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
313 lines
9.1 KiB
Go
313 lines
9.1 KiB
Go
package graph
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import (
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"context"
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"errors"
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agentmodel "github.com/LoveLosita/smartflow/backend/services/agent/model"
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agentnode "github.com/LoveLosita/smartflow/backend/services/agent/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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NodeQuickTask = "quick_task"
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)
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func RunAgentGraph(ctx context.Context, input agentmodel.AgentGraphRunInput) (*agentmodel.AgentGraphState, error) {
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state := agentmodel.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 := agentnode.NewAgentNodes()
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g := compose.NewGraph[*agentmodel.AgentGraphState, *agentmodel.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(NodeQuickTask, compose.InvokableLambda(nodes.QuickTask)); 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 / QuickTask / 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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NodeQuickTask: 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) / RoughBuild(需粗排) / Execute(直接执行) / Deliver(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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NodeRoughBuild: true,
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NodeExecute: 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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// Confirm -> Plan(用户拒绝或重规划) / RoughBuild(需粗排) / Execute(直接执行) / Deliver(完成) / 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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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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// RoughBuild -> Execute / Deliver:
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// 1. 正常粗排完成后进入 execute 微调;
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// 2. 若粗排阶段已写入正式终止结果(如粗排异常 abort),则直接进入 deliver 收口。
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if err := g.AddBranch(NodeRoughBuild, compose.NewGraphBranch(
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branchAfterRoughBuild,
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map[string]bool{
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NodeExecute: 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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// 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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// QuickTask -> END:轻量路径,直接返回结果。
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if err := g.AddEdge(NodeQuickTask, 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 *agentmodel.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 agentmodel.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 agentmodel.PhasePlanning:
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return NodePlan, nil
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case agentmodel.PhaseWaitingConfirm:
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return NodeConfirm, nil
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case agentmodel.PhaseQuickTask:
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return NodeQuickTask, nil
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case agentmodel.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 agentmodel.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 *agentmodel.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 == agentmodel.PhaseWaitingConfirm {
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return NodeConfirm, nil
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}
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if flowState.Phase == agentmodel.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 == agentmodel.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 *agentmodel.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 agentmodel.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 agentmodel.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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case agentmodel.PhaseDone:
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return NodeDeliver, 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 branchAfterRoughBuild(_ context.Context, st *agentmodel.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 == agentmodel.PhaseDone {
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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 branchAfterExecute(_ context.Context, st *agentmodel.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 == agentmodel.PhaseWaitingConfirm {
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return NodeConfirm, nil
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}
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// 1. 这里只围绕“是否已经写入正式终止结果”做路由,避免把“刚好用完最后一轮预算”
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// 误判成已经 exhausted 收口;
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// 2. 真正的 exhausted 语义应由下一次 Execute 入口在 NextRound() 失败时统一写入,
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// 这样 rough_build / execute / deliver 才都围绕同一份 terminal outcome 工作;
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// 3. 若此处直接按 RoundUsed>=MaxRounds 跳 Deliver,会绕过 Execute 内的 Exhaust 写入,
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// 导致 deliver 收口和后续预览落盘语义不一致。
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if flowState.Phase == agentmodel.PhaseDone {
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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 *agentmodel.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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