Version: 0.9.75.dev.260505
后端: 1.收口阶段 6 agent 结构迁移,将 newAgent 内核与 agentsvc 编排层迁入 services/agent - 切换 Agent 启动装配与 HTTP handler 直连 agent sv,移除旧 service agent bridge - 补齐 Agent 对 memory、task、task-class、schedule 的 RPC 适配与契约字段 - 扩展 schedule、task、task-class RPC/contract 支撑 Agent 查询、写入与 provider 切流 - 更新迁移文档、README 与相关注释,明确 agent 当前切流点和剩余 memory 迁移面
This commit is contained in:
631
backend/services/agent/conv/schedule_state.go
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631
backend/services/agent/conv/schedule_state.go
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@@ -0,0 +1,631 @@
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package agentconv
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import (
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"sort"
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"github.com/LoveLosita/smartflow/backend/model"
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schedule "github.com/LoveLosita/smartflow/backend/services/agent/tools/schedule"
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)
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// WindowDay 表示排课窗口中的一天(相对周 + 周几)。
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type WindowDay struct {
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Week int
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DayOfWeek int
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}
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// LoadScheduleState 将数据库层的 schedules + taskClasses 聚合为 agent 工具层可直接操作的 ScheduleState。
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//
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// 职责边界:
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// 1. 只负责数据映射与状态归一,不做数据库读写;
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// 2. 同时兼容三种“任务已落位”信号:event.rel_id、schedules.embedded_task_id、task_item.embedded_time;
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// 3. 对嵌入课程任务优先判定为 existing,避免误挂回 pending。
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func LoadScheduleState(
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schedules []model.Schedule,
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taskClasses []model.TaskClass,
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extraItemCategories map[int]string,
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windowDays []WindowDay,
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) *schedule.ScheduleState {
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state := &schedule.ScheduleState{
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Window: schedule.ScheduleWindow{
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TotalDays: len(windowDays),
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DayMapping: make([]schedule.DayMapping, len(windowDays)),
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},
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Tasks: make([]schedule.ScheduleTask, 0),
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}
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// 1. 构建 day_index 与 (week, day_of_week) 的双向转换基础索引。
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dayLookup := make(map[[2]int]int, len(windowDays))
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for i, wd := range windowDays {
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dayIndex := i + 1
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state.Window.DayMapping[i] = schedule.DayMapping{
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DayIndex: dayIndex,
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Week: wd.Week,
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DayOfWeek: wd.DayOfWeek,
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}
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dayLookup[[2]int{wd.Week, wd.DayOfWeek}] = dayIndex
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}
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// 2. 构建 task_item -> 分类名映射。
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// 2.1 先放 extraItemCategories(低优先级,兜底);
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// 2.2 再用 taskClasses 覆盖(高优先级,确保本轮排课分类准确)。
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itemCategoryLookup := make(map[int]string)
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itemOrderLookup := buildTaskItemOrderLookup(taskClasses)
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for id, name := range extraItemCategories {
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itemCategoryLookup[id] = name
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}
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for _, tc := range taskClasses {
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catName := "任务"
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if tc.Name != nil && *tc.Name != "" {
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catName = *tc.Name
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}
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for _, item := range tc.Items {
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itemCategoryLookup[item.ID] = catName
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}
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}
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// 3. 先把 schedules 聚合成 event 任务(existing)。
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type slotGroup struct {
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week int
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dayOfWeek int
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sections []int
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}
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eventSlotMap := make(map[int][]slotGroup) // eventID -> 多天多段槽位
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eventInfo := make(map[int]*model.ScheduleEvent)
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for i := range schedules {
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s := &schedules[i]
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if s.Event == nil {
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continue
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}
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if _, exists := eventInfo[s.EventID]; !exists {
