Files
Cyrene_v2/internal/services/channelbridge/engage.go
T
Aska 8eaf81bd0d
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feat(engage): 群聊自主参与度引擎核心(design/18 P2a+P2b)
- persona 加 triggerWords(昔涟/Cyrene/有瑕的追忆/追忆);Loader 解析
- light.go: shouldRespond 拆分 legacy 与 engage 路径;LightInput/LightDecision 扩展
- engage.go(新): EngageConfig + IDLE/PROBING/ACTIVE/COOLDOWN 状态机(按 platform:groupID 内存) +
  概率触发(可注入rand) + 角色名提词触发 + 活动期跟随(话题转移/连续无感/窗口) + 负面态度冷避
- engagejudge.go(新): NewLLMLightJudge,一次成本受控轻LLM判 值不值得回(不判身份),
  解析失败/超时 fail-closed 静默
- channelbridge.go: Options(TriggerWords/PersonaPrompt/Engage/EngageFor/EngageRand) + 字段初始化
- wire.go: 接线 Light+TriggerWords+PersonaPrompt+Engage(默认概率0.10)
- 红线: 未触发/未命中概率绝不调LLM; 身份靠actor元数据; 敏感不落日志; 零新依赖
- 测试: engage_test.go(触发/状态机/冷避/成本受控/JUDGE输入) + persona triggerWords 用例
- 验收: go build/vet/test ./... 全绿
2026-09-07 18:16:55 +08:00

405 lines
16 KiB
Go

package channelbridge
import (
"context"
"errors"
"fmt"
"strings"
"sync"
"time"
"git.yeij.top/AskaEth/Cyrene_v2/internal/channel/adapter"
"git.yeij.top/AskaEth/Cyrene_v2/internal/channel/session"
)
// This file holds the participation engine for public-platform group/stranger
// conversations (DevDocs/design/18): a per-conversation state machine
// (IDLE→PROBING→ACTIVE→COOLDOWN), a cost-controlled trigger gate (role-name mention
// / probability), an activity window with follow-up review, and cold-avoid when the
// group voices a negative attitude. It is in-memory per process (a restart resets it)
// and consults the light LLM judge only on an actual trigger, so no chat message is
// sent to an LLM just to decide whether to bother someone (a design/18 red line).
// EngageConfig carries the design/18 per-conversation participation tuning. P2c will
// make it per-group / panel-editable; for now DefaultEngageConfig supplies the
// constants and the EngageFor seam is left nil in the composition root.
type EngageConfig struct {
// Enabled is the per-conversation switch (design/18 §6 engageEnabled). When false
// only the role-name-reminder trigger still probes; the probability path is off.
Enabled bool
Probability float64 // 触发③ probability, default 0.10
ActivityWindow time.Duration // ACTIVE window, default 15m
ActivityMessages int // ACTIVE window by message count, default 20
Cooldown time.Duration // COOLDOWN duration, default 30m
ContextMessages int // how many recent messages the probe feeds the judge
}
// Knob defaults (design/18 §6). Compile-time so no bare magic number appears in the
// run path (project rule §10).
const (
defaultEngageProbability = 0.10
defaultActivityWindow = 15 * time.Minute
defaultActivityMessages = 20
defaultCooldownDuration = 30 * time.Minute
defaultEngageContext = 12
// consecutiveNoInterestThreshold is how many follow-up probes in a row return "no
// interest"/avoid before she exits ACTIVE back to IDLE (design/18 §4). A negative
// attitude instead parks her in COOLDOWN via the rule list below.
consecutiveNoInterestThreshold = 2
)
// errNoEngageJudge is returned when the participation engine is configured but no
// LightJudge was wired, so it fails closed to silence.
var errNoEngageJudge = errors.New("channelbridge: no light judge wired for engage")
// DefaultEngageConfig returns the design/18 knob defaults (P2a base; P2c renders them
// per-group/panel editable).
func DefaultEngageConfig() EngageConfig {
return EngageConfig{
Enabled: true,
Probability: defaultEngageProbability,
ActivityWindow: defaultActivityWindow,
ActivityMessages: defaultActivityMessages,
Cooldown: defaultCooldownDuration,
ContextMessages: defaultEngageContext,
}
}
// engageState is one phase of the per-conversation state machine (design/18 §1).
type engageState int
const (
engageIDLE engageState = iota
engagePROBING // transient: a trigger just routed this message to the judge
engageACTIVE // she is participating; follow-up review is on
engageCOOLDOWN // she was asked to be quiet; auto-resumes when the timer ends
)
// engageGroupState is one participation-engine instance, keyed by a group/stranger
// conversation (design/18 §1). It is in-memory only (a process restart resets it).
