Initial commit
This commit is contained in:
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/**
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* 阶段机运行层(有副作用的执行器)。
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*
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* 职责:
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* - 持有可变 session,统一 dispatch(event) 入口
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* - 调用纯函数 applyEvent,再 processEffects 执行 IO(消息、worker、验收)
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* - 启动时从 skills/ 加载 registry,驱动 skill 选择与 SKILL.md 启动询问
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*
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* 与 phase-machine.ts 的分工:前者「算状态」,本文件「跑状态」。
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*/
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import { randomUUID } from "node:crypto";
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import {
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applyEvent,
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createArtifact,
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createSession,
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getAllowedEvents,
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} from "./phase-machine.js";
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import { Blackboard } from "../blackboard/blackboard.js";
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import type { LlmProvider } from "../llm/client.js";
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import { DEFAULT_WORKERS, MainAgent } from "../main-agent/main-agent.js";
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import { listSkills, listWorkerSkills, loadSkill, loadWorkerSkill, resolveSkillId } from "../skills/loader.js";
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import { toActiveSkillSnapshot } from "../skills/snapshot.js";
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import { runWorkerSkill } from "../worker/executor.js";
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import { resolveWorkerId } from "../worker/resolve-id.js";
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import { resolveWorkerLlmProvider } from "../skills/worker-llm.js";
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import { extractIntakeFromMessage } from "../intake/extract.js";
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import { readIntakeValues } from "../intake/intake.js";
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import type {
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AcceptanceMode,
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ActiveSkillSnapshot,
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ApplyEventResult,
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MainAgentDecision,
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PhaseEffect,
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RuntimeEvent,
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RuntimeSession,
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SkillIndexEntry,
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} from "../types/runtime.js";
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import type { BlackboardItem } from "../types/blackboard.js";
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export type PhaseRuntimeOptions = {
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presetId?: string;
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flowId?: string;
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/** worker 完成后的默认验收模式,会写入 worker_started 事件 */
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acceptanceMode?: AcceptanceMode;
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/** true 时 run_worker 自动走占位 worker(演示 / 测试用) */
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autoStubWorker?: boolean;
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/** 传入后 invoke_main_agent 会自动调用总管 LLM */
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llm?: LlmProvider;
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/** 运行时黑板;worker 产出写入此处 */
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blackboard?: Blackboard;
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/** 副作用 emit_message 与用户提示的回调(Web / CLI 接入点) */
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onMessage?: (message: string) => void;
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/** 从磁盘恢复时使用,跳过 createSession */
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initialSession?: RuntimeSession;
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/** 与 initialSession 一并恢复黑板 */
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initialBlackboardItems?: BlackboardItem[];
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};
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/**
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* 阶段机运行层:包装纯函数 phase-machine,处理副作用。
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* 启动时加载 skills/,先选 skill,再读 SKILL.md 启动询问。
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*/
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export class PhaseRuntime {
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private session: RuntimeSession;
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private readonly acceptanceMode: AcceptanceMode;
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private autoStubWorker: boolean;
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private readonly onMessage: (message: string) => void;
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private readonly blackboard: Blackboard;
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private llm?: LlmProvider;
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private mainAgent?: MainAgent;
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/** autoStubWorker=false 时,run_worker effect 暂存于此,等 startPendingWorker() */
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private pendingWorkerEffect: Extract<PhaseEffect, { type: "run_worker" }> | null =
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null;
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/** start() 时从 registry 加载,供 skill_selection 展示与编号解析 */
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private availableSkills: SkillIndexEntry[] = [];
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constructor(options: PhaseRuntimeOptions = {}) {
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this.session =
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options.initialSession ??