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eventInfo[s.EventID] = s.Event
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}
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groups := eventSlotMap[s.EventID]
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found := false
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for gi := range groups {
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if groups[gi].week == s.Week && groups[gi].dayOfWeek == s.DayOfWeek {
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groups[gi].sections = append(groups[gi].sections, s.Section)
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found = true
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break
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}
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}
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if !found {
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groups = append(groups, slotGroup{
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week: s.Week,
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dayOfWeek: s.DayOfWeek,
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sections: []int{s.Section},
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})
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}
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eventSlotMap[s.EventID] = groups
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}
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nextStateID := 1
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eventStateIDs := make(map[int]int) // eventID -> stateID
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for eventID, groups := range eventSlotMap {
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event := eventInfo[eventID]
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if event == nil {
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continue
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}
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category := "课程"
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if event.Type == "task" {
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category = "任务"
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if event.RelID != nil {
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if cat, ok := itemCategoryLookup[*event.RelID]; ok && cat != "" {
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category = cat
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}
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}
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}
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locked := event.Type == "course" && !event.CanBeEmbedded
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var slots []schedule.TaskSlot
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for _, g := range groups {
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if len(g.sections) == 0 {
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continue
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}
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sort.Ints(g.sections)
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start, end := g.sections[0], g.sections[0]
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for _, sec := range g.sections[1:] {
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if sec == end+1 {
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end = sec
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continue
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}
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if day, ok := dayLookup[[2]int{g.week, g.dayOfWeek}]; ok {
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slots = append(slots, schedule.TaskSlot{Day: day, SlotStart: start, SlotEnd: end})
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}
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start, end = sec, sec
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}
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if day, ok := dayLookup[[2]int{g.week, g.dayOfWeek}]; ok {
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slots = append(slots, schedule.TaskSlot{Day: day, SlotStart: start, SlotEnd: end})
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}
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}
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sort.Slice(slots, func(i, j int) bool {
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if slots[i].Day != slots[j].Day {
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return slots[i].Day < slots[j].Day
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}
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return slots[i].SlotStart < slots[j].SlotStart
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})
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stateID := nextStateID
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state.Tasks = append(state.Tasks, schedule.ScheduleTask{
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StateID: stateID,
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Source: "event",
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SourceID: eventID,
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Name: event.Name,
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Category: category,
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Status: "existing",
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Locked: locked,
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Slots: slots,
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CanEmbed: event.CanBeEmbedded,
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EventType: event.Type,
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})
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eventStateIDs[eventID] = stateID
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nextStateID++
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}
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// 4. 构建 task_item 占位索引(后续 pending 判定优先用这两个索引短路)。
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// 4.1 event.rel_id 占位:该 item 已有 task event;
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// 4.2 schedules.embedded_task_id 占位:该 item 已嵌入到课程槽位。
