静态委派:返工深度与澄清轮次改为链上推断,不新增持久字段
WP1(本轮只改生产代码,测试由下一工作包处理): - 新增 static_delegate_lineage_counters:沿 repair_of_delegation_id 反向重放整条 delivery 链,现算目标节点的 (repair_depth, clarification_round)。二者都是运行时 派生值,故意不落盘——若给 StaticDelegateDeliveryRecord 加 repair_depth 字段并用 #[serde(default)] 兜底,磁盘上已有的返工记录会读出 0,深度门失效,等于让 “返工的返工”漏洞原样复活(fail-open,不可接受)。链上推断对历史记录反而是精确 的:#165 之前不存在 NeedsUserInput,老记录天然被正确分类为“非澄清”。 传播规则:R3 根节点 depth=0/round=0;R1 澄清跳 round=parent.round+1、depth 不变 (不重置深度,否则可插一次澄清洗掉返工深度变成无限返工);R2 返工跳 depth=parent.depth+1、round 重置为 0(返工后重新开工,不能吃掉澄清轮次预算)。 反向重放遇到重复 id、缺失节点或跳数超过 STATIC_DELEGATE_LINEAGE_MAX_HOPS 时 fail closed,返回 (u32::MAX, u32::MAX) 使调用方的门必然拒绝。 - 抽出 static_delegate_original_is_awaiting_clarification 作为“这一跳是否续接自 澄清”的唯一权威判据源,validate_static_delegate_repair_request_at 与 validate_static_delegate_clarification_continuation_at 共用,避免两处口径漂移。 - 重写 validate_static_delegate_repair_request_at 里原先无差别拒绝返工深度>=1 的 门:先用共享判据分类候选是澄清续接还是质量返工;返工路径按链上 depth 校验, 错误文案原样保留“静态委派返工深度最多为 1”(现有测试已断言该字符串);澄清 路径改为按链上 round 校验,用新文案“静态委派澄清轮次已达上限”。函数签名不变。 - 澄清轮次上限按 source 区分:新增 static_delegate_clarification_round_limit_at, 通过 read_game_creator_agent_runtime_run_profile_binding 读取 binding.source, AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE 取 1,其余取 3——game-chat 单主路径 定位零打扰,#165 从未承诺给它 3 轮预算。 验证:cargo check --all-targets 通过。cargo test 里 tests::collaboration::static_deliveries::clarification_continuation_chain_supports_multiple_rounds 按预期失败——它断言的是旧的“D2->D3 必被返工深度门拒绝”行为,新逻辑下 D2->D3 是 合法的第 2 轮澄清续接,测试留给下一工作包更新。project_supervisor_concurrent_repair_dispatch_creates_exactly_one_delivery 偶发失败,经对比 20 次 vs 20 次基线(约 10%-15% 失败率两边相当)确认是本机既有的 并发计时 flaky 测试,非本次改动引入的回归。 Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -15,6 +15,12 @@ const STATIC_DELEGATE_EXPECTED_ARTIFACT_MAX_CHARS: usize = 240;
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const STATIC_DELEGATE_MAX_EVIDENCE: usize = 16;
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const STATIC_DELEGATE_USER_INPUT_PREFIX: &str = "AGC_NEEDS_USER_INPUT_V1\n";
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const STATIC_DELEGATE_USER_INPUT_MAX_RESPONSE_CHARS: usize = 500;
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// 澄清轮次上限按 source 区分:诉求只来自策划节点,game-chat 单主路径定位零打扰,
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// 从未承诺给它 3 轮预算,因此取 1;其它 source(包括 Project Supervisor 常规协作)取 3。
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const STATIC_DELEGATE_CLARIFICATION_ROUND_LIMIT_DEFAULT: u32 = 3;
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const STATIC_DELEGATE_CLARIFICATION_ROUND_LIMIT_GAME_CHAT: u32 = 1;
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// 链上重放的防环 / 防越界上限,远大于设计允许的最大 7 跳,纯粹是安全阀。
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const STATIC_DELEGATE_LINEAGE_MAX_HOPS: usize = 32;
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#[derive(Clone, Copy, Debug, Deserialize, Eq, PartialEq, Serialize)]
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#[serde(rename_all = "kebab-case")]
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@@ -1080,6 +1086,91 @@ pub(crate) fn game_chat_art_delivery_gap_at(
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Ok(None)
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}
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/// 唯一权威判据:某条 delivery 是否处于「等待用户澄清」状态——也就是说,从它出发的
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/// 下一跳(若存在)应当被归类为澄清 continuation,而不是质量返工。
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/// `validate_static_delegate_repair_request_at` 与
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/// `validate_static_delegate_clarification_continuation_at` 共用这一个判据源,
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/// 避免两处口径漂移。
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fn static_delegate_original_is_awaiting_clarification(
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delivery: &StaticDelegateDeliveryRecord,
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) -> bool {
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delivery.structured_result.as_ref().is_some_and(|result| {
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result.contract_status == StaticDelegateContractStatus::NeedsUserInput
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})
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}
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/// 沿 repair_of_delegation_id 反向重放整条链,现算目标 delivery 的
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/// (repair_depth, clarification_round)。两个维度都是运行时派生值,故意不落盘:
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/// - R3(链根,repair_of_delegation_id 为 None):depth = 0,round = 0。
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/// - R1(澄清跳:父节点处于 awaiting-clarification):round = parent.round + 1,
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/// depth 原样继承(不重置),否则可以插一次澄清洗掉返工深度,变成无限返工。
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/// - R2(返工跳:父节点不处于 awaiting-clarification):depth = parent.depth + 1,
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/// round 重置为 0,因为返工后策划节点重新开工,不能因为返工吃掉预设的澄清轮次预算。
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///
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/// 防环 / 防越界:反向重放阶段一旦遇到重复 id、缺失的上游节点,或跳数超出
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/// STATIC_DELEGATE_LINEAGE_MAX_HOPS,立即 fail closed,返回 (u32::MAX, u32::MAX),
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/// 使调用方的深度门 / 轮次门必然拒绝,而不是静默放行。
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fn static_delegate_lineage_counters(
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deliveries: &[StaticDelegateDeliveryRecord],
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delegation_id: &str,
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) -> (u32, u32) {
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let mut chain: Vec<&StaticDelegateDeliveryRecord> = Vec::new();
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let mut seen_ids: std::collections::BTreeSet<&str> = std::collections::BTreeSet::new();
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let mut current_id = delegation_id;
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loop {
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if !seen_ids.insert(current_id) || chain.len() >= STATIC_DELEGATE_LINEAGE_MAX_HOPS {
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return (u32::MAX, u32::MAX);
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}
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let Some(node) = deliveries
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.iter()
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.find(|delivery| delivery.delegation_id == current_id)