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createSession(options.presetId ?? "default", options.flowId);
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this.acceptanceMode = options.acceptanceMode ?? "user_confirmed";
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this.autoStubWorker = options.autoStubWorker ?? false;
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this.onMessage = options.onMessage ?? (() => {});
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this.blackboard = options.blackboard ?? new Blackboard();
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if (options.initialBlackboardItems?.length) {
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this.blackboard.seed(options.initialBlackboardItems);
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}
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if (options.llm) {
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this.llm = options.llm;
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this.mainAgent = new MainAgent(options.llm);
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}
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}
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getBlackboard(): Blackboard {
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return this.blackboard;
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}
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hasMainAgent(): boolean {
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return Boolean(this.mainAgent);
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}
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/** 设置变更后热更新 LLM(API profile / preset) */
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reloadLlm(llm: LlmProvider, autoStubWorker?: boolean): void {
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this.llm = llm;
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this.mainAgent = new MainAgent(llm);
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if (autoStubWorker !== undefined) {
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this.autoStubWorker = autoStubWorker;
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}
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}
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getLlm(): LlmProvider | undefined {
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return this.llm;
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}
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getSession(): RuntimeSession {
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return this.session;
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}
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setLifecycleStage(stage: "design" | "play"): void {
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this.session = {
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...this.session,
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slots: { ...this.session.slots, uiLifecycleStage: stage },
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updatedAt: new Date().toISOString(),
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};
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}
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getAvailableSkills(): SkillIndexEntry[] {
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return this.availableSkills;
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}
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/** 恢复会话或首次 start 前加载 skill 列表(供 UI 展示) */
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async ensureAvailableSkills(): Promise<void> {
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if (this.availableSkills.length === 0) {
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this.availableSkills = await listSkills();
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}
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}
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getActiveSkill(): ActiveSkillSnapshot | undefined {
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return this.session.slots.activeSkill as ActiveSkillSnapshot | undefined;
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}
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getAllowedEventTypes(): RuntimeEvent["type"][] {
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return getAllowedEvents(this.session);
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}
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/**
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* 是否处于「running 且无事可做,等总管决策」状态。
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* Web 层据此显示「生成大纲」等按钮。
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*/
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needsMainAgentDecision(): boolean {
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return (
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this.session.phase === "running" &&
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!this.session.currentWorkerId &&
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!this.pendingWorkerEffect
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);
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}
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/** 加载 skills/registry → 触发 session_started → waiting_user(skill_selection) */
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async start(): Promise<RuntimeSession> {
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this.availableSkills = await listSkills();
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if (this.availableSkills.length === 0) {
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throw new Error("skills/ 下没有找到任何 skill 文件(novel/*.md 或 dialogue/*.md)");
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}
