- 压缩崩根因(venv 2.0.2 代码级证据,4 次实证 'important_discoveries' required):reply 每轮推理前 compress_context(_agent.py:609)→ generate_structured_output 用 SummarySchema json-schema(五字段全 required+maxLength,_config.py:11-53)强制 M3 tool_choice 产摘要 → dict 路 jsonschema.validate (model/_base.py:566-567)对缺字段/超长抛 ValidationError → 非 retryable 直接 raise(_base.py:426-428) → _compress_context_impl 非 overflow 支 raise e from None(_agent.py:461)→ 穿透 reply;ChatService.run 吞异常不发终结事件(app/_service/_chat.py:166-176)→ driver 600s 慢失败 - ctx_compress_patch:fail-open 包 Agent.compress_context(压缩=旁路优化件,失败只跳过不杀主链;连续 2 次 断路防每轮白烧压缩计费调用;钉 2.0.2 不改 venv 本体,纪律同 m3_stream_patch);Service 与 CLI 两处 apply - collector on_reply 增崩溃支:先 flush 收口采集,再 yield 合成 ReplyEndEvent(消费侧先 publish 到 bus → driver 立刻收到回合终结按盘面快速失败),原异常原样重抛不掩盖;正常路零行为变化 - 测试 9 用例:成功透传/失败吞掉/2 次断路/成功清零/按实例隔离/apply 幂等;崩溃合成终结+异常上抛+崩溃路 flush/正常路不追加/合成兜底不遮原异常 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
394 lines
25 KiB
Python
394 lines
25 KiB
Python
"""
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cheap_studio.py — 便宜档 ReAct 主编排(spike 核心;对照源:Node gen.mjs 主循环 + tier2 studio.py:run_studio)。
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组装:内置 Agent + ReActConfig + 外层有界 resume 循环(照 studio.py:404-458)。done 由 cheap_toolkit 的 finish
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工具触发(工具内复核 check+build 绿);finish 收敛后收口 stage → smoke → ensure_play_spec → 循环外九门 play。
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熔断(CircuitBreakerMiddleware)/ trace(Tier2TraceMiddleware)/ 历史压缩(ContextConfig)经 import 复用 tier2,零重写。
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为什么要外层 resume:AgentScope 2.0.2 内置 ReAct 在"模型产出无 tool_call 的纯文本回合"即退出(看一次门没绿就停)。
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外层在 agent 停下后,若【没真 finish】且【门没绿】且【还有预算】就带反馈再 reply()——跨 reply 保留 memory = 原地续修。
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这一圈正对应 Node gen.mjs 的 while 主循环。
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CLI:cheap-worker/.venv/bin/python cheap-worker/cheap_studio.py --id cheap-run1 --brief "一个简单的点击得分小游戏"
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"""
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import json
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import sys
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import time
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from pathlib import Path
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# 跨包 import 兜底 + key 注入(_bootstrap 模块级把 tier2/gen-worker 加进 sys.path)。
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sys.path.insert(0, str(Path(__file__).resolve().parent)) # → cheap-worker/(CLI 直跑兼容)
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import _bootstrap # noqa: E402,F401
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from cheap_roles import build_system_prompt # noqa: E402
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from cheap_toolkit import CheapSession, build_toolkit # noqa: E402
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import cheap_budget # noqa: E402 预算两段式同源工厂(CLI 与生产 Service 读同一配置源)
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import cheap_run # noqa: E402
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import cheap_verify # noqa: E402 U-A2:便宜档「丰富度」LLM 验证 agent(非阻塞·只报告)
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# tier2 框架层(import config 触发代理旁路 + 加载 agentscope,必须在裸 import agentscope/openai 之前)。
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from worker import config # noqa: E402
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from worker.gate_judge import judge_cheap_verdict # noqa: E402 CLI 回喂:九门判据与生产 RepairMiddleware 同源
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from worker.middleware import ( # noqa: E402 breaker 本体经 cheap_budget 同源工厂构造,此处只用 trace + 熔断异常
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Tier2TraceMiddleware, Tier2CircuitBreak,
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)
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# C1b trace 落库:复用 tier2 observability 的 JSONL sink(cheap-worker 不另造 sink)。
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# 非阻塞铁律:导入失败只告警,回落到无 sink 模式,绝不阻断生成主链。
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try:
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from observability.trace import make_jsonl_sink as _make_jsonl_sink # noqa: E402
