Files
Genarrative/server-rs/crates/api-server/src/runtime_chat_plain.rs
2026-05-02 14:18:12 +08:00

674 lines
22 KiB
Rust

use axum::{
Json,
extract::{Extension, State},
http::StatusCode,
response::{
IntoResponse, Response,
sse::{Event, Sse},
},
};
use platform_llm::{LlmMessage, LlmTextRequest};
use serde::Deserialize;
use serde_json::{Value, json};
use shared_contracts::story::StoryRuntimeSnapshotPayload as RuntimeStorySnapshotPayload;
use std::convert::Infallible;
use crate::{
api_response::json_success_body, auth::AuthenticatedAccessToken, http_error::AppError,
llm_model_routing::RPG_STORY_LLM_MODEL, prompt::runtime_chat::*,
request_context::RequestContext, state::AppState,
};
use module_runtime_story::{
RuntimeStoryPromptContextExtras, build_runtime_story_prompt_context, current_world_type,
normalize_required_string, read_array_field, read_field, read_runtime_session_id,
};
#[derive(Debug, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct RuntimeCharacterChatRequest {
#[serde(default)]
session_id: Option<String>,
#[serde(default)]
snapshot: Option<RuntimeStorySnapshotPayload>,
#[serde(default)]
world_type: String,
#[serde(default)]
player_character: Value,
#[serde(default)]
target_character: Value,
#[serde(default)]
story_history: Vec<Value>,
#[serde(default)]
context: Value,
#[serde(default)]
conversation_history: Vec<Value>,
#[serde(default)]
conversation_summary: String,
#[serde(default)]
previous_summary: String,
#[serde(default)]
player_message: String,
#[serde(default)]
target_status: Value,
}
#[derive(Debug, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct RuntimeNpcDialogueRequest {
#[serde(default)]
session_id: Option<String>,
#[serde(default)]
snapshot: Option<RuntimeStorySnapshotPayload>,
#[serde(default)]
world_type: String,
#[serde(default)]
character: Value,
#[serde(default)]
encounter: Value,
#[serde(default)]
monsters: Vec<Value>,
#[serde(default)]
history: Vec<Value>,
#[serde(default)]
context: Value,
#[serde(default)]
topic: String,
#[serde(default)]
result_summary: String,
}
#[derive(Debug, Deserialize)]
#[serde(rename_all = "camelCase")]
pub struct RuntimeNpcRecruitDialogueRequest {
#[serde(default)]
session_id: Option<String>,
#[serde(default)]
snapshot: Option<RuntimeStorySnapshotPayload>,
#[serde(default)]
world_type: String,
#[serde(default)]
character: Value,
#[serde(default)]
encounter: Value,
#[serde(default)]
monsters: Vec<Value>,
#[serde(default)]
history: Vec<Value>,
#[serde(default)]
context: Value,
#[serde(default)]
invitation_text: String,
#[serde(default)]
recruit_summary: String,
}
pub async fn generate_runtime_character_chat_suggestions(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(mut payload): Json<RuntimeCharacterChatRequest>,
) -> Result<Json<Value>, Response> {
hydrate_character_chat_request_from_session(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
&mut payload,
)
.await?;
let text = request_runtime_plain_text(
&state,
build_character_chat_suggestions_system_prompt(),
build_character_chat_suggestions_user_prompt(CharacterChatPromptParams {
world_type: payload.world_type.as_str(),
player_character: &payload.player_character,
target_character: &payload.target_character,
story_history: &payload.story_history,
context: &payload.context,
conversation_history: &payload.conversation_history,
conversation_summary: payload.conversation_summary.as_str(),
previous_summary: payload.previous_summary.as_str(),
player_message: payload.player_message.as_str(),
target_status: &payload.target_status,
}),
Some(build_character_chat_suggestions_fallback(
&payload.target_character,
)),
)
.await;
Ok(json_success_body(
Some(&request_context),
json!({ "text": text }),
))
}
pub async fn generate_runtime_character_chat_summary(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(mut payload): Json<RuntimeCharacterChatRequest>,
) -> Result<Json<Value>, Response> {
hydrate_character_chat_request_from_session(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
&mut payload,
)
.await?;
let text = request_runtime_plain_text(
&state,
build_character_chat_summary_system_prompt(),
build_character_chat_summary_user_prompt(CharacterChatPromptParams {
world_type: payload.world_type.as_str(),
player_character: &payload.player_character,
target_character: &payload.target_character,
story_history: &payload.story_history,
context: &payload.context,
conversation_history: &payload.conversation_history,
conversation_summary: payload.conversation_summary.as_str(),
previous_summary: payload.previous_summary.as_str(),
player_message: payload.player_message.as_str(),
target_status: &payload.target_status,
}),
Some(build_character_chat_summary_fallback(