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await this.dispatch({
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type: "session_started",
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payload: {
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presetId: this.session.presetId,
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flowId: this.session.flowId,
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availableSkills: this.availableSkills,
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},
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});
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return this.session;
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}
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/** 启动并预选总管,跳过 skill_selection */
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async startWithOrchestrator(orchestratorId: string): Promise<RuntimeSession> {
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await this.start();
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if (this.session.waitingReason?.kind === "skill_selection") {
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await this.selectSkill(orchestratorId);
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}
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return this.session;
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}
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/** 解析并加载 SKILL.md → 触发 skill_selected → waiting_user(input) */
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async selectSkill(skillIdOrName: string): Promise<RuntimeSession> {
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const dir = await resolveSkillId(skillIdOrName);
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if (!dir) {
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throw new Error(`未找到 skill: ${skillIdOrName}`);
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}
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const parsed = await loadSkill(dir);
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await this.dispatch({
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type: "skill_selected",
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payload: { skill: toActiveSkillSnapshot(parsed) },
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});
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return this.session;
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}
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/** 统一事件入口:applyEvent + 更新 session + 处理 effects + 可选总管 LLM */
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async dispatch(event: RuntimeEvent): Promise<ApplyEventResult> {
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const result = applyEvent(this.session, event);
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this.session = result.session;
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if (
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event.type === "user_submitted_input" ||
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event.type === "user_confirmed_intake"
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) {
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this.syncSlotsToBlackboard(this.session);
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}
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if (result.error && event.type !== "runtime_failed") {
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this.onMessage(result.error);
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}
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await this.processEffects(result.effects);
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await this.maybeRunMainAgent(result.effects);
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return result;
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}
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/** 将 slots 中的启动目标等同步为黑板 tag(迁移期 tag 名可与旧 key 相同) */
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private syncSlotsToBlackboard(session: RuntimeSession): void {
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const activeSkill = session.slots.activeSkill as ActiveSkillSnapshot | undefined;
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if (activeSkill?.startupTargetKey) {
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const tag = activeSkill.startupTargetKey;
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const content = session.slots[tag];
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if (typeof content === "string" && content.trim()) {
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this.blackboard.write({
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tag,
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content: content.trim(),
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source: "user",
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});
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}
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}
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const workerReply = session.slots["用户.worker答复"];
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if (typeof workerReply === "string" && workerReply.trim()) {
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this.blackboard.write({
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tag: "用户.worker答复",
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content: workerReply.trim(),
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source: "user",
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});
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}
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const revision = session.slots.revisionInstruction;
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if (typeof revision === "string" && revision.trim()) {
