, xilianAffection, ok := a.personas.Emotions().Get("xilian")
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if !ok {
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t.Fatal("persona xilian has no emotion machine")
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}
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if xilianMachine.Current() != emotion.Calm {
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t.Fatalf("default role machine = %s, want it untouched (calm)", xilianMachine.Current())
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}
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if xilianAffection.Value() != 50 {
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t.Fatalf("default role affection = %d, want it untouched (50)", xilianAffection.Value())
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}
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if sink.calls != 1 || sink.personaID != "yuki" {
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t.Fatalf("mood broadcast = %+v, want exactly one frame naming yuki", sink)
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}
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}
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