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itemIDToTaskEventStateID := make(map[int]int)
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for eventID, stateID := range eventStateIDs {
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event := eventInfo[eventID]
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if event == nil || event.Type != "task" || event.RelID == nil {
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continue
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}
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itemIDToTaskEventStateID[*event.RelID] = stateID
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}
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itemIDToEmbedHostStateID := make(map[int]int)
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for i := range schedules {
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s := &schedules[i]
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if s.EmbeddedTaskID == nil {
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continue
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}
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hostStateID, ok := eventStateIDs[s.EventID]
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if !ok {
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continue
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}
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itemIDToEmbedHostStateID[*s.EmbeddedTaskID] = hostStateID
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}
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// 5. 处理 task_items:
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// 5.1 先消化 existing(task event / 课程嵌入 / embedded_time);
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// 5.2 剩余条目再按 status 判 pending。
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itemStateIDs := make(map[int]int) // task_item_id -> stateID
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for _, tc := range taskClasses {
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catName := "任务"
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if tc.Name != nil && *tc.Name != "" {
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catName = *tc.Name
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}
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defaultDuration := estimateTaskItemDuration(tc)
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pendingCount := 0
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for _, item := range tc.Items {
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if stateID, ok := itemIDToTaskEventStateID[item.ID]; ok {
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itemStateIDs[item.ID] = stateID
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continue
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}
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if hostStateID, ok := itemIDToEmbedHostStateID[item.ID]; ok {
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hostSlots := []schedule.TaskSlot(nil)
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if hostTask := state.TaskByStateID(hostStateID); hostTask != nil {
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hostSlots = cloneTaskSlots(hostTask.Slots)
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}
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stateID := nextStateID
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state.Tasks = append(state.Tasks, schedule.ScheduleTask{
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StateID: stateID,
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Source: "task_item",
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SourceID: item.ID,
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Name: taskItemName(item),
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Category: catName,
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Status: "existing",
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Slots: hostSlots,
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CategoryID: tc.ID,
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TaskClassID: tc.ID,
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TaskOrder: itemOrderLookup[item.ID],
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})
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itemStateIDs[item.ID] = stateID
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nextStateID++
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continue
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}
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if slots, ok := slotsFromTargetTime(item.EmbeddedTime, dayLookup); ok {
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stateID := nextStateID
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state.Tasks = append(state.Tasks, schedule.ScheduleTask{
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StateID: stateID,
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Source: "task_item",
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SourceID: item.ID,
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Name: taskItemName(item),
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Category: catName,
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Status: "existing",
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Slots: slots,
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CategoryID: tc.ID,
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TaskClassID: tc.ID,
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TaskOrder: itemOrderLookup[item.ID],
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})
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itemStateIDs[item.ID] = stateID
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nextStateID++
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continue
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}
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if !isTaskItemPending(item) {
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continue
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}
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stateID := nextStateID
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state.Tasks = append(state.Tasks, schedule.ScheduleTask{