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this.blackboard.write({
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tag: "用户.修改说明",
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content: revision.trim(),
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source: "user",
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});
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}
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}
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/**
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* 用户文本输入的统一入口。
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* skill_selection 阶段会先解析为 selectSkill,否则走 user_submitted_input。
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*/
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async submitInput(text: string): Promise<RuntimeSession> {
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if (this.session.waitingReason?.kind === "skill_selection") {
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const picked = await this.resolveSkillFromUserInput(text);
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if (!picked) {
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throw new Error(`无法识别 skill: ${text}。请输入 name 或列表编号。`);
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}
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return this.selectSkill(picked);
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}
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if (this.session.waitingReason?.kind === "intake") {
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const skill = this.getActiveSkill();
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const fields = skill?.intakeFields ?? [];
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const current = readIntakeValues(this.session.slots);
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const intakeValues = await extractIntakeFromMessage(
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text,
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fields,
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current,
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this.llm,
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);
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await this.dispatch({
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type: "user_submitted_input",
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payload: { text, intakeValues },
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});
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return this.session;
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}
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await this.dispatch({ type: "user_submitted_input", payload: { text } });
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return this.session;
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}
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/** 必要项已填完:确认进入实例化 / 下一阶段 */
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async confirmIntake(): Promise<RuntimeSession> {
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if (this.session.waitingReason?.kind !== "intake") {
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throw new Error("当前不在填空收集阶段");
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}
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await this.dispatch({ type: "user_confirmed_intake", payload: {} });
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this.syncSlotsToBlackboard(this.session);
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return this.session;
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}
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/** 支持按编号(1-based)或 skill name 解析 */
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private async resolveSkillFromUserInput(text: string): Promise<string | null> {
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const trimmed = text.trim();
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const num = Number(trimmed);
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if (Number.isInteger(num) && num >= 1 && num <= this.availableSkills.length) {
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const entry = this.availableSkills[num - 1];
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return resolveSkillId(entry.name);
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}
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return resolveSkillId(trimmed);
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}
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/** 提交总管决策(通常来自 Main Agent / 手动按钮) */
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async submitDecision(decision: MainAgentDecision): Promise<RuntimeSession> {
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await this.dispatch({
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type: "main_agent_decision_created",
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payload: { decision },
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});
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return this.session;
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}
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/** 用户确认 pendingDecision(approve_step) */
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async approve(): Promise<RuntimeSession> {
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const id = this.session.pendingDecision?.id;
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if (!id) throw new Error("当前没有待确认的决策");
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await this.dispatch({ type: "user_approved_next_step", payload: { decisionId: id } });
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return this.session;
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}
