fix(emotion): loadEmotion 驗證檔案內容,衰減一律 clamp 且半衰期必須為正

emotion.json 是外部輸入(import/sync pull/手改都會進到這裡),但 loadEmotion()
用 `??=` 只補缺、不驗合法性,decayEmotion() 完全不 clamp。只要一份不合法的檔案:

  * baseline.joy = 5000        → decay 後 joy = 4378.79,mood 卡在 valence 100 / arousal 100
  * levels.anger = "很生氣"     → decay 後 anger = NaN,注入的上下文印出 valence NaN
  * half_life_minutes.joy ≤ 0  → factor 恆為 0,那個情緒從此累積不起來(連三次 +30 結果不變)

CLI 的 --baseline 與 --apply 本來就有保護,破口純粹在檔案入口,所以擋在 loadEmotion():
levels/baseline clamp 到 0–100、非有限數字退回預設、half_life 非正數退回該情緒的預設值。
decayEmotion/decayEmotionBy 抽出共用的 applyDecay(),同樣重驗一次並 clamp 結果——
它們是 export 的,呼叫端有可能餵手寫或匯入來的狀態,不能假設一定經過 loadEmotion()。

selftest +9:baseline 超界被 clamp、非數字不變 NaN、上下文不印 NaN、
四種壞掉的半衰期都退回預設、壞半衰期下情緒仍累積得起來、decayEmotionBy 同樣擋得住。