type engageGroupState struct {
mu sync.Mutex
state engageState
lastTopic string
lastInteract time.Time
activeUntil time.Time
msgsInWindow int
cooldownUntil time.Time
consecutiveNoInterest int
}
// engageConfigured reports whether the design/18 participation engine is wired for
// this bridge at all. It is true when the persona carries trigger words or the engage
// knobs enable the engine; otherwise the bridge keeps the pre-engage legacy light
// judgement (design/12 §6) untouched.
func (b *Bridge) engageConfigured() bool {
return len(b.triggerWords) > 0 || b.engage.Enabled || b.engage.Probability > 0
}
// engageKey returns the per-conversation state key (design/18 §1: 群聊会话 platform:groupID).
// A stranger direct chat (no group) falls back to platform:senderID so the engine still
// applies to one-to-one strangers.
func engageKey(msg adapter.UnifiedMessage, actor adapter.Actor) string {
if msg.IsGroup() || actor.IsGroupChat() || actor.GroupID != "" {
g := msg.GroupID
if g == "" {
g = actor.GroupID
}
return msg.Platform + ":" + g
}
return msg.Platform + ":" + firstNonEmptyStr(msg.SenderID, msg.Sender.UserID)
}
// engageState returns the state for a conversation key, creating an IDLE instance on
// first use (in-memory, safe for concurrent use).
func (b *Bridge) engageState(key string) *engageGroupState {
b.engageMu.Lock()
defer b.engageMu.Unlock()
st := b.engageGroups[key]
if st == nil {
st = &engageGroupState{state: engageIDLE}
b.engageGroups[key] = st
}
return st
}
// engageConfigFor resolves the effective engage config for a message: the per-group
// override (EngageFor, nil in P2a) when one is wired, else the base config, with any
// zero field normalized to its default.
func (b *Bridge) engageConfigFor(msg adapter.UnifiedMessage, actor adapter.Actor) EngageConfig {
cfg := b.engage
if b.engageFor != nil {
g := msg.GroupID
if g == "" {
g = actor.GroupID
}
if ov := b.engageFor(msg.Platform, g); ov != nil {
cfg = *ov
}
}
// Normalize unset fields to the sheltered defaults so a trigger-only config still
// bounds the activity window and cooldown instead of running with zero values.
if cfg.ActivityWindow <= 0 {
cfg.ActivityWindow = defaultActivityWindow
}
if cfg.ActivityMessages <= 0 {
cfg.ActivityMessages = defaultActivityMessages
}
if cfg.Cooldown <= 0 {
cfg.Cooldown = defaultCooldownDuration
}
if cfg.ContextMessages <= 0 {
cfg.ContextMessages = defaultEngageContext
}
if cfg.Probability <= 0 {
cfg.Probability = defaultEngageProbability
}
return cfg
}
// engageDecision is the design/18 participation decision for an inconclusive (to the
// cheap rules) non-owner message. It is only reached when engageConfigured() is true.
// It returns whether the message should drive the full agent loop and reply, plus a
// short reason for the log. The caller (shouldRespond) holds no lock; the per-key
// state mutex is acquired here so concurrent messages for one conversation serialize,
// while different conversations stay independent.
func (b *Bridge) engageDecision(ctx context.Context, msg adapter.UnifiedMessage, actor adapter.Actor, sess session.Session, inQuiet bool) (bool, string) {
cfg := b.engageConfigFor(msg, actor)
key := engageKey(msg, actor)
st := b.engageState(key)
st.mu.Lock()
defer st.mu.Unlock()
now := b.now()
// design/18 §5 cold-avoid first: a group member voicing a negative attitude is a
// hard "be quiet" signal → COOLDOWN, even mid-engagement. A direct @ / high-value
// keyword already returned above, so only genuinely "worth a reply by content"
// (or an owner message, which never reaches here) can override it.
if b.negativeAttitude(msg.Content) {
b.enterCooldown(st, cfg, now)
b.log.Debug("engage cooldown (negative attitude)",
"group", key, "until", st.cooldownUntil)
return false, "engage: cooldown (negative attitude)"
}
if st.inCooldown(now) {
b.log.Debug("engage cooldown active, not responding",
"group", key, "until", st.cooldownUntil)
return false, "engage: cooldown active"
}
// ACTIVE follow-up: while the activity window is live she keeps lightly judging
// the group's continuing discussion and tends to stay engaged (design/18 §4).