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/** 用户拒绝 pendingDecision,回到总管 */
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async rejectStep(reason?: string): Promise<RuntimeSession> {
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const id = this.session.pendingDecision?.id;
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if (!id) throw new Error("当前没有待拒绝的决策");
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await this.dispatch({
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type: "user_rejected_next_step",
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payload: { decisionId: id, reason },
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});
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return this.session;
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}
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/** 用户接受 pendingArtifact */
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async acceptArtifact(artifactId?: string): Promise<RuntimeSession> {
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const id = artifactId ?? this.session.pendingArtifactId;
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if (!id) throw new Error("当前没有待验收的产物");
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await this.dispatch({ type: "user_accepted_artifact", payload: { artifactId: id } });
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return this.session;
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}
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/** 用户拒绝 pendingArtifact,进入 revision */
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async rejectArtifact(reason?: string, artifactId?: string): Promise<RuntimeSession> {
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const id = artifactId ?? this.session.pendingArtifactId;
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if (!id) throw new Error("当前没有待拒绝的产物");
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await this.dispatch({
|
||||
type: "user_rejected_artifact",
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payload: { artifactId: id, reason },
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||||
});
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return this.session;
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||||
}
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|
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/** worker 调用 ask_user 能力时,由外层触发此事件 */
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async workerAsk(questions: string[]): Promise<RuntimeSession> {
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const workerId = this.session.currentWorkerId;
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if (!workerId) throw new Error("当前没有运行中的 worker");
|
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await this.dispatch({
|
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type: "worker_needs_input",
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payload: { workerId, stepId: this.session.currentStepId, questions },
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||||
});
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return this.session;
|
||||
}
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||||
/**
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* 手动标记 worker 完成:先创建 artifact 写入 session,再 dispatch worker_completed。
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* 真实 worker 集成时,产物内容应在此之前写入 slots / blackboard。
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*/
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async workerComplete(summary?: string): Promise<RuntimeSession> {
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const workerId = this.session.currentWorkerId;
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if (!workerId) throw new Error("当前没有运行中的 worker");
|
||||
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const artifact = createArtifact({
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workerId,
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stepId: this.session.currentStepId,
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||||
outputTags: ["output.草稿"],
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summary: summary ?? `${workerId} 产物`,
|
||||
});
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this.session = { ...this.session, artifacts: [...this.session.artifacts, artifact] };
|
||||
|
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await this.dispatch({
|
||||
type: "worker_completed",
|
||||
payload: { artifactId: artifact.id },
|
||||
});
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return this.session;
|
||||
}
|
||||
|
||||
/** 非 autoStub 模式下,手动启动 pendingWorkerEffect */
|
||||
async startPendingWorker(): Promise<RuntimeSession> {
|
||||
const effect = this.pendingWorkerEffect;
|
||||
if (!effect) throw new Error("没有待启动的 worker");
|
||||
this.pendingWorkerEffect = null;
|
||||
await this.runStubWorker(effect, false);
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return this.session;
|
||||
}
|
||||
|
||||
/** 消费 applyEvent 返回的 PhaseEffect 列表 */
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||||
private async processEffects(effects: PhaseEffect[]): Promise<void> {
|
||||
for (const effect of effects) {
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||||
switch (effect.type) {
|
||||
case "emit_message":
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this.onMessage(effect.message);
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||||
break;
|
||||
case "invoke_main_agent":
|
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if (!this.mainAgent) {
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this.onMessage(
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"[阶段机] running:等待总管决策。请用 /decide 提交 run_worker 或 finish。",
|
||||
);
|
||||
}