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-31 09:26:47 +00:00
co-authored by Claude Opus 5
parent 1d5b049152
commit 94a86c9703
2 changed files with 99 additions and 20 deletions
+44 -20
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@@ -362,16 +362,33 @@ export function defaultEmotionState(baseline = {}) {
}; };
} }
/** 0–100 之間的合法數字;不是數字(NaN/字串/null)就退回 `fallback`。 */
function sanelevel(value, fallback) {
const num = Number(value);
return Number.isFinite(num) ? clamp(num) : clamp(fallback);
}
/**
* 讀情緒狀態。**檔案是外部輸入**`import``sync pull`/手改都會進到這裡),
* 所以不能只補缺、還要驗合法性——以前用 `??=` 只補 undefined,結果:
*
* * `baseline.joy = 5000` → 衰減後 joy 破千,mood 卡在 valence/arousal 100
* * `levels.anger = "很生氣"` → 衰減後 anger = NaN,注入的上下文印出 valence NaN
* * `half_life_minutes.joy = 0` 或負數 → factor 恆為 0,那個情緒從此累積不起來
*
* CLI 的 `--baseline``--apply` 本來就有保護,破口純粹在檔案入口,所以擋在這裡。
*/
export function loadEmotion(slug) { export function loadEmotion(slug) {
let state = readJson(emotionPath(slug)); let state = readJson(emotionPath(slug));
if (!state || typeof state !== "object" || !state.levels) state = defaultEmotionState(); if (!state || typeof state !== "object" || !state.levels) state = defaultEmotionState();
state.baseline ??= {}; if (!state.baseline || typeof state.baseline !== "object") state.baseline = {};
state.levels ??= {}; if (!state.levels || typeof state.levels !== "object") state.levels = {};
state.half_life_minutes ??= {}; if (!state.half_life_minutes || typeof state.half_life_minutes !== "object") state.half_life_minutes = {};
for (const key of EMOTION_KEYS) { for (const key of EMOTION_KEYS) {
state.baseline[key] ??= DEFAULT_BASELINE[key]; state.baseline[key] = sanelevel(state.baseline[key], DEFAULT_BASELINE[key]);
state.levels[key] ??= state.baseline[key]; state.levels[key] = sanelevel(state.levels[key], state.baseline[key]);
state.half_life_minutes[key] ??= EMOTIONS[key].halfLife; const half = Number(state.half_life_minutes[key]);
state.half_life_minutes[key] = Number.isFinite(half) && half > 0 ? half : EMOTIONS[key].halfLife;
} }
return state; return state;
} }
@@ -390,18 +407,31 @@ export function updateEmotion(slug, mutate) {
}); });
} }
/**
* 把 `minutes` 分鐘的衰減直接套上去(decayEmotion 與 decayEmotionBy 共用)。
*
* 每個值都重新驗過一次:這兩個函式是 export 的,呼叫端有可能餵進手寫或匯入來的狀態,
* 不能假設它一定經過 `loadEmotion()`。半衰期 ≤ 0 會讓 factor 恆為 0(那個情緒從此
* 累積不起來),所以一律退回該情緒的預設半衰期。
*/
function applyDecay(state, minutes) {
for (const key of EMOTION_KEYS) {
const rawHalf = Number(state.half_life_minutes?.[key]);
const half = Number.isFinite(rawHalf) && rawHalf > 0 ? rawHalf : EMOTIONS[key].halfLife;
const base = sanelevel(state.baseline?.[key], DEFAULT_BASELINE[key]);
const level = sanelevel(state.levels?.[key], base);
const factor = Math.pow(0.5, minutes / half);
state.levels[key] = Math.round(clamp(base + (level - base) * factor) * 100) / 100;
}
return state;
}
/** 情緒朝 baseline 指數衰減;半衰期依情緒種類不同。 */ /** 情緒朝 baseline 指數衰減;半衰期依情緒種類不同。 */
export function decayEmotion(state, now = new Date()) { export function decayEmotion(state, now = new Date()) {
const last = parseIso(state.updated_at) ?? now; const last = parseIso(state.updated_at) ?? now;
const minutes = Math.max(0, (now.getTime() - last.getTime()) / 60_000); const minutes = Math.max(0, (now.getTime() - last.getTime()) / 60_000);
if (minutes <= 0) return state; if (minutes <= 0) return state;
for (const key of EMOTION_KEYS) { applyDecay(state, minutes);
const half = Number(state.half_life_minutes[key] ?? EMOTIONS[key].halfLife);
const base = Number(state.baseline[key] ?? DEFAULT_BASELINE[key]);
const level = Number(state.levels[key] ?? base);
const factor = half > 0 ? Math.pow(0.5, minutes / half) : 0;
state.levels[key] = Math.round((base + (level - base) * factor) * 100) / 100;
}
state.updated_at = iso(now); state.updated_at = iso(now);
return state; return state;
} }