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StateID: stateID,
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Source: "task_item",
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SourceID: item.ID,
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Name: taskItemName(item),
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Category: catName,
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Status: "pending",
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Duration: defaultDuration,
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CategoryID: tc.ID,
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TaskClassID: tc.ID,
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TaskOrder: itemOrderLookup[item.ID],
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})
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itemStateIDs[item.ID] = stateID
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nextStateID++
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pendingCount++
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}
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// 仅当该任务类仍有 pending item 时,才把约束暴露给 LLM。
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if pendingCount > 0 {
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meta := schedule.TaskClassMeta{
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ID: tc.ID,
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Name: catName,
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}
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if tc.Strategy != nil {
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meta.Strategy = *tc.Strategy
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}
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if tc.TotalSlots != nil {
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meta.TotalSlots = *tc.TotalSlots
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}
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if tc.AllowFillerCourse != nil {
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meta.AllowFillerCourse = *tc.AllowFillerCourse
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}
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if tc.ExcludedSlots != nil {
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meta.ExcludedSlots = []int(tc.ExcludedSlots)
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}
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if tc.ExcludedDaysOfWeek != nil {
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meta.ExcludedDaysOfWeek = []int(tc.ExcludedDaysOfWeek)
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}
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if tc.StartDate != nil {
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meta.StartDate = tc.StartDate.Format("2006-01-02")
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}
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if tc.EndDate != nil {
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meta.EndDate = tc.EndDate.Format("2006-01-02")
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}
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if tc.SubjectType != nil {
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meta.SubjectType = *tc.SubjectType
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}
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if tc.DifficultyLevel != nil {
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meta.DifficultyLevel = *tc.DifficultyLevel
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}
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if tc.CognitiveIntensity != nil {
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meta.CognitiveIntensity = *tc.CognitiveIntensity
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}
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state.TaskClasses = append(state.TaskClasses, meta)
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}
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}
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// 6. 统一回填嵌入关系:
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// 6.1 host 记录 EmbeddedBy;
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// 6.2 guest 记录 EmbedHost;
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// 6.3 guest 强制 existing + host slots,防止“嵌入任务残留 pending”。
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for i := range schedules {
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s := &schedules[i]
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if s.EmbeddedTaskID == nil {
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continue
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}
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hostStateID, ok := eventStateIDs[s.EventID]
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if !ok {
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continue
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}
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hostTask := state.TaskByStateID(hostStateID)
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itemID := *s.EmbeddedTaskID
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guestStateID, ok := itemStateIDs[itemID]
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if !ok {
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// 兜底:只在 schedules 层看到嵌入关系,taskClasses 不含该 item 时补建 guest。
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name := ""
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categoryID := 0
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taskClassID := 0
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if s.EmbeddedTask != nil {
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name = taskItemName(*s.EmbeddedTask)
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if s.EmbeddedTask.CategoryID != nil {
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categoryID = *s.EmbeddedTask.CategoryID
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taskClassID = *s.EmbeddedTask.CategoryID
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}
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}
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category := "任务"
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if cat, exists := itemCategoryLookup[itemID]; exists && cat != "" {