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break;
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case "run_worker":
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||||
if (this.autoStubWorker) {
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||||
await this.runStubWorker(effect);
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||||
} else if (this.llm) {
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||||
await this.runRealWorker(effect);
|
||||
} else {
|
||||
this.pendingWorkerEffect = effect;
|
||||
this.onMessage(
|
||||
`[阶段机] 待启动 worker: ${effect.workerId}。输入 /worker-start`,
|
||||
);
|
||||
}
|
||||
break;
|
||||
case "resume_worker": {
|
||||
const ctx = this.session.resumeContext;
|
||||
if (!ctx) break;
|
||||
const workerEffect: Extract<PhaseEffect, { type: "run_worker" }> = {
|
||||
type: "run_worker",
|
||||
workerId: ctx.workerId,
|
||||
};
|
||||
if (this.autoStubWorker) {
|
||||
await this.runStubWorker(workerEffect);
|
||||
} else if (this.llm) {
|
||||
await this.runRealWorker(workerEffect);
|
||||
} else {
|
||||
this.pendingWorkerEffect = workerEffect;
|
||||
this.onMessage(`[阶段机] 恢复 worker: ${ctx.workerId}。输入 /worker-start`);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case "run_programmatic_review":
|
||||
await this.runProgrammaticReview(effect.artifactId);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private async runRealWorker(
|
||||
effect: Extract<PhaseEffect, { type: "run_worker" }>,
|
||||
): Promise<void> {
|
||||
const activeSkill = this.getActiveSkill();
|
||||
if (!activeSkill?.name) {
|
||||
throw new Error("当前没有 active skill,无法运行 worker");
|
||||
}
|
||||
if (!this.llm) {
|
||||
throw new Error("未配置 LLM,无法运行 worker");
|
||||
}
|
||||
|
||||
const workerId = resolveWorkerId(effect.workerId);
|
||||
let slots = { ...this.session.slots };
|
||||
|
||||
this.syncSlotsToBlackboard(this.session);
|
||||
|
||||
if (effect.workerContext?.roleId?.trim()) {
|
||||
const roleId = effect.workerContext.roleId.trim();
|
||||
slots["世界.当前角色.id"] = roleId;
|
||||
this.blackboard.write({
|
||||
tag: "世界.当前角色.id",
|
||||
content: roleId,
|
||||
source: "runtime",
|
||||
});
|
||||
this.session = { ...this.session, slots };
|
||||
}
|
||||
|
||||
this.session = (
|
||||
await this.dispatch({
|
||||
type: "worker_started",
|
||||
payload: {
|
||||
workerId: effect.workerId,
|
||||
stepId: this.session.currentStepId,
|
||||
acceptanceMode: this.session.resumeContext?.acceptanceMode ?? this.acceptanceMode,
|
||||
},
|
||||
})
|
||||
).session;
|
||||
|
||||
const skill = await loadSkill(activeSkill.name);
|
||||
const worker = await loadWorkerSkill(activeSkill.name, effect.workerId);
|
||||
const workerLlm = resolveWorkerLlmProvider({
|
||||
worker,
|
||||
bindings: skill.workerLlmBindings,
|
||||
slots,
|
||||
fallbackLlm: this.llm,
|
||||
});
|
||||
|
||||
this.onMessage(`[Worker] ${workerId} 执行中…`);
|
||||
|
||||
const result = await runWorkerSkill({
|
||||
skillName: activeSkill.name,
|
||||
workerId: effect.workerId,
|
||||
slots,
|
||||
blackboard: this.blackboard,
|
||||
llm: workerLlm,
|
||||
});
|
||||
|
||||
if (result.askUser?.length) {
|
||||
await this.workerAsk(result.askUser);
|
||||
return;
|
||||
}
|
||||
|
||||
slots = { ...this.session.slots };
|
||||
for (const [tag, content] of Object.entries(result.outputs)) {
|
||||
this.blackboard.write({
|
||||
tag,
|
||||
content,
|
||||
source: workerId,
|
||||
});
|
||||
slots[tag] = content;
|
||||
}
|
||||
this.session = { ...this.session, slots };
|
||||
|
||||
const artifact = createArtifact({
|
||||
workerId: effect.workerId,
|
||||
stepId: this.session.currentStepId,
|
||||
outputTags: Object.keys(result.outputs),
|
||||
summary: result.summary,
|
||||
});
|
||||
this.session = { ...this.session, artifacts: [...this.session.artifacts, artifact] };
|
||||
|
||||
this.onMessage(
|
||||
`[Worker] ${workerId} 已完成\n\n${result.preview}${result.preview.length >= 4000 ? "\n\n…" : ""}`,
|
||||
);
|
||||
|
||||
await this.dispatch({
|
||||
type: "worker_completed",
|
||||
payload: { artifactId: artifact.id },
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* 占位 worker:worker_started → 可选自动 worker_completed。
|
||||
* 演示与单测用,真实环境应替换为真实 worker 调度。
|
||||
*/
|
||||
private async runStubWorker(
|
||||
effect: Extract<PhaseEffect, { type: "run_worker" }>,
|
||||
autoComplete = true,
|
||||
): Promise<void> {
|
||||
this.session = (
|
||||
await this.dispatch({
|
||||
type: "worker_started",
|
||||
payload: {
|
||||
workerId: effect.workerId,
|
||||
stepId: this.session.currentStepId,
|
||||
acceptanceMode: this.session.resumeContext?.acceptanceMode ?? this.acceptanceMode,
|
||||
},
|
||||
})
|
||||
).session;
|
||||
|
||||
this.onMessage(`[Worker 占位] ${effect.workerId} 已开始。`);
|
||||
|
||||
if (!autoComplete) return;
|
||||
|
||||
const lastInput = String(this.session.slots.lastUserInput ?? "");
|
||||
const value = `[${effect.workerId} 占位输出]\n${lastInput ? `输入: ${lastInput}\n` : ""}说明: stub worker,后续替换为真实 LLM worker。`;
|
||||
|
||||
const outputTags = await this.resolveWorkerOutputTags(effect.workerId);
|
||||
const tagsToWrite = outputTags.length > 0 ? outputTags : ["output.草稿"];
|
||||
|
||||
for (const tag of tagsToWrite) {
|
||||
this.blackboard.write({
|
||||
tag,
|
||||
content: value,
|
||||
source: effect.workerId,
|
||||
});
|
||||
}
|
||||
|
||||
const artifact = createArtifact({
|
||||
workerId: effect.workerId,
|
||||
stepId: this.session.currentStepId,
|
||||
outputTags: tagsToWrite,
|
||||
summary: `${effect.workerId} 占位产物`,
|
||||
});
|
||||
this.session = { ...this.session, artifacts: [...this.session.artifacts, artifact] };
|
||||
|
||||
await this.dispatch({
|
||||
type: "worker_completed",
|
||||
payload: { artifactId: artifact.id },
|
||||
});
|
||||
}
|
||||
|
||||
private async resolveWorkerOutputTags(workerId: string): Promise<string[]> {
|
||||
const active = this.getActiveSkill();
|
||||
