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
250 lines
10 KiB
Go
250 lines
10 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/history"
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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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// fakeMoodEmitter captures the `mood` broadcasts the composition root forwards,
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// so tests can assert an emotion change actually reaches the Web UI.
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type fakeMoodEmitter struct {
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calls int
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personaID string
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mood string
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affection int
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}
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func (f *fakeMoodEmitter) BroadcastMood(personaID, mood string, affection int) {
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f.calls++
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f.personaID = personaID
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f.mood = mood
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f.affection = affection
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}
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// moodAdapter is a model.Adapter returning fixed text, so a test can drive a real
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// loop turn without a provider.
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type moodAdapter struct{ reply string }
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func (m moodAdapter) Name() string { return "mood-test" }
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func (m moodAdapter) Chat(context.Context, model.Request, model.Options) (model.Response, error) {
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return model.Response{Content: m.reply}, nil
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}
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func (m moodAdapter) ChatStream(ctx context.Context, req model.Request, _ func(model.StreamEvent)) (model.Response, error) {
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return m.Chat(ctx, req, model.Options{})
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}
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// testEmotionApp builds an app with one registered persona (emotion calm, decay
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// enabled, affection 50/700 step 10) and the emotion observer wired exactly as
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// the composition root wires it, plus a capturing mood sink.
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func testEmotionApp(t *testing.T) (*app, *fakeMoodEmitter) {
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t.Helper()
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reg := personareg.New()
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persona := &loader.Persona{
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ID: "cyrene",
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Name: "昔涟",
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Emotion: loader.EmotionParams{
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InitialState: emotion.Calm,
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DecayRate: 0.5,
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},
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Affection: loader.AffectionParams{Initial: 50, Min: 0, Max: 700, Delta: 10},
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}
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if err := reg.RegisterPersona(persona); err != nil {
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t.Fatalf("RegisterPersona: %v", err)
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}
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if err := reg.RegisterCharacter(&personareg.Character{ID: "cyrene", Name: "昔涟", Default: true, PersonaID: "cyrene"}); 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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// testMoodLoop builds a real loop whose turn boundary is the app's hook.
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func testMoodLoop(t *testing.T, a *app, reply string) *loop.Loop {
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t.Helper()
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ag, err := agent.New("你是昔涟。", nil, nil, agent.WithModel(moodAdapter{reply: reply}, 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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return loop.New(loop.Options{Agent: ag, PersonaID: "cyrene", OnTurnEnd: a.onTurnEnd})
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}
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// TestOnTurnEndDrivesEmotionThroughLoop is the A1 end-to-end lock: a real loop
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// turn is applied to the bound persona's emotion machine, the mood lands on
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// Result.Mood (which the persistence layer writes onto the assistant message),
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// affection steps by the persona's configured magnitude, and the change is
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// broadcast once as a `mood` frame.
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func TestOnTurnEndDrivesEmotionThroughLoop(t *testing.T) {
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a, sink := testEmotionApp(t)
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l := testMoodLoop(t, a, "人家也开心♪")
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res, err := l.Run(loop.WithSessionEnv(context.Background(), loop.OwnerEnv()), "web",
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[]model.Message{model.TextMessage(model.RoleUser, "今天谢谢你呀,好开心")})
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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 != string(emotion.Happy) {
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t.Fatalf("Result.Mood = %q, want happy", res.Mood)
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}
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machine, affection, ok := a.personas.Emotions().Get("cyrene")
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if !ok {
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t.Fatal("persona cyrene not registered in the emotion manager")
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}
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if machine.Current() != emotion.Happy {
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t.Fatalf("machine state = %s, want happy", machine.Current())
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}
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if affection.Value() != 60 {
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t.Fatalf("affection = %d, want 60 (50 + the persona's step 10)", affection.Value())
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}
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if sink.calls != 1 || sink.mood != string(emotion.Happy) || sink.personaID != "cyrene" || sink.affection != 60 {
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t.Fatalf("mood broadcast = %+v, want one happy/cyrene/60 frame", sink)
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}
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}
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// TestOnTurnEndEvolvesAndDecaysAcrossTurns locks how the emotion walks over a
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// conversation: each emotional turn moves one legal edge toward the state the cue
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// aims at (so a strong warm cue reaches excited on the second turn, not the
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// first), a cue-free turn lets it decay one step toward calm (design/01 §2
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// decayRate), and each real move is broadcast once while an unchanged mood
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// broadcasts nothing.
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func TestOnTurnEndEvolvesAndDecaysAcrossTurns(t *testing.T) {
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a, sink := testEmotionApp(t)
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l := testMoodLoop(t, a, "嗯")
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ctx := loop.WithSessionEnv(context.Background(), loop.OwnerEnv())
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res, err := l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "我太开心了,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 != string(emotion.Happy) {
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t.Fatalf("first strong warm turn mood = %q, want the first legal step happy", res.Mood)
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}
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// A second strong warm turn escalates to excited.
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res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "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 != string(emotion.Excited) {
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t.Fatalf("second strong warm turn mood = %q, want excited", res.Mood)
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}
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if sink.calls != 2 || sink.mood != string(emotion.Excited) {
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t.Fatalf("broadcasts = %d/%s, want 2 with excited", sink.calls, sink.mood)
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}
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// Same mood again: no change, so no third frame.