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category = cat
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}
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hostSlots := []schedule.TaskSlot(nil)
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if hostTask != nil {
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hostSlots = cloneTaskSlots(hostTask.Slots)
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}
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guestStateID = nextStateID
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state.Tasks = append(state.Tasks, schedule.ScheduleTask{
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StateID: guestStateID,
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Source: "task_item",
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SourceID: itemID,
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Name: name,
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Category: category,
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Status: "existing",
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Slots: hostSlots,
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CategoryID: categoryID,
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TaskClassID: taskClassID,
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TaskOrder: itemOrderLookup[itemID],
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})
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itemStateIDs[itemID] = guestStateID
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nextStateID++
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}
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if hostTask != nil && hostTask.EmbeddedBy == nil {
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v := guestStateID
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hostTask.EmbeddedBy = &v
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}
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guestTask := state.TaskByStateID(guestStateID)
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if guestTask == nil {
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continue
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}
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if guestTask.EmbedHost == nil {
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v := hostStateID
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guestTask.EmbedHost = &v
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}
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guestTask.Status = "existing"
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if hostTask != nil && len(guestTask.Slots) == 0 {
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guestTask.Slots = cloneTaskSlots(hostTask.Slots)
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}
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// existing 的 task_item 不应再携带 Duration,避免预览层误判成 suggested。
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guestTask.Duration = 0
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}
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return state
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}
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// isTaskItemPending 仅根据 status 判断是否应进入 pending 池。
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//
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// 说明:
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// 1. status=nil 兼容历史数据,按“未安排”处理;
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// 2. 仅 status=TaskItemStatusUnscheduled 进入 pending;
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// 3. 其它“已安排”信号由 LoadScheduleState 主流程统一判定,避免多处口径不一致。
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func isTaskItemPending(item model.TaskClassItem) bool {
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if item.Status == nil {
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return true
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}
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return *item.Status == model.TaskItemStatusUnscheduled
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}
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// buildTaskItemOrderLookup 为每个 task_item 构建稳定顺序号。
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//
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// 职责边界:
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// 1. 优先使用数据库里的 item.Order,保持用户或上游生成的显式顺序;
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// 2. 若历史数据缺少 order,则退回 TaskClass.Items 当前顺序,保证写工具层仍有稳定边界;
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// 3. 只负责构建运行态映射,不回写数据库。
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func buildTaskItemOrderLookup(taskClasses []model.TaskClass) map[int]int {
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lookup := make(map[int]int)
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for _, tc := range taskClasses {
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for idx, item := range tc.Items {
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order := idx + 1
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if item.Order != nil && *item.Order > 0 {
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order = *item.Order
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}
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lookup[item.ID] = order
|
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}
|
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}
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return lookup
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}
|
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|
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// estimateTaskItemDuration 估算 pending 任务默认时长。
|
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//
|
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// 规则:若任务类声明了 total_slots,则按 total_slots / item_count 取整(最少 1);
|
||||
// 否则回退到 2 节。
|
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func estimateTaskItemDuration(tc model.TaskClass) int {
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duration := 2
|
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if tc.TotalSlots != nil && *tc.TotalSlots > 0 && len(tc.Items) > 0 {
|