&payload.target_character,
&payload.conversation_history,
payload.previous_summary.as_str(),
)),
)
.await;
Ok(json_success_body(
Some(&request_context),
json!({ "text": text }),
))
}
pub async fn stream_runtime_character_chat_reply(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(mut payload): Json<RuntimeCharacterChatRequest>,
) -> Result<Response, Response> {
hydrate_character_chat_request_from_session(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
&mut payload,
)
.await?;
let player_message = payload.player_message.trim().to_string();
if player_message.is_empty() {
return Err(runtime_plain_chat_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-chat",
"message": "playerMessage 不能为空",
})),
));
}
let stream = stream_plain_text_response(
state.llm_client().cloned(),
state.config.rpg_llm_web_search_enabled,
build_character_chat_reply_system_prompt(),
build_character_chat_reply_user_prompt(CharacterChatPromptParams {
world_type: payload.world_type.as_str(),
player_character: &payload.player_character,
target_character: &payload.target_character,
story_history: &payload.story_history,
context: &payload.context,
conversation_history: &payload.conversation_history,
conversation_summary: payload.conversation_summary.as_str(),
previous_summary: payload.previous_summary.as_str(),
player_message: payload.player_message.as_str(),
target_status: &payload.target_status,
}),
build_character_chat_reply_fallback(
&payload.target_character,
payload.player_message.as_str(),
payload.conversation_summary.as_str(),
),
);
Ok(Sse::new(stream).into_response())
}
pub async fn stream_runtime_npc_chat_dialogue(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(mut payload): Json<RuntimeNpcDialogueRequest>,
) -> Result<Response, Response> {
hydrate_npc_dialogue_request_from_session(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
&mut payload,
)
.await?;
let topic = payload.topic.trim().to_string();
if topic.is_empty() {
return Err(runtime_plain_chat_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-chat",
"message": "topic 不能为空",
})),
));
}
let stream = stream_plain_text_response(
state.llm_client().cloned(),
state.config.rpg_llm_web_search_enabled,
runtime_npc_dialogue_system_prompt(),
{
let npc_name = read_name_field(&payload.encounter, "npcName")
.or_else(|| read_name_field(&payload.encounter, "name"))
.unwrap_or_else(|| "对方".to_string());
build_runtime_npc_dialogue_user_prompt(
npc_name.as_str(),
RuntimeNpcDialoguePromptParams {
world_type: payload.world_type.as_str(),
character: &payload.character,
encounter: &payload.encounter,
monsters: payload.monsters.clone(),
history: payload.history.clone(),
context: payload.context.clone(),
topic: payload.topic.as_str(),
result_summary: payload.result_summary.as_str(),
requested_option: Value::Null,
available_options: Vec::new(),
},
)
},
build_npc_chat_dialogue_fallback(&payload.encounter, payload.topic.as_str()),
);
Ok(Sse::new(stream).into_response())
}
pub async fn stream_runtime_npc_recruit_dialogue(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(mut payload): Json<RuntimeNpcRecruitDialogueRequest>,
) -> Result<Response, Response> {
hydrate_npc_recruit_request_from_session(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
&mut payload,
)
.await?;
let invitation_text = payload.invitation_text.trim().to_string();
if invitation_text.is_empty() {
return Err(runtime_plain_chat_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-chat",
"message": "invitationText 不能为空",
})),
));
}
let npc_name = read_name_field(&payload.encounter, "npcName")
.or_else(|| read_name_field(&payload.encounter, "name"))
.unwrap_or_else(|| "对方".to_string());
let stream = stream_plain_text_response(
state.llm_client().cloned(),
state.config.rpg_llm_web_search_enabled,
build_npc_recruit_dialogue_system_prompt(),
build_npc_recruit_dialogue_user_prompt(
npc_name.as_str(),
NpcRecruitDialoguePromptParams {
world_type: payload.world_type.as_str(),
character: &payload.character,
encounter: &payload.encounter,
monsters: &payload.monsters,
history: &payload.history,
context: &payload.context,
invitation_text: payload.invitation_text.as_str(),
recruit_summary: payload.recruit_summary.as_str(),
},
),
build_npc_recruit_dialogue_fallback(&payload.encounter),
);
Ok(Sse::new(stream).into_response())
}
async fn hydrate_character_chat_request_from_session(
state: &AppState,
request_context: &RequestContext,
user_id: String,
payload: &mut RuntimeCharacterChatRequest,
) -> Result<(), Response> {
let Some(game_state) = resolve_runtime_chat_game_state(
state,
request_context,
user_id,
payload.session_id.as_deref(),
payload.snapshot.as_ref(),
)
.await?