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_TRACE_SINK_AVAILABLE = True
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except Exception as _import_err:
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_TRACE_SINK_AVAILABLE = False
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print(f"[cheap_studio] trace sink import 失败(回落无 sink 模式,不影响生成):{_import_err}",
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flush=True)
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# T5 压缩崩封口(CLI 路同样吃到:压缩失败 fail-open 跳过、不杀生成主链;钉 2.0.2,纪律同 m3_stream_patch)。
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from ctx_compress_patch import apply_ctx_compress_patch # noqa: E402
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apply_ctx_compress_patch()
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# AgentScope(此时 agentscope 已由 config import 链加载、代理旁路已装)。
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from agentscope.agent import Agent, ReActConfig # noqa: E402
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from agentscope.message import UserMsg # noqa: E402
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from agentscope.state import AgentState # noqa: E402
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from agentscope.permission import PermissionContext, PermissionMode # noqa: E402
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def _rec(msg: str) -> None:
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"""进度日志走 stderr(保 CLI stdout 末行可作机读 JSON)。"""
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print(f"[cheap_studio] {msg}", file=sys.stderr, flush=True)
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def _bypass_state() -> AgentState:
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"""无人值守跳过工具 ASK(否则 FunctionTool 默认 check_permissions 返回 ASK 卡死;对 studio.py:_bypass_state)。"""
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return AgentState(permission_context=PermissionContext(mode=PermissionMode.BYPASS))
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def _user_msg(text: str) -> UserMsg:
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"""2.0.1+ UserMsg 必须带 name(对 studio.py:user_msg)。"""
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return UserMsg(name="user", content=text)
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def _verdict_brief(v) -> dict:
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"""从九门 verdict.json 抽 {pass, failedGates}。"""
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if not isinstance(v, dict):
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return {"pass": None, "failedGates": None}
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guards = v.get("guards") or {}
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failed = [k for k, g in guards.items() if isinstance(g, dict) and g.get("pass") is False]
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return {"pass": v.get("pass"), "failedGates": failed}
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def _closeout_gates(game_id, *, port, cdp_port) -> dict:
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"""CLI 收口门流水线 stage → smoke → ensure_play_spec → 九门 play(一次跑齐;回喂循环与收口段共用)。
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与 Service 路 cheap_gates.run_cheap_gates 同序,多回传 staged/smoke_ok/driver_type 供 run-summary 组装
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(Service 路这些由 collector/driver 另采)。起 play 前清残留 verdict(红线③,镜像 cheap_gates.py:28):
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serve-and-play.sh 早退/超时不写新 verdict 也不删旧的,不清则读回上一轮绿 verdict → 假绿。
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"""
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out = {"staged": False, "smoke_ok": None, "driver_type": None, "verdict": None}
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st = cheap_run.stage(game_id)
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out["staged"] = st["ok"]
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if not st["ok"]:
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_rec(f"stage FAIL: {st['output'][:300]}")
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return out
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sm = cheap_run.smoke(game_id, port=port, cdp_port=cdp_port)
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out["smoke_ok"] = sm["ok"]
