Files
smartmate/backend/services/agent/graph/common_graph.go
Losita d7184b776b 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
2026-05-05 16:00:57 +08:00

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package graph
import (
"context"
"errors"
agentmodel "github.com/LoveLosita/smartflow/backend/services/agent/model"
agentnode "github.com/LoveLosita/smartflow/backend/services/agent/node"
"github.com/cloudwego/eino/compose"
)
const (
GraphName = "agent_loop"
NodeChat = "chat"
NodePlan = "plan"
NodeConfirm = "confirm"
NodeRoughBuild = "rough_build"
NodeExecute = "execute"
NodeInterrupt = "interrupt"
NodeDeliver = "deliver"
NodeQuickTask = "quick_task"
)
func RunAgentGraph(ctx context.Context, input agentmodel.AgentGraphRunInput) (*agentmodel.AgentGraphState, error) {
state := agentmodel.NewAgentGraphState(input)
if state == nil {
return nil, errors.New("agent graph: graph state is nil")
}
flowState := state.EnsureFlowState()
if flowState == nil {
return nil, errors.New("agent graph: flow state is nil")
}
nodes := agentnode.NewAgentNodes()
g := compose.NewGraph[*agentmodel.AgentGraphState, *agentmodel.AgentGraphState]()
// --- 注册节点 ---
if err := g.AddLambdaNode(NodeChat, compose.InvokableLambda(nodes.Chat)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodePlan, compose.InvokableLambda(nodes.Plan)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeConfirm, compose.InvokableLambda(nodes.Confirm)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeRoughBuild, compose.InvokableLambda(nodes.RoughBuild)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeExecute, compose.InvokableLambda(nodes.Execute)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeQuickTask, compose.InvokableLambda(nodes.QuickTask)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeInterrupt, compose.InvokableLambda(nodes.Interrupt)); err != nil {
return nil, err
}
if err := g.AddLambdaNode(NodeDeliver, compose.InvokableLambda(nodes.Deliver)); err != nil {
return nil, err
}
// --- 连边 ---
// 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。
// 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。
if err := g.AddEdge(compose.START, NodeChat); err != nil {
return nil, err
}
// Chat -> END / Plan / Confirm / RoughBuild / Execute / QuickTask / Deliver / Interrupt
if err := g.AddBranch(NodeChat, compose.NewGraphBranch(
branchAfterChat,
map[string]bool{
NodePlan: true,
NodeConfirm: true,
NodeRoughBuild: true,
NodeExecute: true,
NodeQuickTask: true,
NodeDeliver: true,
NodeInterrupt: true,
compose.END: true,
},
)); err != nil {
return nil, err
}
// 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)
if err := g.AddBranch(NodePlan, compose.NewGraphBranch(
branchAfterPlan,
map[string]bool{
NodePlan: true,
NodeConfirm: true,
NodeRoughBuild: true,
NodeExecute: true,
NodeDeliver: true,
NodeInterrupt: true,
},
)); err != nil {
return nil, err
}
// 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)
if err := g.AddBranch(NodeConfirm, compose.NewGraphBranch(
branchAfterConfirm,
map[string]bool{
NodePlan: true,
NodeRoughBuild: true,
NodeExecute: true,
NodeDeliver: true,
NodeInterrupt: true,
},
)); err != nil {
return nil, err
}
// RoughBuild -> Execute / Deliver
// 1. 正常粗排完成后进入 execute 微调;
// 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。
if err := g.AddBranch(NodeRoughBuild, compose.NewGraphBranch(
branchAfterRoughBuild,
map[string]bool{
NodeExecute: true,
NodeDeliver: true,
NodeInterrupt: true,
},
)); err != nil {
return nil, err
}
// Execute -> Execute(继续 ReAct) / Confirm(写操作待确认) / Deliver(完成) / Interrupt(需要追问用户)
if err := g.AddBranch(NodeExecute, compose.NewGraphBranch(
branchAfterExecute,
map[string]bool{
NodeExecute: true,
NodeConfirm: true,
NodeDeliver: true,
NodeInterrupt: true,
},
)); err != nil {
return nil, err
}
// 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。
if err := g.AddEdge(NodeInterrupt, compose.END); err != nil {
return nil, err
}
// Deliver -> END
if err := g.AddEdge(NodeDeliver, compose.END); err != nil {
return nil, err
}
// QuickTask -> END轻量路径直接返回结果。
