Files
Cyrene_v2/internal/services/backthink/decide.go
T
Aska 2283383b9e
CI / Backend (build / vet / test / cross-compile) (push) Has been cancelled
CI / Frontend (tsc + vite build) (push) Has been cancelled
feat(backthink): 自主思考 P2——结构化推送决策+渠道选择(design/20)
- proactive.go(新): parseProactive 从结论解析 [我决定:push|no_push][渠道:...]<正文>;
  兼容大小写/全半角冒号; 无标记回退(无/nothing=不推); 畸形/孤标记 fail-safe 不推
- context.go: guidancePrompt 引导结构化结尾+保留P1温暖引导
- push.go: PushRequest{Message,ChannelHint}; Pusher.Push 路由(auto→active优先/IM兜底,
  web→仅active, im→仅IM, 具体平台→IM+platform打标+缺IM回退默认记detail); buildProactiveMessage
- backthink.go: think() 用 parseProactive→ShouldPush=push&&disturbAllowed(不再被tr.Import卡死)
- decide.go: disturbAllowed(asleep/working/quiet 硬性不打扰门) 取代旧import门(保留旧Decide兼容)
- 测试: parseProactive 6组+think端到端(真实pusher:kook→IM/无标记→active/no_push→不推/睡眠→门拦截)
   +buildProactiveMessage+具体平台无IM回退; 后端 build/vet/test 全绿
- 注: 生产 Active/IM sink 未注入 wire.go backthink.Deps(另一步); 多平台IM受单IMAdapter接口限制
2026-09-07 19:34:51 +08:00

170 lines
6.3 KiB
Go

package backthink
import (
"fmt"
"time"
)
// Importance is the estimated severity of an event that woke a thinking pass. It
// is the primary positive signal in the interrupt decision: a low-importance
// heartbeat almost never interrupts, while a critical safety event normally does.
type Importance int
const (
// ImportanceLow is a routine trigger (e.g. the periodic heartbeat).
ImportanceLow Importance = iota
// ImportanceNormal is an ordinary event worth reflecting on (device change).
ImportanceNormal
// ImportanceHigh is a notable event (a reminder the user set firing).
ImportanceHigh
// ImportanceCritical is a safety-critical event that may override work/busy.
ImportanceCritical
)
// String returns a stable label for logs and records.
func (i Importance) String() string {
switch i {
case ImportanceLow:
return "low"
case ImportanceNormal:
return "normal"
case ImportanceHigh:
return "high"
case ImportanceCritical:
return "critical"
default:
return fmt.Sprintf("importance(%d)", int(i))
}
}
// highBoredomThreshold is the boredom (0..1) above which a normal daytime event
// is worth interrupting a bored, otherwise idle user. It is a const so no magic
// number appears in the decision path.
const highBoredomThreshold = 0.7
// UserState describes the user's current condition as observed from device
// telemetry (heart rate, sleep) and schedule (work, busy). It is the negative
// signal in the interrupt decision: a sleeping, working or busy user is left
// alone. Boredom (0..1) is the soft positive dial that widens interruption.
type UserState struct {
// HeartRateBPM is the current heart rate, 0 when unknown.
HeartRateBPM int
// Sleeping reports whether the user is currently asleep from sleep tracking.
Sleeping bool
// Working reports whether the user is in a work/scheduled block.
Working bool
// Busy reports whether the user is marked busy (calendar / do-not-disturb).
Busy bool
// Boredom ranges 0..1. Higher boredom means the user is idle and more open
// to a gentle interruption.
Boredom float64
}
// String returns a concise human-readable summary for logs/records.
func (s UserState) String() string {
return fmt.Sprintf("bpm=%d sleeping=%v working=%v busy=%v boredom=%.2f",
s.HeartRateBPM, s.Sleeping, s.Working, s.Busy, s.Boredom)
}
// DecisionInput is the set of signals Decide weighs: the event's importance, the
// current wall-clock time, the user's current state and their boredom.
type DecisionInput struct {
// Trigger is a human-readable source label, recorded for traceability.