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else {
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return (u32::MAX, u32::MAX);
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};
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chain.push(node);
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match node.repair_of_delegation_id.as_deref() {
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Some(parent_id) => current_id = parent_id,
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None => break,
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}
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}
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// chain 目前是 [目标 .. 根],反转成 [根 .. 目标] 便于按 R1/R2/R3 正向传播。
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chain.reverse();
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let mut depth = 0u32;
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let mut round = 0u32;
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for parent in &chain[..chain.len().saturating_sub(1)] {
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if static_delegate_original_is_awaiting_clarification(*parent) {
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round += 1;
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} else {
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depth += 1;
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round = 0;
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}
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}
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(depth, round)
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}
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/// 澄清轮次上限只按发起请求所在 Run 的 source 区分(详见常量注释),
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/// 与仓库已有的 game-chat 分支先例(见 agent/runtime_tools/delegation.rs 的
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/// may_be_game_chat 判定)同源:source 缺失 binding 时按非 game-chat 处理。
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fn static_delegate_clarification_round_limit_at(
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root: &Path,
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parent_agent_id: &str,
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parent_run_id: &str,
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) -> Result<u32, String> {
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let is_game_chat = read_game_creator_agent_runtime_run_profile_binding(
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root,
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parent_agent_id,
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parent_run_id,
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)?
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.is_some_and(|binding| {
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binding.source.trim() == AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE
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});
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Ok(if is_game_chat {
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STATIC_DELEGATE_CLARIFICATION_ROUND_LIMIT_GAME_CHAT
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} else {
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STATIC_DELEGATE_CLARIFICATION_ROUND_LIMIT_DEFAULT
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})
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}
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pub(crate) fn validate_static_delegate_repair_request_at(
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root: &Path,
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parent_agent_id: &str,
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@@ -1116,7 +1207,15 @@ pub(crate) fn validate_static_delegate_repair_request_at(
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if original.target_agent_id != target_agent_id {
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return Err("静态委派返工必须交回原专业 Agent".to_string());
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}
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if original.repair_of_delegation_id.is_some() {
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let (original_repair_depth, original_clarification_round) =
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static_delegate_lineage_counters(&deliveries, &original.delegation_id);
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if static_delegate_original_is_awaiting_clarification(original) {
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let clarification_round_limit =
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static_delegate_clarification_round_limit_at(root, parent_agent_id, parent_run_id)?;
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if original_clarification_round >= clarification_round_limit {
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return Err("静态委派澄清轮次已达上限".to_string());
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}
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} else if original_repair_depth >= 1 {
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return Err("静态委派返工深度最多为 1".to_string());
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}
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if original.acceptance_criteria != acceptance_criteria
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@@ -1180,9 +1279,7 @@ pub(crate) fn validate_static_delegate_clarification_continuation_at(
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read_static_delegate_delivery_at(root, repair_of_delegation_id)?.ok_or_else(|| {
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format!("澄清 continuation 引用的原 delivery 不存在:{repair_of_delegation_id}")
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})?;
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let needs_user_input = original.structured_result.as_ref().is_some_and(|result| {
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result.contract_status == StaticDelegateContractStatus::NeedsUserInput
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});
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let needs_user_input = static_delegate_original_is_awaiting_clarification(&original);
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if !needs_user_input {
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if !continuation_of.is_empty()
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|| !input_questions_sha.is_empty()
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