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_rec(f"smoke {'PASS' if sm['ok'] else 'FAIL'}(抓 state 供 play-spec)")
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ps = cheap_run.ensure_play_spec(game_id, sm.get("state"))
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# driver 类型:本轮新产的直接带;复用旧 spec(hash 一致)时读盘补(spec 是判卷单一来源)。
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dt = ps.get("driverType")
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if not dt:
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try:
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spec = json.loads((cheap_run.wg1_game_dir(game_id) / "play-spec.json").read_text(encoding="utf-8"))
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dt = (spec.get("driver") or {}).get("type")
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except Exception: # noqa: BLE001 —— 读不出只降级 None
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dt = None
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out["driver_type"] = dt
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_rec(f"play-spec {'已产 driver=' + str(dt) if ps.get('wrote') else ps.get('reason', '?')}")
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(cheap_run.wg1_game_dir(game_id) / "evidence" / "verdict.json").unlink(missing_ok=True) # 红线③:清陈旧 verdict
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pr = cheap_run.play(game_id, port=port, cdp_port=cdp_port)
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out["verdict"] = pr["verdict"]
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return out
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def _furthest_stage(*, finished, staged, smoke_ran, played) -> str:
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"""据收口流程实际到达的步,判本 run 走到的最远阶段(scaffold/code/stage/smoke/play)。
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取最远到达者:scaffold 恒成功(失败提前返回、不到此);finished=code 已收敛;staged=esbuild 打包成功;
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smoke_ran=跑过冒烟(无论过否);played=跑过九门 play(无论过否)。供 9d trace.stage(后端审核台读)。
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"""
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if played:
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return "play"
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if smoke_ran:
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return "smoke"
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if staged:
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return "stage"
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if finished:
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return "code"
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return "scaffold"
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def build_trace_source(verdict, driver_type, attempts, stage, model) -> dict:
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"""组 run-summary 的 9d-trace 源维度(additive 纯函数·可单测;run_studio 收口段调)。
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把收口段已算出但没存进 summary 的维度结构化产出,供 result_out 组 payload["trace"]、
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后端 D11 ReadinessScorer 据此算就绪分。纯字典构造、零外部依赖、同输入恒同输出。
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Args:
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verdict: 完整九门 verdict(含 guards,其中 guards.H_progress 是嵌套对象 {pass,checks,latch,...});
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play 没跑(finished=False / run_gates=False / smoke 失败)时传 None。
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driver_type: ensure_play_spec 产的 driver 类型(ps.get("driverType"));没产 play-spec 时 None。
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attempts: resume 轮数(int,=summary 既有字段)。本函数接收以构成完整 trace-源契约,但 repairs 由
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result_out 据 summary.attempts 派生(max(0,attempts-1)),故此处**不回写 attempts**
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(守「不动既有键」)。
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stage: 本 run 走到的最远阶段(scaffold/code/stage/smoke/play 之一,_furthest_stage 产)。
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model: 终态模型名(便宜档单模型 = _bootstrap.SPIKE_MODEL)。
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Returns:
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dict(仅新增键,供 summary.update):verdictFull / driverType / models / stage。
