Reorder play pipeline: gm first, auditor last.

Main world layer runs before narrator and deferred maintenance. Round-scoped settlement/maintain tags are archived at turn start so prior auditor table merges feed the next gm read.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-08-25 00:42:56 +08:00
co-authored by Cursor
parent b82da4c5a5
commit 6b4156fd0f
6 changed files with 76 additions and 43 deletions
+32
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@@ -154,6 +154,14 @@ import type {
} from "../types/runtime.js";
import type { BlackboardItem } from "../types/blackboard.js";
/** 每轮开始前清掉的 transient tag(避免主世界层读到上一轮裁决/旁观包) */
const PLAY_ROUND_TRANSIENT_TAGS = [
SETTLEMENT_TAG,
MAINTAIN_TAG,
"运行.本轮.机遇",
"运行.本轮.变量变更",
] as const;
export type PhaseRuntimeOptions = {
presetId?: string;
flowId?: string;
@@ -2072,6 +2080,7 @@ export class PhaseRuntime {
/** 游玩:按 playWorkerIds 开一轮 */
private async startPlayTurn(): Promise<void> {
this.syncSlotsToBlackboard(this.session);
this.clearPlayRoundTransientTags();
const ids = this.getInstanceWorkerDeclaration().playWorkerIds;
if (!ids.length) {
this.onMessage(
@@ -2118,6 +2127,29 @@ export class PhaseRuntime {
};
}
/** 新回合开始前归档上一轮 transient 产物(表合并结果保留在 变量.当前) */
private clearPlayRoundTransientTags(): void {
const slots = { ...this.session.slots };
const archivedAt = new Date().toISOString();
for (const tag of PLAY_ROUND_TRANSIENT_TAGS) {
const hadBoard = this.blackboard.getLatestByTag(tag) != null;
const hadSlot = tag in slots;
if (!hadBoard && !hadSlot) continue;
this.blackboard.write({
tag,
content: "",
source: "runtime",
metadata: {
role: "archived",
archivedAt,
reason: "play_round_reset",
},
});
delete slots[tag];
}
this.session = { ...this.session, slots };
}
/** 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 (inferLifecycleStage(this.session) === "play") return;
+14 -14
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@@ -6,7 +6,7 @@
import type { WorkerAcceptance, WorkerSetEntry } from "./worker-set-parse.js";
export type PlaySlotId = "auditor" | "gm" | "narrator" | "perspective";
/** 按需槽(不进入 auditor→perspective→gm→narrator 管线) */
/** 按需槽(不进入 gm→perspective?→narrator→auditor 管线) */
export type OnDemandSlotId = "chance";
export type PlaySlotsConfig = {
@@ -82,10 +82,10 @@ export const ON_DEMAND_SLOT_META: Record<
/** 推荐回合顺序(启用的槽按此排序;不含按需槽) */
export const PLAY_SLOT_ORDER: PlaySlotId[] = [
"auditor",
"perspective",
"gm",
"perspective",
"narrator",
"auditor",
];
/** 这些槽的默认上下文不注入「对话.历史」长聊 */
@@ -194,21 +194,21 @@ export function workerEntryForSlot(
role: id,
duty: meta.purpose,
when:
id === "auditor"
? "每轮用户输入后、主世界层之前"
id === "gm"
? "每轮用户输入后首先上场(主 LLM / 裁决权威)"
: id === "perspective"
? "强信息隔离且本轮需要该角色独立反应时"
: id === "gm"
? "每轮用户输入后(旁观维护与可选视角之后)"
: "主世界层裁决包就绪后",
? "强信息隔离且本轮需要该角色独立反应时(主世界层之后)"
: id === "narrator"
? "主世界层裁决包就绪后"
: "转述完成后;表维护合并进变量.当前,供下一轮主世界层读取",
rationale:
id === "auditor"
? "表与规则补充与主裁决分槽,避免挤占对话历史上下文"
id === "gm"
? "等同 SillyTavern 主 LLM:读设定与状态并产出裁决"
: id === "perspective"
? "知密内容不能进主世界层上下文"
: id === "gm"
? "裁决与真值变更需要独立推理槽"
: "用户可见正文与裁决分离,避免文风与规则互相挤压",
: id === "narrator"
? "用户可见正文与裁决分离,避免文风与规则互相挤压"
: "表与规则补充延后执行,改表结果作用于下一轮而非本轮重裁",
acceptance: meta.defaultAcceptance,
invocation: "turn",
};
+2 -1
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@@ -1,5 +1,6 @@
/**
* 游玩回合:按运行规格 playWorkerIds 连跑(旁观 → 视角? → 主世界层 → 转述)。
* 游玩回合:按运行规格 playWorkerIds 连跑(主世界层 → 视角? → 转述 → 旁观维护)。
* 旁观维护在本轮末执行,表变更供下一轮主世界层读取。
* 与创作总管无关;收口后的输入走这里。
*/
export const SLOT_PLAY_TURN_QUEUE = "playTurnQueue";