@@ -416,13 +446,7 @@ export function decayEmotion(state, now = new Date()) {
export function decayEmotionBy(state, minutes = SLEEP_DECAY_MINUTES) { export function decayEmotionBy(state, minutes = SLEEP_DECAY_MINUTES) {
const mins = Math.max(0, Number(minutes) || 0); const mins = Math.max(0, Number(minutes) || 0);
if (!mins) return state; if (!mins) return state;
for (const key of EMOTION_KEYS) { applyDecay(state, mins);
const half = Number(state.half_life_minutes[key] ?? EMOTIONS[key].halfLife);
const base = Number(state.baseline[key] ?? DEFAULT_BASELINE[key]);
const level = Number(state.levels[key] ?? base);
const factor = half > 0 ? Math.pow(0.5, mins / half) : 0;
state.levels[key] = Math.round((base + (level - base) * factor) * 100) / 100;
}
state.updated_at = nowIso(); state.updated_at = nowIso();
return state; return state;
} }
+55
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@@ -843,6 +843,61 @@ console.log("\n並行寫入:read-modify-rewrite 不能吃掉同時 append 的
!fs.existsSync(staleLock), pl.fileLockPath(victim)); !fs.existsSync(staleLock), pl.fileLockPath(victim));
} }
// --------------------------------------------------------------------------- //
// 情緒的檔案入口要驗證:emotion.json 是外部輸入(importsync pull/手改都會進來),
// CLI 的 --baseline--apply 有保護,破口在檔案這一側。
console.log("\n情緒:不合法的 emotion.json 不能污染整個狀態");
{
cli(["create", "--persona", "badstate", "--session", "sess-bad-8888", "--name", "Bad",
"--creature", "壞掉的溫度計", "--vibe", "亂跳", "--emoji", "🌡"]);
const anHourAgo = pl.iso(new Date(Date.now() - 3_600_000));
const write = (patch) => {
const st = pl.defaultEmotionState();
st.updated_at = anHourAgo;
patch(st);
pl.writeJson(pl.emotionPath("badstate"), st);
};
// ① 超出範圍的 baseline:以前 decay 後 joy = 4378mood 卡在 valence 100 / arousal 100
write((st) => { st.baseline.joy = 5000; });
const over = pl.decayEmotion(pl.loadEmotion("badstate"));
check("baseline 超出 0100 會被 clamp(不會把 mood 頂到滿)",
over.baseline.joy === 100 && over.levels.joy <= 100 && pl.mood(over).valence < 100,
`baseline=${over.baseline.joy} joy=${over.levels.joy} valence=${pl.mood(over).valence}`);
// ② 非數字的 levels:以前 decay 後 anger = NaN,注入的上下文直接印出 valence NaN
write((st) => { st.levels.anger = "很生氣"; st.levels.joy = null; });
const nan = pl.decayEmotion(pl.loadEmotion("badstate"));
check("非數字的情緒值退回預設,不會變成 NaN",
Number.isFinite(nan.levels.anger) && Number.isFinite(nan.levels.joy), JSON.stringify(nan.levels));
check("注入的上下文不會印出 NaN",
!pl.emotionBrief("badstate", nan).includes("NaN") && Number.isFinite(pl.mood(nan).valence),
pl.emotionBrief("badstate", nan));
// ③ 半衰期 ≤ 0:以前 factor 恆為 0,那個情緒從此累積不起來(連三次 +30 結果都一樣)
for (const bad of [-10, 0, "很久", null]) {
write((st) => { st.half_life_minutes.joy = bad; });
check(`half_life=${JSON.stringify(bad)} 會退回預設半衰期`,
pl.loadEmotion("badstate").half_life_minutes.joy === pl.EMOTIONS.joy.halfLife);
}
write((st) => { st.half_life_minutes.joy = -10; });
const grow = [];
for (let i = 0; i < 3; i += 1) {
cli(["emotion", "--session", "sess-bad-8888", "--apply", "joy=+30"]);
grow.push(pl.readJson(pl.emotionPath("badstate")).levels.joy);
}
check("半衰期壞掉時情緒仍然累積得起來(以前三次 +30 一動也不動)",
grow[1] > grow[0] && grow[2] > grow[1], grow.join(" → "));
// ④ 睡眠的固定衰減走同一條路
write((st) => { st.half_life_minutes.sadness = 0; st.levels.sadness = 90; });
const slept = pl.decayEmotionBy(pl.loadEmotion("badstate"), pl.SLEEP_DECAY_MINUTES);
check("decayEmotionBy 也擋得住壞掉的半衰期(不會一覺把情緒歸零)",
slept.levels.sadness > pl.DEFAULT_BASELINE.sadness && slept.levels.sadness < 90,
`sadness=${slept.levels.sadness}`);
cli(["release", "--session", "sess-bad-8888"]);
}
console.log("\n情緒:飽和、單輪預算、走向、偏差稽核"); console.log("\n情緒:飽和、單輪預算、走向、偏差稽核");
let sat = pl.defaultEmotionState(); let sat = pl.defaultEmotionState();
for (let i = 0; i < 10; i += 1) sat = pl.applyEmotion(sat, { joy: +20 }, "連灌"); for (let i = 0; i < 10; i += 1) sat = pl.applyEmotion(sat, { joy: +20 }, "連灌");