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"""
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return {
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# 完整 verdict(保留 guards 嵌套,含 H_progress.pass);play 没跑 → None。U2 在 result_out 内削成 {pass,guards}。
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"verdictFull": verdict if isinstance(verdict, dict) else None,
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# driver 类型(ensure_play_spec 产);没产 play-spec(对照路 run_gates=False)→ None。
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"driverType": driver_type,
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# 便宜档单模型 → {code: SPIKE_MODEL} map(镜像 wg1 models 多模型 map 形态)。
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"models": {"code": model},
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# 最远阶段。
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"stage": stage,
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}
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async def run_studio(game_id, brief, *, max_iters=40, max_resumes=6, max_tokens=16000,
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port=4320, cdp_port=9222, run_gates=True,
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system_prompt=None, initial_kick=None, write_whitelist=None, prepare=None,
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scaffold_template=None, scaffold_desc=None, verify_richness_enabled=True,
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genre=None):
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"""跑便宜档一局生成(scaffold → ReAct 写 src/ → done 门 → 收口 stage+smoke+九门)。返回 run-summary dict。
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genre(W-GENRE 件④,缺省 None=原行为):品类键(如 'puzzle')显式透传给丰富度 LLM 评分——同一次
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judge 调用 additive 追加品类扩展条目(分母独立小计落 richness.genre);None → 按 scaffold_template
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查 GENRE_BY_TEMPLATE 推断;两路都没有/条目缺 → 自动退化为纯通用底座评分。
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run_gates=True(默认,spike 单局):收口跑全套 stage→smoke→ensure_play_spec→九门 play。
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run_gates=False(generation-only,给 compare_node 对照用):收口只到 stage+smoke 为止,**不**自动产 play-spec、
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**不**跑内部九门 play —— 由调用方在生成与 play 之间注入金标 spec 再单独 play,把驱动器从对照变量里摘掉
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(Codex C1:run_studio 内部已 play,对照需把生成与 play 拆开)。
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A11 M4 模块重生成复用本编排(同一 ReAct + resume + 熔断 + 三层校验收口,不另造),靠四个可选参切到 modify 态,
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都默认 None=create 原行为(create 路零改动):
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· system_prompt:None=create 的 build_system_prompt;modify 传 build_modify_system_prompt(只改玩法)。
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· initial_kick:None=create 的「按 brief 造游戏」首条 kick;modify 传「只重写 game-logic.js 实现 intent」。
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· write_whitelist:None=create 不收窄;modify 传 {"game-logic.js"} 把写边界收窄到只许写玩法文件。
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· prepare:None=create 的 scaffold(clone _template);modify 传「已由上游 scaffold+materialize base 源」
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的 noop(game_dir 已就绪、不要再 scaffold 覆盖掉 base 源)。签名同 scaffold:(game_id)->{ok,output}。
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"""
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t0 = time.time()
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_rec(f"model={_bootstrap.SPIKE_MODEL} id={game_id} brief=「{brief}」max_iters={max_iters} max_resumes={max_resumes}")
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# create=scaffold clone 模板(扩模板:scaffold_template 传 per-genre 黄金骨架名,如经营=_template-shop);modify=上游已预备的 noop
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prep = prepare or (lambda gid: cheap_run.scaffold(gid, scaffold_template))
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sc = prep(game_id)
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if not sc["ok"]:
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return {"ok": False, "gameId": game_id, "fail": "准备失败:" + sc["output"]}
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_rec(f"准备就绪 amgen-{game_id}({'scaffold clone _template + SAA 信封' if prepare is None else 'modify: base 源已预备'})")
