后端: 1.粗排结果/预览语义修复(task_item suggested 保真 + existing/嵌入识别补全) - 更新conv/schedule_state.go:LoadScheduleState 补齐 event.rel_id / schedules.embedded_task_id / task_item.embedded_time 三种“已落位”信号;嵌入任务强制 existing + 继承 host slots;补充 task_item duration/name/slot helper;Diff 相关英文注释改中文 - 更新conv/schedule_preview.go:预览层新增 shouldMarkSuggestedInPreview,pending 任务与 source=task_item 的建议态任务统一输出 suggested 2.newAgent 状态快照增强(ScheduleState/OriginalScheduleState 跨轮恢复) - 更新model/state_store.go:AgentStateSnapshot 新增 ScheduleState / OriginalScheduleState - 更新model/graph_run_state.go:AgentGraphRunInput/AgentGraphState 接入两份 schedule 状态;恢复旧快照时自动补 original clone - 更新service/agentsvc/agent_newagent.go:loadOrCreateRuntimeState 返回并恢复 schedule/original;runNewAgentGraph 透传到 graph - 更新node/agent_nodes.go:saveAgentState 一并保存 schedule/original 到 Redis 快照 3.Execute 链路纠偏(只写内存不落库 + 完整打点 + 恢复消息去重) - 更新node/execute.go:AlwaysExecute/confirm resume 路径取消 PersistScheduleChanges,仅保留内存写;新增 execute LLM 完整上下文日志;新增工具调用前后 state 摘要日志;thinking 模式改为 enabled - 更新node/chat.go:pending resume 不再重复写入同一轮 user message - 更新service/agentsvc/agent_newagent.go:新增 deliver preview write/state 摘要日志,便于排查 suggested 丢失问题 4.AlwaysExecute 贯通 Plan→Graph→Execute - 更新node/plan.go:PlanNodeInput 新增 AlwaysExecute;plan_done 后支持自动确认直接进入执行 - 更新graph/common_graph.go:branchAfterPlan 支持 PhaseExecuting/PhaseDone 分支 5.排课上下文补强(显式注入 task_class_ids,减少 Execute 误 ask_user) - 更新prompt/execute.go:Plan/ReAct 两种 execute prompt 都显式写入任务类 ID,声明“上下文已完整,无需追问” - 更新node/rough_build.go:粗排完成 pinned block 显式标注任务类 ID,避免 Execute 找不到 ID 来源 6.流式输出与预览调试工具修复 - 更新stream/emitter.go:保留换行,修复 pseudo stream 分片后文本黏连/双换行问题 - 更新infra/schedule_preview_viewer.html:升级预览工具,支持 candidate_plans / hybrid_entries 前端:无 仓库: 1.更新了infra内的html,适应了获取日程接口
263 lines
7.4 KiB
Go
263 lines
7.4 KiB
Go
package graph
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import (
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"context"
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"errors"
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newagentmodel "github.com/LoveLosita/smartflow/backend/newAgent/model"
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newagentnode "github.com/LoveLosita/smartflow/backend/newAgent/node"
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"github.com/cloudwego/eino/compose"
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)
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const (
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GraphName = "agent_loop"
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NodeChat = "chat"
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NodePlan = "plan"
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NodeConfirm = "confirm"
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NodeRoughBuild = "rough_build"
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NodeExecute = "execute"
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NodeInterrupt = "interrupt"
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NodeDeliver = "deliver"
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)
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func RunAgentGraph(ctx context.Context, input newagentmodel.AgentGraphRunInput) (*newagentmodel.AgentGraphState, error) {
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state := newagentmodel.NewAgentGraphState(input)
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if state == nil {
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return nil, errors.New("agent graph: graph state is nil")
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}
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flowState := state.EnsureFlowState()
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if flowState == nil {
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return nil, errors.New("agent graph: flow state is nil")
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}
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nodes := newagentnode.NewAgentNodes()
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g := compose.NewGraph[*newagentmodel.AgentGraphState, *newagentmodel.AgentGraphState]()
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// --- 注册节点 ---
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if err := g.AddLambdaNode(NodeChat, compose.InvokableLambda(nodes.Chat)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodePlan, compose.InvokableLambda(nodes.Plan)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodeConfirm, compose.InvokableLambda(nodes.Confirm)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodeRoughBuild, compose.InvokableLambda(nodes.RoughBuild)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodeExecute, compose.InvokableLambda(nodes.Execute)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodeInterrupt, compose.InvokableLambda(nodes.Interrupt)); err != nil {
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return nil, err
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}
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if err := g.AddLambdaNode(NodeDeliver, compose.InvokableLambda(nodes.Deliver)); err != nil {
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return nil, err
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}
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// --- 连边 ---
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// 1. 所有请求统一先过 chat 入口,这样普通聊天、首次任务、恢复执行都走同一入口。
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// 2. chat 不再负责旧式多业务图路由,只负责决定后续应该进入哪个统一节点。
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if err := g.AddEdge(compose.START, NodeChat); err != nil {
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return nil, err
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}
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// Chat -> END / Plan / Confirm / RoughBuild / Execute / Deliver / Interrupt
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if err := g.AddBranch(NodeChat, compose.NewGraphBranch(
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branchAfterChat,
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map[string]bool{
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NodePlan: true,
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NodeConfirm: true,
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NodeRoughBuild: true,
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NodeExecute: true,
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NodeDeliver: true,
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NodeInterrupt: true,
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compose.END: true,
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},
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)); err != nil {
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return nil, err
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}
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// Plan -> Plan(继续规划) / Confirm(规划完成) / Interrupt(需要追问用户)
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if err := g.AddBranch(NodePlan, compose.NewGraphBranch(
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branchAfterPlan,
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map[string]bool{
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NodePlan: true,
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NodeConfirm: true,
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NodeInterrupt: true,
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},
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)); err != nil {
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return nil, err
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}
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// Confirm -> Plan(用户拒绝或重规划) / RoughBuild(需粗排) / Execute(直接执行) / Interrupt(等待用户确认)
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if err := g.AddBranch(NodeConfirm, compose.NewGraphBranch(
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branchAfterConfirm,
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map[string]bool{
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NodePlan: true,
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NodeRoughBuild: true,
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NodeExecute: true,
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NodeInterrupt: true,
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},
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)); err != nil {
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return nil, err
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}
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// RoughBuild -> Execute:粗排完成后直接进入执行阶段微调。
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if err := g.AddEdge(NodeRoughBuild, NodeExecute); err != nil {
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return nil, err
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}
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// Execute -> Execute(继续 ReAct) / Confirm(写操作待确认) / Deliver(完成) / Interrupt(需要追问用户)
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if err := g.AddBranch(NodeExecute, compose.NewGraphBranch(
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branchAfterExecute,
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map[string]bool{
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NodeExecute: true,
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NodeConfirm: true,
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NodeDeliver: true,
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NodeInterrupt: true,
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},
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)); err != nil {
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return nil, err
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}
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// Interrupt -> END:当前连接必须在这里收口,等待用户输入或确认回调恢复。
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if err := g.AddEdge(NodeInterrupt, compose.END); err != nil {