if st.state == engageACTIVE {
if st.activityExpired(now, cfg) {
b.toIdle(st)
b.log.Debug("engage activity window expired, back to idle", "group", key)
} else {
return b.engageFollowUp(ctx, msg, actor, sess, key, st, cfg, inQuiet)
}
}
// IDLE: only a role-name mention or a probability hit routes this message into a
// cost-controlled PROBING judgment (design/18 §2 触发②/③); otherwise it is
// registered and silenced with no LLM call (a red line).
if !b.mentionsTriggerWord(msg.Content) && !b.engageProbabilityHit(cfg) {
b.log.Debug("engage no trigger, registered only", "group", key)
return false, "engage: no trigger"
}
return b.engageProbe(ctx, msg, actor, sess, key, st, cfg, inQuiet)
}
// engageProbe is one cost-controlled PROBING judgment (design/18 §3): it feeds the
// group context + persona prompt to the light judge and decides ACTIVE (reply) or
// IDLE (registered silent). Parsing/LLM failure fails closed to silence.
func (b *Bridge) engageProbe(ctx context.Context, msg adapter.UnifiedMessage, actor adapter.Actor, sess session.Session, key string, st *engageGroupState, cfg EngageConfig, inQuiet bool) (bool, string) {
now := b.now()
st.state = engagePROBING
d, err := b.judgeEngage(ctx, msg, actor, sess, cfg, inQuiet)
if err != nil {
b.toIdle(st)
b.log.Warn("engage probe failed; silenced", "group", key, "error", err)
return false, "engage: probe failed; silenced"
}
if d.AvoidTopic {
b.toIdle(st)
b.log.Debug("engage probe avoid topic, staying idle", "group", key, "reason", d.Reason)
return false, "engage: avoid topic"
}
if d.WorthReply || d.Interesting {
b.enterActive(st, cfg, now, msg)
b.log.Debug("engage probing → active (respond)", "group", key, "reason", d.Reason)
return true, "engage: " + d.Reason
}
b.toIdle(st)
b.log.Debug("engage probing → idle, no interest", "group", key, "reason", d.Reason)
return false, "engage: no interest"
}
// engageFollowUp is the ACTIVE-window follow-up review (design/18 §4): she still
// lightly judges the discussion but leans toward continuing. A run of no-interest or a
// finished window drops her out of ACTIVE; a negative attitude was already caught
// earlier by the cold-avoid rule.
func (b *Bridge) engageFollowUp(ctx context.Context, msg adapter.UnifiedMessage, actor adapter.Actor, sess session.Session, key string, st *engageGroupState, cfg EngageConfig, inQuiet bool) (bool, string) {
st.msgsInWindow++
now := b.now()
d, err := b.judgeEngage(ctx, msg, actor, sess, cfg, inQuiet)
if err != nil {
b.countNoInterest(st)
b.log.Warn("engage follow-up judge failed; counted as no interest", "group", key, "error", err)
return b.engageAfterFollowUp(st, cfg, now, key)
}
if d.AvoidTopic || (!d.WorthReply && !d.Interesting) {
b.countNoInterest(st)
b.log.Debug("engage follow-up no interest / avoid", "group", key, "reason", d.Reason)
return b.engageAfterFollowUp(st, cfg, now, key)
}
st.lastInteract = now
st.lastTopic = contentSnippet(msg.Content)
st.consecutiveNoInterest = 0
b.log.Debug("engage follow-up respond", "group", key, "reason", d.Reason)
return true, "engage follow-up: " + d.Reason
}
// engageAfterFollowUp resolves the outcome of a no-interest/avoid follow-up probe.
func (b *Bridge) engageAfterFollowUp(st *engageGroupState, cfg EngageConfig, now time.Time, key string) (bool, string) {
if st.consecutiveNoInterest >= consecutiveNoInterestThreshold || st.activityExpired(now, cfg) {
b.toIdle(st)
b.log.Debug("engage exited active (no interest / window ended)", "group", key)
return false, "engage: left active"
}
return false, "engage: not responding"
}
// countNoInterest bumps the consecutive no-interest counter for a follow-up probe.
func (b *Bridge) countNoInterest(st *engageGroupState) {
st.consecutiveNoInterest++
}
// judgeEngage renders the LightInput for a cost-controlled participation judgment and
// consults the injected LightJudge. It feeds the group's recent context and the
// persona prompt only here — never on an untriggered message.