else {
return Ok(());
};
payload.world_type = current_world_type(&game_state).unwrap_or_default();
payload.player_character = read_field(&game_state, "playerCharacter")
.cloned()
.unwrap_or(Value::Null);
payload.story_history = read_array_field(&game_state, "storyHistory")
.into_iter()
.rev()
.take(12)
.collect::<Vec<_>>()
.into_iter()
.rev()
.cloned()
.collect();
payload.context =
build_runtime_story_prompt_context(&game_state, RuntimeStoryPromptContextExtras::default());
Ok(())
}
async fn hydrate_npc_dialogue_request_from_session(
state: &AppState,
request_context: &RequestContext,
user_id: String,
payload: &mut RuntimeNpcDialogueRequest,
) -> Result<(), Response> {
let Some(game_state) = resolve_runtime_chat_game_state(
state,
request_context,
user_id,
payload.session_id.as_deref(),
payload.snapshot.as_ref(),
)
.await?
else {
return Ok(());
};
payload.world_type = current_world_type(&game_state).unwrap_or_default();
payload.character = read_field(&game_state, "playerCharacter")
.cloned()
.unwrap_or(Value::Null);
payload.encounter = read_field(&game_state, "currentEncounter")
.cloned()
.unwrap_or_else(|| payload.encounter.clone());
payload.monsters = read_array_field(&game_state, "sceneHostileNpcs")
.into_iter()
.cloned()
.collect();
payload.history = read_array_field(&game_state, "storyHistory")
.into_iter()
.rev()
.take(12)
.collect::<Vec<_>>()
.into_iter()
.rev()
.cloned()
.collect();
payload.context = build_runtime_story_prompt_context(
&game_state,
RuntimeStoryPromptContextExtras {
last_function_id: Some("npc_chat".to_string()),
..RuntimeStoryPromptContextExtras::default()
},
);
Ok(())
}
async fn hydrate_npc_recruit_request_from_session(
state: &AppState,
request_context: &RequestContext,
user_id: String,
payload: &mut RuntimeNpcRecruitDialogueRequest,
) -> Result<(), Response> {
let Some(game_state) = resolve_runtime_chat_game_state(
state,
request_context,
user_id,
payload.session_id.as_deref(),
payload.snapshot.as_ref(),
)
.await?
else {
return Ok(());
};
payload.world_type = current_world_type(&game_state).unwrap_or_default();
payload.character = read_field(&game_state, "playerCharacter")
.cloned()
.unwrap_or(Value::Null);
payload.encounter = read_field(&game_state, "currentEncounter")
.cloned()
.unwrap_or_else(|| payload.encounter.clone());
payload.monsters = read_array_field(&game_state, "sceneHostileNpcs")
.into_iter()
.cloned()
.collect();
payload.history = read_array_field(&game_state, "storyHistory")
.into_iter()
.rev()
.take(12)
.collect::<Vec<_>>()
.into_iter()
.rev()
.cloned()
.collect();
payload.context = build_runtime_story_prompt_context(
&game_state,
RuntimeStoryPromptContextExtras {
last_function_id: Some("npc_recruit".to_string()),
..RuntimeStoryPromptContextExtras::default()
},
);
Ok(())
}
async fn resolve_runtime_chat_game_state(
state: &AppState,
request_context: &RequestContext,
user_id: String,
session_id: Option<&str>,
snapshot: Option<&RuntimeStorySnapshotPayload>,
) -> Result<Option<Value>, Response> {
let Some(session_id) = session_id.and_then(normalize_required_string) else {
// 中文注释:未携带 sessionId 的旧调用仅保留兼容,后续正式运行态应全部走后端快照。
return Ok(None);
};
if let Some(game_state) =
resolve_request_snapshot_game_state(request_context, session_id.as_str(), snapshot)?
{
return Ok(Some(game_state));
}
let record = state
.get_runtime_snapshot_record(user_id)
.await
.map_err(|error| {
runtime_plain_chat_error_response(
request_context,
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "spacetimedb",
"message": error.to_string(),
})),
)
})?