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return nil, err
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}
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// Deliver -> END
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if err := g.AddEdge(NodeDeliver, compose.END); err != nil {
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return nil, err
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}
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// --- 编译运行 ---
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maxSteps := flowState.MaxRounds + 10
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runnable, err := g.Compile(ctx,
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compose.WithGraphName(GraphName),
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compose.WithMaxRunSteps(maxSteps),
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compose.WithNodeTriggerMode(compose.AnyPredecessor),
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)
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if err != nil {
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return nil, err
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}
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return runnable.Invoke(ctx, state)
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}
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// --- 分支函数 ---
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func branchAfterChat(_ context.Context, st *newagentmodel.AgentGraphState) (string, error) {
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if st == nil {
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return compose.END, nil
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}
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if nextNode, interrupted := branchIfInterrupted(st); interrupted {
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return nextNode, nil
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}
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flowState := st.EnsureFlowState()
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if flowState == nil {
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return compose.END, nil
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}
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switch flowState.Phase {
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case newagentmodel.PhaseChatting:
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// 简单任务直接回复 / 深度回答完成,回复已在 Chat 节点生成。
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return compose.END, nil
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case newagentmodel.PhasePlanning:
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return NodePlan, nil
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case newagentmodel.PhaseWaitingConfirm:
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return NodeConfirm, nil
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case newagentmodel.PhaseExecuting:
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if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
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return NodeRoughBuild, nil
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}
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return NodeExecute, nil
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case newagentmodel.PhaseDone:
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return NodeDeliver, nil
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default:
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return compose.END, nil
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}
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}
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func branchAfterPlan(_ context.Context, st *newagentmodel.AgentGraphState) (string, error) {
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if st == nil {
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return NodePlan, nil
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}
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if nextNode, interrupted := branchIfInterrupted(st); interrupted {
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return nextNode, nil
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}
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flowState := st.EnsureFlowState()
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if flowState == nil {
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return NodePlan, nil
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}
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if flowState.Phase == newagentmodel.PhaseWaitingConfirm {
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return NodeConfirm, nil
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}
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if flowState.Phase == newagentmodel.PhaseExecuting {
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if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
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return NodeRoughBuild, nil
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}
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return NodeExecute, nil
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}
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if flowState.Phase == newagentmodel.PhaseDone {
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return NodeDeliver, nil
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}
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return NodePlan, nil
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}
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func branchAfterConfirm(_ context.Context, st *newagentmodel.AgentGraphState) (string, error) {
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if st == nil {
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return NodePlan, nil
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}
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if nextNode, interrupted := branchIfInterrupted(st); interrupted {
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return nextNode, nil
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}
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flowState := st.EnsureFlowState()
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if flowState == nil {
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return NodePlan, nil
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}
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switch flowState.Phase {
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case newagentmodel.PhaseExecuting:
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// 若 Plan 节点标记了需要粗排且 RoughBuildFunc 已注入,走粗排节点。
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if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
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return NodeRoughBuild, nil
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}
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return NodeExecute, nil
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case newagentmodel.PhaseWaitingConfirm:
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// confirm 节点产出确认请求后,当前连接必须进入 interrupt 收口。
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// 真正的用户确认结果应由外部回调写回状态,再重新进入 graph。
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return NodeInterrupt, nil
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default:
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return NodePlan, nil
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}
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}
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func branchAfterExecute(_ context.Context, st *newagentmodel.AgentGraphState) (string, error) {
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if st == nil {
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return NodeExecute, nil
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}
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if nextNode, interrupted := branchIfInterrupted(st); interrupted {
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return nextNode, nil
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}
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flowState := st.EnsureFlowState()
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if flowState == nil {
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return NodeExecute, nil
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}
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if flowState.Phase == newagentmodel.PhaseWaitingConfirm {
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return NodeConfirm, nil
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}
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if flowState.Phase == newagentmodel.PhaseDone || flowState.Exhausted() {
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return NodeDeliver, nil
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}
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return NodeExecute, nil
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}
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func branchIfInterrupted(st *newagentmodel.AgentGraphState) (string, bool) {
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if st == nil {
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return "", false
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}
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runtimeState := st.EnsureRuntimeState()
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if runtimeState != nil && runtimeState.HasPendingInteraction() {
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return NodeInterrupt, true
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}
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return "", false
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}
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