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session = CheapSession(game_id=game_id)
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toolkit = build_toolkit(session, write_whitelist=write_whitelist) # modify 收窄到只许写 game-logic.js
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model = _bootstrap.build_cheap_model(max_tokens=max_tokens)
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# 熔断:便宜档预算两段式(W-ARCH②,创始人 2026-07-03 裁决)——软停线 ¥10(越线只许收尾类动作,
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# on_acting 拦新增生成调用)+ RMB 硬地板 ¥15(×1.5,fail-closed 封死上界)。经 cheap_budget 同源工厂,
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# 与生产 Service(cheap_service_app)读同一 genconfig 配置源(取代旧 hard 单段 ¥10,CLI/生产口径统一)。
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# 取价不可达时 _ensure_pricing 降级为次数闸(既有行为,不静默超支、不静默阻断)。步数/超时仍用 tier2 默认。
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breaker = cheap_budget.build_cheap_breaker()
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# C1b trace 落库:把生成轨迹按五字段(traceId/step/cost/verdict/timestamp + ext)
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# 追加写到产物目录 games/amgen-<id>/trace.jsonl,供成本对账 / replay 用。
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# 非阻塞铁律:接线异常只告警 + 回落无 sink 模式,绝不阻断生成主链。
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# 为什么落盘路径选产物目录:与 run-summary.json / evidence/ 同目录,随产物一起留存,运维按 gameId 定位直观。
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_trace_sink = None
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if _TRACE_SINK_AVAILABLE:
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try:
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_trace_path = cheap_run.game_dir(game_id) / "trace.jsonl"
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_trace_sink = _make_jsonl_sink(_trace_path)
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_rec(f"trace sink 接线 → {_trace_path}")
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except Exception as _sink_err:
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_rec(f"trace sink 构造异常(只告警,回落无 sink,不阻断生成):{_sink_err}")
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tracer = Tier2TraceMiddleware(trace_id=game_id, sink=_trace_sink)
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writer = Agent(
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name="cheap-writer",
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system_prompt=system_prompt or build_system_prompt(game_id, scaffold_desc), # modify 传 build_modify_system_prompt;扩模板传 scaffold_desc
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model=model,
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toolkit=toolkit,
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middlewares=[tracer, breaker], # trace 外层、熔断内层(列表序=洋葱序)
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state=_bypass_state(),
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react_config=ReActConfig(max_iters=max_iters),
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context_config=config.build_context_config(), # 历史压缩
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)
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kick = initial_kick or (
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f"请按这个 brief 造一款游戏:「{brief}」。先 read_file 读手册(.agents/skills/littlejs-game-dev.md)"
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"和你的起点 game-logic.js 再动手;核心玩法实现完、check 与 build 都绿了就立即 finish。")
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breaker_tripped = None
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attempts = 0
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closeout = None # CLI 回喂:最近一次九门收口结果(回喂循环产出,收口段复用、不重复跑门)
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try:
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for attempt in range(max_resumes + 1):
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attempts = attempt + 1
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_rec(f"resume attempt {attempts}/{max_resumes + 1} → writer.reply …")
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await writer.reply(_user_msg(kick))
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# ① 真 finish:CLI 回喂对齐(W-S1 单③,对账发现六④)——收敛判据从「check+build 绿」升为
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# 「九门绿」:finish 后跑九门收口,门未全绿且轮数/预算有余时带 C6 反馈 resume 续修,