func (b *Bridge) judgeEngage(ctx context.Context, msg adapter.UnifiedMessage, actor adapter.Actor, sess session.Session, cfg EngageConfig, inQuiet bool) (LightDecision, error) {
if b.light == nil {
return LightDecision{}, errNoEngageJudge
}
return b.light.Judge(ctx, LightInput{
Msg: msg, Actor: actor, SenderName: senderDisplayName(msg, actor),
InQuietHours: inQuiet, QuietStart: b.quietStartHour, QuietEnd: b.quietEndHour,
Engage: true,
PersonaPrompt: b.personaPrompt,
TriggerWords: b.triggerWords,
RecentContext: b.buildEngageContext(ctx, sess, cfg),
})
}
// buildEngageContext renders the conversation's most recent N messages with sender
// names, oldest-first, for the engagement judge. It is a no-op (empty string) when no
// history store is wired or the store has no rows yet, so the judge degrades to a
// single-trigger-message read.
func (b *Bridge) buildEngageContext(ctx context.Context, sess session.Session, cfg EngageConfig) string {
if b.history == nil || cfg.ContextMessages <= 0 {
return ""
}
msgs, err := b.history.Recent(ctx, sess.SessionID, cfg.ContextMessages)
if err != nil || len(msgs) == 0 {
return ""
}
var sb strings.Builder
for _, m := range msgs {
name := m.SenderName
if name == "" {
name = "(未标注)"
}
role := m.Role
if role == "" {
role = "msg"
}
sb.WriteString(fmt.Sprintf("%s %s: %s\n", role, name, truncateText(m.Content, 80)))
}
if strings.TrimSpace(sb.String()) == "" {
return ""
}
return sb.String()
}
// engageProbabilityHit reports whether this message independently draws the
// role-name-reminder-free probability trigger (design/18 §2 触发③). It reads the
// injectable EngagRand source so tests are deterministic; nil randomness keeps the
// probability path off (fail-closed).
func (b *Bridge) engageProbabilityHit(cfg EngageConfig) bool {
if !cfg.Enabled || cfg.Probability <= 0 || b.engageRand == nil {
return false
}
return b.engageRand() < cfg.Probability
}
// negativeAttitude reports whether the group is telling her to be quiet (design/18 §5
// cold-avoid). It is a cheap substring rule that backs off anything the LLM might miss
// — being quieter is the safe direction (不打扰为第一原则). Never used for identity.
func (b *Bridge) negativeAttitude(text string) bool {
if text == "" {
return false
}
lower := strings.ToLower(text)
for _, k := range negativeAttitudeKeywords {
if strings.Contains(lower, k) {
return true
}
}
return false
}
// negativeAttitudeKeywords is the cold-avoid rule list (design/18 §5 词表兜底). It is a
// fallback; the same signal is read by the follow-up review in the judge via avoidTopic.
var negativeAttitudeKeywords = []string{
"太吵", "吵死", "闭嘴", "别吵", "别刷屏", "别刷", "刷屏", "不想听",
"安静点", "少说两句", "别说了", "别bb", "别逼逼", "烦死了", "好烦",
"打住", "住嘴", "shut up", "too loud", "stop spamming",
}
// contentSnippet shortens a message to a bounded topic token for the state machine.
func contentSnippet(text string) string {
runes := []rune(strings.TrimSpace(text))
if len(runes) <= 40 {
return string(runes)
}
return string(runes[:40]) + "…"
}
func (st *engageGroupState) inCooldown(now time.Time) bool {
return st.state == engageCOOLDOWN && now.Before(st.cooldownUntil)
}
func (st *engageGroupState) activityExpired(now time.Time, cfg EngageConfig) bool {
return now.After(st.activeUntil) || st.msgsInWindow >= cfg.ActivityMessages
}
// toIdle resets the conversation back to IDLE (design/18: exit ACTIVE → IDLE).
func (b *Bridge) toIdle(st *engageGroupState) {
st.state = engageIDLE
st.msgsInWindow = 0
st.consecutiveNoInterest = 0
st.lastTopic = ""
}
// enterActive opens the activity window (design/18 §4). The caller holds st.mu.
func (b *Bridge) enterActive(st *engageGroupState, cfg EngageConfig, now time.Time, msg adapter.UnifiedMessage) {
st.state = engageACTIVE
st.activeUntil = now.Add(cfg.ActivityWindow)
st.msgsInWindow = 1
st.consecutiveNoInterest = 0
st.lastInteract = now
st.lastTopic = contentSnippet(msg.Content)
}
// enterCooldown parks the conversation in a quiet period (design/18 §5). The caller
// holds st.mu.
func (b *Bridge) enterCooldown(st *engageGroupState, cfg EngageConfig, now time.Time) {
st.state = engageCOOLDOWN
st.cooldownUntil = now.Add(cfg.Cooldown)
st.msgsInWindow = 0
st.consecutiveNoInterest = 0
st.lastTopic = ""
}