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if d := *tc.TotalSlots / len(tc.Items); d > 0 {
|
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duration = d
|
||||
}
|
||||
}
|
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return duration
|
||||
}
|
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|
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// taskItemName 读取任务项展示名。
|
||||
func taskItemName(item model.TaskClassItem) string {
|
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if item.Content == nil {
|
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return ""
|
||||
}
|
||||
return *item.Content
|
||||
}
|
||||
|
||||
// slotsFromTargetTime 将 task_items.embedded_time 转换为 state 的槽位结构。
|
||||
// 若 target 为空、节次非法、或不在窗口内,返回 false。
|
||||
func slotsFromTargetTime(
|
||||
target *model.TargetTime,
|
||||
dayLookup map[[2]int]int,
|
||||
) ([]schedule.TaskSlot, bool) {
|
||||
if target == nil {
|
||||
return nil, false
|
||||
}
|
||||
if target.SectionFrom < 1 || target.SectionTo < target.SectionFrom {
|
||||
return nil, false
|
||||
}
|
||||
day, ok := dayLookup[[2]int{target.Week, target.DayOfWeek}]
|
||||
if !ok {
|
||||
return nil, false
|
||||
}
|
||||
return []schedule.TaskSlot{
|
||||
{
|
||||
Day: day,
|
||||
SlotStart: target.SectionFrom,
|
||||
SlotEnd: target.SectionTo,
|
||||
},
|
||||
}, true
|
||||
}
|
||||
|
||||
// ScheduleChangeType 表示两份 ScheduleState 对比后的变更类型。
|
||||
type ScheduleChangeType string
|
||||
|
||||
const (
|
||||
ChangePlace ScheduleChangeType = "place" // 从 pending 变为已放置
|
||||
ChangeMove ScheduleChangeType = "move" // 已有槽位发生移动
|
||||
ChangeUnplace ScheduleChangeType = "unplace" // 从已放置变回 pending
|
||||
)
|
||||
|
||||
// SlotCoord 表示数据库坐标系中的单节槽位(week/day_of_week/section)。
|
||||
type SlotCoord struct {
|
||||
Week int
|
||||
DayOfWeek int
|
||||
Section int
|
||||
}
|
||||
|
||||
// ScheduleChange 描述单个任务在前后状态间的变化。
|
||||
type ScheduleChange struct {
|
||||
Type ScheduleChangeType
|
||||
StateID int
|
||||
Source string // "event" | "task_item"
|
||||
SourceID int // ScheduleEvent.ID 或 TaskClassItem.ID
|
||||
EventType string // 仅 source=event 时有意义(course/task)
|
||||
CategoryID int // 仅 source=task_item 时有意义
|
||||
Name string
|
||||
|
||||
// place/move 的新位置(展开到逐节坐标)。
|
||||
NewCoords []SlotCoord
|
||||
// move/unplace 的旧位置(展开到逐节坐标)。
|
||||
OldCoords []SlotCoord
|
||||
|
||||
// HostEventID:变更后位置对应的宿主 event(非嵌入为 0)。
|
||||
HostEventID int
|
||||
// OldHostEventID:move 时旧位置对应的宿主 event(非嵌入为 0)。
|
||||
OldHostEventID int
|
||||
}
|
||||
|
||||
// DiffScheduleState 比较 original 与 modified,返回需要持久化的变更集合。
|
||||
func DiffScheduleState(
|
||||
original *schedule.ScheduleState,
|
||||
modified *schedule.ScheduleState,
|
||||
) []ScheduleChange {
|
||||
if original == nil || modified == nil {
|
||||
return nil
|
||||
}
|
||||
|
||||
origTasks := indexByStateID(original)
|
||||
var changes []ScheduleChange
|
||||
|
||||
for i := range modified.Tasks {
|
||||
mod := &modified.Tasks[i]
|
||||
orig := origTasks[mod.StateID]
|
||||
|
||||
wasPending := orig == nil || orig.Status == "pending"
|
||||
hasSlots := len(mod.Slots) > 0
|
||||
hadSlots := orig != nil && len(orig.Slots) > 0
|
||||
|
||||
switch {
|
||||
case wasPending && hasSlots:
|
||||
changes = append(changes, ScheduleChange{
|
||||
Type: ChangePlace,
|
||||
StateID: mod.StateID,
|
||||
Source: mod.Source,
|
||||
SourceID: mod.SourceID,
|
||||
EventType: mod.EventType,
|
||||
CategoryID: mod.CategoryID,
|
||||
Name: mod.Name,
|
||||
NewCoords: expandToCoords(mod.Slots, modified),
|
||||
HostEventID: resolveHostEventID(mod, modified),
|
||||
})
|
||||
case hadSlots && hasSlots && !slotsEqual(orig.Slots, mod.Slots):
|
||||
changes = append(changes, ScheduleChange{
|
||||
Type: ChangeMove,
|
||||
StateID: mod.StateID,
|
||||
Source: mod.Source,
|
||||
SourceID: mod.SourceID,
|
||||
EventType: mod.EventType,
|
||||
CategoryID: mod.CategoryID,
|
||||
Name: mod.Name,
|
||||
OldCoords: expandToCoords(orig.Slots, original),
|
||||
NewCoords: expandToCoords(mod.Slots, modified),
|
||||
HostEventID: resolveHostEventID(mod, modified),
|
||||
OldHostEventID: resolveHostEventID(orig, original),
|
||||
})
|
||||
case hadSlots && !hasSlots:
|
||||
changes = append(changes, ScheduleChange{
|
||||
Type: ChangeUnplace,
|
||||
StateID: mod.StateID,
|
||||
Source: orig.Source,
|
||||
SourceID: orig.SourceID,
|
||||
EventType: orig.EventType,
|
||||
Name: orig.Name,
|
||||
OldCoords: expandToCoords(orig.Slots, original),
|
||||
HostEventID: resolveHostEventID(orig, original),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
return changes
|
||||
}
|
||||
|
||||
// indexByStateID 将任务列表按 state_id 建立索引。
|
||||
func indexByStateID(state *schedule.ScheduleState) map[int]*schedule.ScheduleTask {
|
||||
m := make(map[int]*schedule.ScheduleTask, len(state.Tasks))
|
||||
for i := range state.Tasks {
|
||||
m[state.Tasks[i].StateID] = &state.Tasks[i]
|
||||
}
|
||||
return m
|
||||
}
|
||||
|
||||
// slotsEqual 判断两个压缩槽位切片是否完全一致。
|
||||
func slotsEqual(a, b []schedule.TaskSlot) bool {
|
||||
if len(a) != len(b) {
|
||||
return false
|
||||
}
|
||||
for i := range a {
|
||||
if a[i] != b[i] {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
// cloneTaskSlots 深拷贝槽位切片。
|
||||
func cloneTaskSlots(src []schedule.TaskSlot) []schedule.TaskSlot {
|
||||
if len(src) == 0 {
|
||||
return nil
|
||||
}
|
||||
dst := make([]schedule.TaskSlot, len(src))
|
||||
copy(dst, src)
|
||||
return dst
|
||||
}
|
||||
|
||||
// resolveHostEventID 通过任务的 EmbedHost 反查宿主 event_id。
|
||||
// 非嵌入任务或宿主不存在时返回 0。
|
||||
func resolveHostEventID(task *schedule.ScheduleTask, state *schedule.ScheduleState) int {
|
||||
if task == nil || task.EmbedHost == nil {
|
||||
return 0
|
||||
}
|
||||
host := state.TaskByStateID(*task.EmbedHost)
|
||||
if host == nil {
|
||||
return 0
|
||||
}
|
||||
return host.SourceID
|
||||
}
|
||||
|
||||
// expandToCoords 将压缩槽位展开成逐节坐标,便于后续持久化层处理。
|
||||
func expandToCoords(slots []schedule.TaskSlot, state *schedule.ScheduleState) []SlotCoord {
|
||||
var coords []SlotCoord
|
||||
for _, slot := range slots {
|
||||
week, dow, ok := state.DayToWeekDay(slot.Day)
|
||||
if !ok {
|
||||
continue
|
||||
}
|
||||
for sec := slot.SlotStart; sec <= slot.SlotEnd; sec++ {
|
||||
coords = append(coords, SlotCoord{Week: week, DayOfWeek: dow, Section: sec})
|
||||
}
|
||||
}
|
||||
return coords
|
||||
}
|
||||
Reference in New Issue
Block a user