.ok_or_else(|| {
runtime_plain_chat_error_response(
request_context,
AppError::from_status(StatusCode::CONFLICT).with_details(json!({
"provider": "runtime-chat",
"message": "运行时快照不存在,请先初始化并保存一次游戏",
})),
)
})?;
let game_state = record.game_state;
let snapshot_session_id =
read_runtime_session_id(&game_state).unwrap_or_else(|| session_id.clone());
if snapshot_session_id != session_id {
return Err(runtime_plain_chat_error_response(
request_context,
AppError::from_status(StatusCode::CONFLICT).with_details(json!({
"provider": "runtime-chat",
"message": "请求的运行时会话与服务端快照不一致,请重新进入游戏",
"sessionId": session_id,
"snapshotSessionId": snapshot_session_id,
})),
));
}
Ok(Some(game_state))
}
fn resolve_request_snapshot_game_state(
request_context: &RequestContext,
session_id: &str,
snapshot: Option<&RuntimeStorySnapshotPayload>,
) -> Result<Option<Value>, Response> {
let Some(snapshot) = snapshot else {
return Ok(None);
};
if !snapshot.game_state.is_object() {
return Err(runtime_plain_chat_error_response(
request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-chat",
"field": "snapshot.gameState",
"message": "snapshot.gameState 必须是 JSON object",
})),
));
}
let snapshot_session_id =
read_runtime_session_id(&snapshot.game_state).unwrap_or_else(|| session_id.to_string());
if snapshot_session_id != session_id {
return Err(runtime_plain_chat_error_response(
request_context,
AppError::from_status(StatusCode::CONFLICT).with_details(json!({
"provider": "runtime-chat",
"message": "请求的运行时会话与服务端快照不一致,请重新进入游戏",
"sessionId": session_id,
"snapshotSessionId": snapshot_session_id,
})),
));
}
// 中文注释:临时运行态聊天只读取请求 snapshot 构造上下文,不把它写回 runtime_snapshot。
Ok(Some(snapshot.game_state.clone()))
}
async fn request_runtime_plain_text(
state: &AppState,
system_prompt: &'static str,
user_prompt: String,
fallback_text: Option<String>,
) -> String {
let Some(llm_client) = state.llm_client() else {
return fallback_text.unwrap_or_default();
};
let mut request = LlmTextRequest::new(vec![
LlmMessage::system(system_prompt),
LlmMessage::user(user_prompt),
]);
request.max_tokens = Some(400);
request.enable_web_search = state.config.rpg_llm_web_search_enabled;
request.model = Some(RPG_STORY_LLM_MODEL.to_string());
llm_client
.request_text(request)
.await
.ok()
.map(|response| response.content.trim().to_string())
.filter(|text| !text.is_empty())
.or(fallback_text)
.unwrap_or_default()
}
fn stream_plain_text_response<'a>(
llm_client: Option<platform_llm::LlmClient>,
enable_web_search: bool,
system_prompt: &'static str,
user_prompt: String,
fallback_text: String,
) -> impl tokio_stream::Stream<Item = Result<Event, Infallible>> {
async_stream::stream! {
let Some(llm_client) = llm_client else {
yield Ok::<Event, Infallible>(Event::default().data(runtime_plain_text_sse_payload(fallback_text.as_str())));
yield Ok::<Event, Infallible>(Event::default().data("[DONE]"));
return;
};
let mut request = LlmTextRequest::new(vec![
LlmMessage::system(system_prompt),
LlmMessage::user(user_prompt),
]);
request.max_tokens = Some(700);
request.enable_web_search = enable_web_search;
request.model = Some(RPG_STORY_LLM_MODEL.to_string());
let response = llm_client
.stream_text(request, |_| {})
.await;
match response {
Ok(response) => {
let final_text = response.content.trim();
let output = if final_text.is_empty() {
fallback_text.as_str()
} else {
final_text
};
yield Ok::<Event, Infallible>(Event::default().data(runtime_plain_text_sse_payload(output)));
}
Err(_) => {
yield Ok::<Event, Infallible>(Event::default().data(runtime_plain_text_sse_payload(fallback_text.as_str())));
}
}
yield Ok::<Event, Infallible>(Event::default().data("[DONE]"));
}
}
fn runtime_plain_text_sse_payload(text: &str) -> String {
json!({
"choices": [{
"delta": {
"content": text,
}
}]
})
.to_string()
}
fn runtime_plain_chat_error_response(
request_context: &RequestContext,
error: AppError,
) -> Response {
error.into_response_with_context(Some(request_context))
}
fn read_name_field(value: &Value, field: &str) -> Option<String> {
value
.get(field)
.and_then(Value::as_str)
.map(str::trim)
.filter(|text| !text.is_empty())
.map(ToOwned::to_owned)
}