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res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "还是最喜欢你")})
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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 != string(emotion.Excited) {
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t.Fatalf("third warm turn mood = %q, want excited unchanged", res.Mood)
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}
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if sink.calls != 2 {
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t.Fatalf("broadcasts = %d, want 2 (unchanged mood is not news)", sink.calls)
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}
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// A cue-free turn carries no signal, so the emotion decays excited → happy.
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res, err = l.Run(ctx, "web", []model.Message{model.TextMessage(model.RoleUser, "帮我看下这个报错")})
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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 != string(emotion.Happy) {
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t.Fatalf("neutral turn mood = %q, want decayed happy", res.Mood)
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}
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if sink.calls != 3 || sink.mood != string(emotion.Happy) {
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t.Fatalf("broadcasts = %d/%s, want 3 with happy", sink.calls, sink.mood)
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}
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}
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// TestOnTurnEndRestrictedConversationIsReadOnly locks the isolation boundary at
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// the wiring level: a group/stranger turn never moves the persona's mood or
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// affection and never broadcasts, matching the read-only memory lane (design/02
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// §3, design/11 §2).
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func TestOnTurnEndRestrictedConversationIsReadOnly(t *testing.T) {
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a, sink := testEmotionApp(t)
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l := testMoodLoop(t, a, "你好呀")
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restricted := loop.SessionEnv{MemWritable: false}
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ctx := loop.WithSessionEnv(context.Background(), restricted)
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res, err := l.Run(ctx, history.MainSessionID, []model.Message{model.TextMessage(model.RoleUser, "我好喜欢你")})
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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.Fatalf("Result.Mood = %q, want empty for a read-only conversation", res.Mood)
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}
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machine, affection, _ := a.personas.Emotions().Get("cyrene")
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if machine.Current() != emotion.Calm || affection.Value() != 50 {
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t.Fatalf("restricted turn moved the persona to %s/%d, want calm/50", machine.Current(), affection.Value())
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}
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if sink.calls != 0 {
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t.Fatalf("broadcasts = %d, want 0 for a restricted conversation", sink.calls)
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}
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}
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// TestOnTurnEndFallsBackToDefaultPersona locks the persona binding: a loop bound
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// without an explicit persona id advances the library's default persona instead
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// of silently tracking nothing.
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func TestOnTurnEndFallsBackToDefaultPersona(t *testing.T) {
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a, sink := testEmotionApp(t)
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if got := a.onTurnEnd(loop.TurnEnd{SessionID: "web", UserText: "谢谢你", Env: loop.OwnerEnv()}); got != string(emotion.Happy) {
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t.Fatalf("mood = %q, want happy on the default persona", got)
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}
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if sink.personaID != "cyrene" {
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t.Fatalf("broadcast persona = %q, want cyrene", sink.personaID)
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}
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}
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// TestOnTurnEndSkipsNonConversationLanes locks the lane gate: only the owner's
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// conversation (main session and its sub-sessions) moves the persona's mood.
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// Autonomous / delegated loop calls — background thinking, sub-agent work,
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// isolated IM sessions — are not conversation turns and must leave her state
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// alone.
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func TestOnTurnEndSkipsNonConversationLanes(t *testing.T) {
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a, sink := testEmotionApp(t)
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for _, sessionID := range []string{"sess-backthink", "sess-group-abc", "task-42", ""} {
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if got := a.onTurnEnd(loop.TurnEnd{SessionID: sessionID, UserText: "我好喜欢你", Env: loop.OwnerEnv()}); got != "" {
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t.Fatalf("mood for session %q = %q, want empty", sessionID, got)
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}
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}
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machine, affection, _ := a.personas.Emotions().Get("cyrene")
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if machine.Current() != emotion.Calm || affection.Value() != 50 {
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t.Fatalf("non-conversation lane moved the persona to %s/%d, want calm/50", machine.Current(), affection.Value())
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}
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if sink.calls != 0 {
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t.Fatalf("broadcasts = %d, want 0", sink.calls)
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}
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// The main session and its sub-sessions are the conversation lane.
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for _, sessionID := range []string{history.MainSessionID, history.MainSessionID + ":abc"} {
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if got := a.onTurnEnd(loop.TurnEnd{SessionID: sessionID, UserText: "谢谢你", Env: loop.OwnerEnv()}); got != string(emotion.Happy) {
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t.Fatalf("mood for session %q = %q, want happy", sessionID, got)
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}
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}
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}
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// TestOnTurnEndNilDependenciesNoPanic locks the degraded boots: no observer and
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// no gateway sink must not panic (the gateway is built after the loop).
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func TestOnTurnEndNilDependenciesNoPanic(t *testing.T) {
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empty := &app{log: testLog()}
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if got := empty.onTurnEnd(loop.TurnEnd{UserText: "我爱你", Env: loop.OwnerEnv()}); got != "" {
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t.Fatalf("mood without an observer = %q, want empty", got)
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}
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empty.publishMood(emotion.Update{PersonaID: "cyrene", Before: emotion.Calm, After: emotion.Happy})
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a, _ := testEmotionApp(t)
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a.moodSink = nil
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a.publishMood(emotion.Update{PersonaID: "cyrene", Before: emotion.Calm, After: emotion.Happy})
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}
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