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
View File
@@ -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;