Trigger string
// Import is the event's estimated importance.
Import Importance
// At is the current wall-clock time, in the local timezone used for the
// do-not-disturb window.
At time.Time
// UserState carries the user's physiological/schedule condition.
UserState UserState
}
// Decision is the outcome of Decide.
type Decision struct {
// ShouldPush reports whether the user should be interrupted.
ShouldPush bool
// Reason is a short human-readable justification, surfaced on the panel.
Reason string
}
// Decide applies the interrupt rule from design/12 §2 (and design/11 §6) with
// "不打扰 (do not interrupt) as the first principle" as its bias. It is a pure
// method on Backthink only so it can read the configured quiet-hours window; it
// does not touch state.
//
// The evaluation order is deliberately fail-closed (prefer not interrupting):
//
// 1. A sleeping user is never interrupted.
// 2. A working or busy user is interrupted only by a critical event.
// 3. Inside the quiet-hours (deep-night) window only high/critical events
// interrupt; low/normal events are deferred.
// 4. In the daytime, high/critical events always interrupt; a normal event
// interrupts only when the user is quite bored; a low event never does.
func (b *Backthink) Decide(in DecisionInput) Decision {
s := in.UserState
if s.Sleeping {
return Decision{ShouldPush: false, Reason: "user is asleep; not interrupting"}
}
if (s.Working || s.Busy) && in.Import < ImportanceCritical {
return Decision{ShouldPush: false, Reason: "user is working/busy; not interrupting"}
}
if b.inQuietHours(in.At) {
if in.Import >= ImportanceHigh {
return Decision{ShouldPush: true, Reason: "quiet hours but event is important"}
}
return Decision{ShouldPush: false, Reason: "quiet hours; not interrupting"}
}
switch in.Import {
case ImportanceCritical, ImportanceHigh:
return Decision{ShouldPush: true, Reason: "high/critical importance during daytime"}
case ImportanceNormal:
if s.Boredom >= highBoredomThreshold {
return Decision{ShouldPush: true, Reason: "normal importance and user is bored"}
}
return Decision{ShouldPush: false, Reason: "normal importance; not worth interrupting"}
default:
return Decision{ShouldPush: false, Reason: "low importance; not interrupting"}
}
}
// disturbAllowed is the hard "do not disturb" safety gate for an autonomous push
// (design/12 §2 first principle). Unlike Decide it deliberately ignores trigger
// importance — which design/20 P2 replaces with her own judgment — and only blocks
// when it is genuinely inappropriate to interrupt: the user is asleep, working or
// busy, or it is inside the quiet-hours window. The frequency gate (PushGate)
// applies separately inside the pusher.
func (b *Backthink) disturbAllowed(at time.Time, s UserState) bool {
if s.Sleeping || s.Working || s.Busy {
return false
}
return !b.inQuietHours(at)
}
// interruptReason is the short human-readable note recorded/logged when no push
// goes out (or as the pre-push intent). It keeps the panel self-explanatory:
// either she concluded no push, or the do-not-disturb gate refused a push she
// wanted.
func (b *Backthink) interruptReason(push bool, at time.Time, s UserState) string {
switch {
case !push:
return "conclusion requested no push"
case !b.disturbAllowed(at, s):
return "proactive push blocked by do-not-disturb"
default:
return "proactive push approved"
}
}
// inQuietHours reports whether at falls inside the configured do-not-disturb
// window. The window may wrap midnight (e.g. 23:00-07:00); two equal non-zero
// hours disable it.
func (b *Backthink) inQuietHours(at time.Time) bool {
h := at.Hour()
start, end := b.cfg.QuietStartHour, b.cfg.QuietEndHour
if start <= end {
return h >= start && h < end
}
return h >= start || h < end
}