if err := g.AddEdge(NodeQuickTask, compose.END); err != nil {
return nil, err
}
// --- 编译运行 ---
maxSteps := flowState.MaxRounds + 10
runnable, err := g.Compile(ctx,
compose.WithGraphName(GraphName),
compose.WithMaxRunSteps(maxSteps),
compose.WithNodeTriggerMode(compose.AnyPredecessor),
)
if err != nil {
return nil, err
}
return runnable.Invoke(ctx, state)
}
// --- 分支函数 ---
func branchAfterChat(_ context.Context, st *agentmodel.AgentGraphState) (string, error) {
if st == nil {
return compose.END, nil
}
if nextNode, interrupted := branchIfInterrupted(st); interrupted {
return nextNode, nil
}
flowState := st.EnsureFlowState()
if flowState == nil {
return compose.END, nil
}
switch flowState.Phase {
case agentmodel.PhaseChatting:
// 简单任务直接回复 / 深度回答完成,回复已在 Chat 节点生成。
return compose.END, nil
case agentmodel.PhasePlanning:
return NodePlan, nil
case agentmodel.PhaseWaitingConfirm:
return NodeConfirm, nil
case agentmodel.PhaseQuickTask:
return NodeQuickTask, nil
case agentmodel.PhaseExecuting:
if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
return NodeRoughBuild, nil
}
return NodeExecute, nil
case agentmodel.PhaseDone:
return NodeDeliver, nil
default:
return compose.END, nil
}
}
func branchAfterPlan(_ context.Context, st *agentmodel.AgentGraphState) (string, error) {
if st == nil {
return NodePlan, nil
}
if nextNode, interrupted := branchIfInterrupted(st); interrupted {
return nextNode, nil
}
flowState := st.EnsureFlowState()
if flowState == nil {
return NodePlan, nil
}
if flowState.Phase == agentmodel.PhaseWaitingConfirm {
return NodeConfirm, nil
}
if flowState.Phase == agentmodel.PhaseExecuting {
if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
return NodeRoughBuild, nil
}
return NodeExecute, nil
}
if flowState.Phase == agentmodel.PhaseDone {
return NodeDeliver, nil
}
return NodePlan, nil
}
func branchAfterConfirm(_ context.Context, st *agentmodel.AgentGraphState) (string, error) {
if st == nil {
return NodePlan, nil
}
if nextNode, interrupted := branchIfInterrupted(st); interrupted {
return nextNode, nil
}
flowState := st.EnsureFlowState()
if flowState == nil {
return NodePlan, nil
}
switch flowState.Phase {
case agentmodel.PhaseExecuting:
// 若 Plan 节点标记了需要粗排且 RoughBuildFunc 已注入,走粗排节点。
if flowState.NeedsRoughBuild && st.Deps.RoughBuildFunc != nil {
return NodeRoughBuild, nil
}
return NodeExecute, nil
case agentmodel.PhaseWaitingConfirm:
// confirm 节点产出确认请求后,当前连接必须进入 interrupt 收口。
// 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。
return NodeInterrupt, nil
case agentmodel.PhaseDone:
return NodeDeliver, nil
default:
return NodePlan, nil
}
}
func branchAfterRoughBuild(_ context.Context, st *agentmodel.AgentGraphState) (string, error) {
if st == nil {
return NodeExecute, nil
}
if nextNode, interrupted := branchIfInterrupted(st); interrupted {
return nextNode, nil
}
flowState := st.EnsureFlowState()
if flowState == nil {
return NodeExecute, nil
}
if flowState.Phase == agentmodel.PhaseDone {
return NodeDeliver, nil
}
return NodeExecute, nil
}
func branchAfterExecute(_ context.Context, st *agentmodel.AgentGraphState) (string, error) {
if st == nil {
return NodeExecute, nil
}
if nextNode, interrupted := branchIfInterrupted(st); interrupted {
return nextNode, nil
}
flowState := st.EnsureFlowState()
if flowState == nil {
return NodeExecute, nil
}
if flowState.Phase == agentmodel.PhaseWaitingConfirm {
return NodeConfirm, nil
}
// 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”
// 误判成已经 exhausted 收口;
// 2. 真正的 exhausted 语义应由下一次 Execute 入口在 NextRound() 失败时统一写入,
// 这样 rough_build / execute / deliver 才都围绕同一份 terminal outcome 工作;
// 3. 若此处直接按 RoundUsed>=MaxRounds 跳 Deliver会绕过 Execute 内的 Exhaust 写入,
// 导致 deliver 收口和后续预览落盘语义不一致。
if flowState.Phase == agentmodel.PhaseDone {
return NodeDeliver, nil
}
return NodeExecute, nil
}
func branchIfInterrupted(st *agentmodel.AgentGraphState) (string, bool) {
if st == nil {
return "", false
}
runtimeState := st.EnsureRuntimeState()
if runtimeState != nil && runtimeState.HasPendingInteraction() {
return NodeInterrupt, true
}
return "", false
}