if (!active?.name) return [];
|
||||
try {
|
||||
const worker = await loadWorkerSkill(active.name, workerId);
|
||||
return worker.outputTags;
|
||||
} catch {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
|
||||
/** 简易程序验收:summary 非空则通过,否则 revision */
|
||||
private async runProgrammaticReview(artifactId: string): Promise<void> {
|
||||
await this.dispatch({ type: "programmatic_review_started", payload: { artifactId } });
|
||||
|
||||
const artifact = this.session.artifacts.find((a) => a.id === artifactId);
|
||||
const passed = Boolean(artifact?.summary && artifact.summary.length > 0);
|
||||
|
||||
await this.dispatch(
|
||||
passed
|
||||
? { type: "programmatic_review_passed", payload: { artifactId } }
|
||||
: {
|
||||
type: "programmatic_review_failed",
|
||||
payload: { artifactId, reason: "产物 summary 为空" },
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
/** invoke_main_agent 副作用:running 时调用总管 LLM,链式推进直到需用户介入 */
|
||||
private async maybeRunMainAgent(effects: PhaseEffect[]): Promise<void> {
|
||||
if (this.mainAgent && effects.some((e) => e.type === "invoke_main_agent")) {
|
||||
await this.runMainAgent();
|
||||
}
|
||||
}
|
||||
|
||||
private async runMainAgent(): Promise<void> {
|
||||
if (!this.mainAgent || this.session.phase !== "running") {
|
||||
return;
|
||||
}
|
||||
|
||||
const availableWorkers = await this.resolveAvailableWorkers();
|
||||
|
||||
const decision = await this.mainAgent.runToolLoop(
|
||||
{
|
||||
session: this.session,
|
||||
blackboardIndex: this.blackboard.listTagIndex(),
|
||||
availableWorkers,
|
||||
},
|
||||
{
|
||||
handlers: {
|
||||
readBlackboard: (tags) => this.readBlackboardForAgent(tags),
|
||||
listWorkers: () => availableWorkers,
|
||||
listArtifacts: () =>
|
||||
this.session.artifacts.map((a) => ({
|
||||
id: a.id,
|
||||
workerId: a.workerId,
|
||||
status: a.status,
|
||||
summary: a.summary,
|
||||
outputTags: a.outputTags,
|
||||
})),
|
||||
onToolCall: (name, detail) => {
|
||||
const preview =
|
||||
detail.length > 120 ? `${detail.slice(0, 120)}…` : detail;
|
||||
this.onMessage(`[总管 tool] ${name}${preview ? `: ${preview}` : ""}`);
|
||||
},
|
||||
},
|
||||
},
|
||||
);
|
||||
|
||||
this.onMessage(`[总管] ${decision.action}: ${decision.reason}`);
|
||||
|
||||
const result = applyEvent(this.session, {
|
||||
type: "main_agent_decision_created",
|
||||
payload: { decision },
|
||||
});
|
||||
this.session = result.session;
|
||||
|
||||
if (result.error) {
|
||||
this.onMessage(result.error);
|
||||
}
|
||||
|
||||
await this.processEffects(result.effects);
|
||||
await this.maybeRunMainAgent(result.effects);
|
||||
}
|
||||
|
||||
/** 总管 read_blackboard tool:按 tag 或模式读取正文 */
|
||||
private readBlackboardForAgent(tags: string[]): Record<string, string> {
|
||||
const out: Record<string, string> = {};
|
||||
for (const pattern of tags) {
|
||||
const items = this.blackboard.queryByPatterns([pattern], "latest");
|
||||
if (items.length === 0) {
|
||||
const slotVal = this.session.slots[pattern];
|
||||
if (typeof slotVal === "string" && slotVal.trim()) {
|
||||
out[pattern] = slotVal.trim();
|
||||
} else {
|
||||
out[pattern] = "";
|
||||
}
|
||||
continue;
|
||||
}
|
||||
for (const item of items) {
|
||||
out[item.tag] = item.content;
|
||||
}
|
||||
}
|
||||
return out;
|
||||
}
|
||||
|
||||
private async resolveAvailableWorkers(): Promise<
|
||||
Array<{ id: string; description: string }>
|
||||
> {
|
||||
const active = this.getActiveSkill();
|
||||
if (!active?.name) return [...DEFAULT_WORKERS];
|
||||
try {
|
||||
const workers = await listWorkerSkills(active.name);
|
||||
if (workers.length === 0) return [...DEFAULT_WORKERS];
|
||||
return workers.map((w) => ({ id: w.id, description: w.description }));
|
||||
} catch {
|
||||
return [...DEFAULT_WORKERS];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** 构造总管决策,强制 statePatchAllowed=false */
|
||||
export function createDecision(
|
||||
partial: Omit<MainAgentDecision, "id" | "statePatchAllowed"> &
|
||||
Partial<Pick<MainAgentDecision, "id">>,
|
||||
): MainAgentDecision {
|
||||
return {
|
||||
id: partial.id ?? randomUUID(),
|
||||
statePatchAllowed: false,
|
||||
...partial,
|
||||
};
|
||||
}
|
||||
|
||||
/** CLI 调试:单行摘要当前会话状态 */
|
||||
export function formatSession(session: RuntimeSession): string {
|
||||
const active = session.slots.activeSkill as ActiveSkillSnapshot | undefined;
|
||||
const lines = [
|
||||
`phase: ${session.phase}`,
|
||||
session.waitingReason ? `waitingReason: ${session.waitingReason.kind}` : null,
|
||||
active ? `skill: ${active.name}` : null,
|
||||
session.slots.startupCompleted ? "startup: done" : null,
|
||||
session.slots["book.brief"] ? "book.brief: yes" : null,
|
||||
session.currentWorkerId ? `worker: ${session.currentWorkerId}` : null,
|
||||
`artifacts: ${session.artifacts.length}`,
|
||||
`events: ${session.history.length}`,
|
||||
];
|
||||
return lines.filter(Boolean).join("\n");
|
||||
}
|
||||
|
||||
/** 集成测试用:从 start 到 finish 的最小闭环脚本 */
|
||||
export async function runMinimalClosedLoop(
|
||||
runtime: PhaseRuntime,
|
||||
): Promise<RuntimeSession> {
|
||||
await runtime.start();
|
||||
await runtime.selectSkill("basic");
|
||||
await runtime.submitInput("科幻长篇,第三人称,约 20 万字");
|
||||
await runtime.confirmIntake();
|
||||
|
||||
const decision = createDecision({
|
||||
action: "run_worker",
|
||||
reason: "生成大纲",
|
||||
workerId: "outline-worker",
|
||||
requiresApproval: true,
|
||||
});
|
||||
await runtime.submitDecision(decision);
|
||||
await runtime.approve();
|
||||
|
||||
if (runtime.getSession().currentWorkerId) {
|
||||
await runtime.workerComplete();
|
||||
}
|
||||
|
||||
await runtime.acceptArtifact();
|
||||
await runtime.submitDecision(
|
||||
createDecision({ action: "finish", reason: "完成", requiresApproval: false }),
|
||||
);
|
||||
|
||||
return runtime.getSession();
|
||||
}
|
||||
Reference in New Issue
Block a user