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# 使 lab 复验口径与生产 RepairMiddleware(finish 点拦截→跑门→judge→回喂)行为同型。
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if session.finished is not None:
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if not run_gates:
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_rec("finish 已接受(check+build 绿)→ 收敛(generation-only,不跑九门回喂)")
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break
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_rec("finish 已接受(check+build 绿)→ 九门收口判(CLI 回喂对齐)")
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closeout = _closeout_gates(game_id, port=port, cdp_port=cdp_port)
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j = judge_cheap_verdict(closeout["verdict"], game_id=game_id,
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staged_dir=cheap_run.wg1_game_dir(game_id))
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vb = _verdict_brief(closeout["verdict"])
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_rec(f"九门 play pass={vb['pass']} failedGates={vb['failedGates']}")
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if j.passed:
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break
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if attempt >= max_resumes:
|
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_rec("九门未绿,但 resume 轮数耗尽 → 交尽力产物收口")
|
||
break
|
||
# 预算判定与生产同口径:软停已触发 / 实测已花越软停线 → 只收尾、不再回喂(裁决:越线只许收尾)。
|
||
budget_out = bool(getattr(breaker, "budget_soft_tripped", False)) or (
|
||
breaker._rmb_gate_active and breaker.spent_rmb >= breaker.rmb_hard_limit)
|
||
if budget_out:
|
||
_rec(f"九门未绿,但 ¥ 软停线已到(已花 ¥{breaker.spent_rmb:.4f})→ 只收尾、不再回喂")
|
||
break
|
||
session.finished = None # 重置收敛标记,带门反馈续修(跨 reply memory 保留=原地续修)
|
||
_rec(f"九门未绿(failedGates={j.failed_gates})→ 带 C6 反馈回喂续修")
|
||
kick = j.feedback # C6 结构渲染全文(含 phaseNow/driverType/game-log 信号;与 RepairMiddleware 注入同源)
|
||
continue
|
||
# ② 门已绿但没 finish → 踹一脚让它 finish
|
||
c_ok = bool(session.last_check and session.last_check.get("ok"))
|
||
b_ok = bool(session.last_build and session.last_build.get("ok"))
|
||
if c_ok and b_ok:
|
||
_rec("门绿但未 finish → 踹 finish")
|
||
kick = "check 与 build 都已 PASS。现在直接调 finish 交付(summary 一句话),不要再改。"
|
||
continue
|
||
# ③ resume 预算耗尽 → 停
|
||
if attempt >= max_resumes:
|
||
_rec("resume 预算耗尽,停")
|
||
break
|
||
# ④ 门没绿 + agent 自停 → 带失败反馈再 reply(跨 reply memory 保留=原地续修)
|
||
fb = "尚未跑出绿 check/build。"
|
||
if session.last_check and not session.last_check.get("ok"):
|
||
fb = "上次 check 失败:\n" + (session.last_check.get("output") or "")[:1500]
|
||
elif session.last_build and not session.last_build.get("ok"):
|
||
fb = "上次 build 失败:\n" + (session.last_build.get("output") or "")[:1500]
|
||
_rec(f"门没绿 + agent 自停 → 带反馈再 reply(attempt {attempts})")
|
||
kick = (f"你刚才停下了,但 check/build 还没全绿——不要放弃。{fb}\n"
|
||
"请据失败 write_file 针对性修,再 check → build,直到都绿再 finish。先修最关键的错。")
|
||
except Tier2CircuitBreak as e:
|
||
breaker_tripped = {"kind": e.kind, "reason": e.reason}
|
||
_rec(f"熔断 CircuitBreak:kind={e.kind} reason={e.reason}")
|
||
except Exception as e: # noqa: BLE001 顶层兜底,落 breaker 信息便于诊断
|
||
breaker_tripped = {"kind": None, "reason": f"{type(e).__name__}: {e}"}
|
||
_rec(f"未捕获异常:{type(e).__name__}: {e}")
|
||
|
||
# ── 收口:finish 后 stage → smoke → ensure_play_spec → 循环外九门 play ──
|
||
# CLI 回喂对齐后,run_gates 路的九门收口已在循环内跑过(closeout),此处直接复用最后一轮结果,
|
||
# 不重复跑门;对照路(run_gates=False)保持原「只 stage+smoke」行为零改动。
|
||
finished = session.finished is not None
|
||
staged = False
|
||
smoke_ok = None
|
||
verdict = None
|
||
driver_type = None # M3b U1:ensure_play_spec 产的 driver 类型(对照路 run_gates=False 不产 → 保持 None)
|
||
if finished:
|
||
if run_gates:
|
||
cg = closeout or _closeout_gates(game_id, port=port, cdp_port=cdp_port) # 防御:正常路循环内已跑
|
||
staged = cg["staged"]
|
||
smoke_ok = cg["smoke_ok"]
|
||
driver_type = cg["driver_type"] # M3b U1:driver 类型存进 trace.gatespec.driver(后端 D11 firstPlay 维)
|
||
verdict = cg["verdict"]
|
||
else:
|
||
st = cheap_run.stage(game_id)
|
||
staged = st["ok"]
|
||
_rec(f"stage {'OK' if staged else 'FAIL: ' + st['output']}")
|
||
if staged:
|
||
sm = cheap_run.smoke(game_id, port=port, cdp_port=cdp_port)
|
||
smoke_ok = sm["ok"]
|
||
_rec(f"smoke {'PASS' if smoke_ok else 'FAIL'}(抓 state 供 play-spec)")
|
||
_rec("generation-only(run_gates=False):跳过 ensure_play_spec + 九门 play,交对照方注入金标 spec 后单独 play")
|
||
|
||
tok_in, tok_out = model.usage_sum() # 成本落盘(R4):token 台账始终可取(RecordingOpenAIChatModel.records 累计)。
|
||
summary = {
|
||
"ok": finished,
|
||
"gameId": game_id,
|
||
"brief": brief,
|
||
"model": _bootstrap.SPIKE_MODEL,
|
||
"finished": finished,
|
||
"attempts": attempts,
|
||
"check": {"ok": bool(session.last_check and session.last_check.get("ok"))} if session.last_check else None,
|
||
"build": {"ok": bool(session.last_build and session.last_build.get("ok"))} if session.last_build else None,
|
||
"staged": staged,
|
||
"smoke": {"ok": smoke_ok} if smoke_ok is not None else None,
|
||
"verdict": _verdict_brief(verdict) if verdict is not None else None,
|
||
"breaker": breaker_tripped,
|
||
# 成本落盘(R4):¥ 走 breaker 同口径(new-api quota 折价 cost.compute);取价不可达时 spent_rmb=0 且
|
||
# rmbGate=degraded 标识(_ensure_pricing 已打降级日志可查)——不静默超支、不静默阻断。
|
||
"costRmb": round(breaker.spent_rmb, 4),
|
||
"rmbGate": "active" if breaker._rmb_gate_active else "degraded",
|
||
"tokens": {"in": tok_in, "out": tok_out, "total": tok_in + tok_out},
|
||
"doneSummary": session.finished.get("summary") if session.finished else None,
|
||
"wallSec": round(time.time() - t0, 1),
|
||
# C1b trace 收口摘要:{traceId, steps, dropped},供编排器对账(trace.jsonl 落盘路径已在接线处 _rec)。
|
||
"trace": tracer.summary(),
|
||
}
|
||
# ── M3b U1:additive 富化 9d trace 源维度(verdictFull/driverType/models/stage)──
|
||
# 收口段已算出但没存的维度结构化进 summary,供 result_out 组 payload["trace"]、后端 D11 算分;
|
||
# 全 additive(新增键、不动既有键),对照路(run_gates=False)verdict/driver_type 为 None 时各键自然降级。
|
||
stage = _furthest_stage(finished=finished, staged=staged,
|
||
smoke_ran=(smoke_ok is not None), played=(verdict is not None))
|
||
summary.update(build_trace_source(verdict, driver_type, attempts, stage, _bootstrap.SPIKE_MODEL))
|
||
|
||
# ── U-A2:便宜档「丰富度」LLM 评分(非阻塞·只报告·不进 verdict / 不改 ok 达标)──
|
||
# 架构红线:玩法「丰富不丰富」的校验需大模型能力,绝不写成 code-presence/正则/断言(违反创始人红线)。
|
||
# 故纯走 LLM judge(cheap_verify.verify_richness),结果 additive 写 summary["richness"]:
|
||
# · 不进 verdict、不改 summary["ok"]/达标判定、不动任何既有键(result_out._build_trace 只读 named 字段,不读 richness);
|
||
# · judge 用独立 model 实例,token 不污染生成成本台账(costRmb 仍只算生成);
|
||
# · 非阻塞双保险:verify_richness 内部已 try/except 兜底 degraded,这里再包一层,verify 失败绝不影响 run。
|
||
# 只在 run_gates(完整 spike 收口)且 finished(有真产物)时跑;对照路(run_gates=False)零改动、不触发 LLM。
|
||
if verify_richness_enabled and run_gates and finished:
|
||
try:
|
||
# 品类扩展 rubric(W-GENRE 件④):显式 genre 参数优先,否则按 scaffold_template 查
|
||
# GENRE_BY_TEMPLATE 推断;命中时同一次评分 additive 追加品类条目(分母独立小计落
|
||
# richness.genre);两路都没有/未登记 → 行为与既有完全一致。
|
||
_genre = genre or (cheap_verify.GENRE_BY_TEMPLATE.get(scaffold_template) if scaffold_template else None)
|
||
summary["richness"] = await cheap_verify.verify_richness(game_id, brief=brief, genre=_genre)
|
||
rv = summary["richness"]
|
||
_rec(f"丰富度 LLM 评分 score={rv.get('score')}/{rv.get('max')} groups={rv.get('groups')} "
|
||
f"genre={(rv.get('genre') or {}).get('key')}:{(rv.get('genre') or {}).get('score')} degraded={rv.get('degraded')}")
|
||
except Exception as e: # noqa: BLE001 非阻塞铁律:richness 绝不影响生成主链
|
||
summary["richness"] = {"score": None, "degraded": True,
|
||
"reason": f"richness 接线异常:{type(e).__name__}: {e}"}
|
||
_rec(f"丰富度评分接线异常(已降级,不影响 run):{type(e).__name__}: {e}")
|
||
|
||
ev_dir = cheap_run.game_dir(game_id) / "evidence"
|
||
ev_dir.mkdir(parents=True, exist_ok=True)
|
||
(ev_dir / "run-summary.json").write_text(json.dumps(summary, ensure_ascii=False, indent=2), encoding="utf-8")
|
||
_rec(f"run-summary 落盘 → {ev_dir / 'run-summary.json'} wallSec={summary['wallSec']}")
|
||
# 注:n=5 收敛环批跑(RunRecord/batch_run)是 plan deferred;spike 单局 run-summary 已含等价字段。
|
||
return summary
|
||
|
||
|
||
if __name__ == "__main__":
|
||
import argparse
|
||
import asyncio
|
||
|
||
ap = argparse.ArgumentParser(description="便宜档 ReAct 主编排(spike 单局)")
|
||
ap.add_argument("--id", default="cheap-run1")
|
||
ap.add_argument("--brief", default="一个简单的点击得分小游戏")
|
||
ap.add_argument("--max-iters", type=int, default=40)
|
||
ap.add_argument("--max-resumes", type=int, default=6)
|
||
ap.add_argument("--max-tokens", type=int, default=16000)
|
||
a = ap.parse_args()
|
||
result = asyncio.run(run_studio(a.id, a.brief, max_iters=a.max_iters,
|
||
max_resumes=a.max_resumes, max_tokens=a.max_tokens))
|
||
# stdout 末行单行 JSON(U6 对照 shell-out 据此解析)。
|
||
print(json.dumps(result, ensure_ascii=False))
|
||
sys.exit(0 if result.get("ok") else 1)
|