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>
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+44
-20
@@ -362,16 +362,33 @@ export function defaultEmotionState(baseline = {}) {
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};
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}
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/** 0–100 之間的合法數字;不是數字(NaN/字串/null)就退回 `fallback`。 */
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function sanelevel(value, fallback) {
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const num = Number(value);
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return Number.isFinite(num) ? clamp(num) : clamp(fallback);
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}
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/**
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* 讀情緒狀態。**檔案是外部輸入**(`import`/`sync pull`/手改都會進到這裡),
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* 所以不能只補缺、還要驗合法性——以前用 `??=` 只補 undefined,結果:
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*
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* * `baseline.joy = 5000` → 衰減後 joy 破千,mood 卡在 valence/arousal 100
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* * `levels.anger = "很生氣"` → 衰減後 anger = NaN,注入的上下文印出 valence NaN
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* * `half_life_minutes.joy = 0` 或負數 → factor 恆為 0,那個情緒從此累積不起來
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*
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* 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。
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*/
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export function loadEmotion(slug) {
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let state = readJson(emotionPath(slug));
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if (!state || typeof state !== "object" || !state.levels) state = defaultEmotionState();
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state.baseline ??= {};
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state.levels ??= {};
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state.half_life_minutes ??= {};
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if (!state.baseline || typeof state.baseline !== "object") state.baseline = {};
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if (!state.levels || typeof state.levels !== "object") state.levels = {};
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if (!state.half_life_minutes || typeof state.half_life_minutes !== "object") state.half_life_minutes = {};
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for (const key of EMOTION_KEYS) {
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state.baseline[key] ??= DEFAULT_BASELINE[key];
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state.levels[key] ??= state.baseline[key];
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state.half_life_minutes[key] ??= EMOTIONS[key].halfLife;
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state.baseline[key] = sanelevel(state.baseline[key], DEFAULT_BASELINE[key]);
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state.levels[key] = sanelevel(state.levels[key], state.baseline[key]);
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const half = Number(state.half_life_minutes[key]);
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state.half_life_minutes[key] = Number.isFinite(half) && half > 0 ? half : EMOTIONS[key].halfLife;
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}
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return state;
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}
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@@ -390,18 +407,31 @@ export function updateEmotion(slug, mutate) {
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});
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}
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/**
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* 把 `minutes` 分鐘的衰減直接套上去(decayEmotion 與 decayEmotionBy 共用)。
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*
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* 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,
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* 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
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* 累積不起來),所以一律退回該情緒的預設半衰期。
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*/
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function applyDecay(state, minutes) {
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for (const key of EMOTION_KEYS) {
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const rawHalf = Number(state.half_life_minutes?.[key]);
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const half = Number.isFinite(rawHalf) && rawHalf > 0 ? rawHalf : EMOTIONS[key].halfLife;
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const base = sanelevel(state.baseline?.[key], DEFAULT_BASELINE[key]);
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const level = sanelevel(state.levels?.[key], base);
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const factor = Math.pow(0.5, minutes / half);
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state.levels[key] = Math.round(clamp(base + (level - base) * factor) * 100) / 100;
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}
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return state;
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}
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/** 情緒朝 baseline 指數衰減;半衰期依情緒種類不同。 */
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export function decayEmotion(state, now = new Date()) {
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const last = parseIso(state.updated_at) ?? now;
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const minutes = Math.max(0, (now.getTime() - last.getTime()) / 60_000);
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if (minutes <= 0) return state;
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for (const key of EMOTION_KEYS) {
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const half = Number(state.half_life_minutes[key] ?? EMOTIONS[key].halfLife);
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const base = Number(state.baseline[key] ?? DEFAULT_BASELINE[key]);
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const level = Number(state.levels[key] ?? base);
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const factor = half > 0 ? Math.pow(0.5, minutes / half) : 0;
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state.levels[key] = Math.round((base + (level - base) * factor) * 100) / 100;
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}
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applyDecay(state, minutes);
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state.updated_at = iso(now);
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return state;
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}
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@@ -416,13 +446,7 @@ export function decayEmotion(state, now = new Date()) {
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export function decayEmotionBy(state, minutes = SLEEP_DECAY_MINUTES) {
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const mins = Math.max(0, Number(minutes) || 0);
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if (!mins) return state;
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for (const key of EMOTION_KEYS) {
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const half = Number(state.half_life_minutes[key] ?? EMOTIONS[key].halfLife);
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const base = Number(state.baseline[key] ?? DEFAULT_BASELINE[key]);
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const level = Number(state.levels[key] ?? base);
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const factor = half > 0 ? Math.pow(0.5, mins / half) : 0;
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state.levels[key] = Math.round((base + (level - base) * factor) * 100) / 100;
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}
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applyDecay(state, mins);
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state.updated_at = nowIso();
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return state;
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}
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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
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!fs.existsSync(staleLock), pl.fileLockPath(victim));
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}
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// --------------------------------------------------------------------------- //
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// 情緒的檔案入口要驗證:emotion.json 是外部輸入(import/sync pull/手改都會進來),
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// CLI 的 --baseline/--apply 有保護,破口在檔案這一側。
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console.log("\n情緒:不合法的 emotion.json 不能污染整個狀態");
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{
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cli(["create", "--persona", "badstate", "--session", "sess-bad-8888", "--name", "Bad",
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"--creature", "壞掉的溫度計", "--vibe", "亂跳", "--emoji", "🌡"]);
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const anHourAgo = pl.iso(new Date(Date.now() - 3_600_000));
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const write = (patch) => {
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const st = pl.defaultEmotionState();
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st.updated_at = anHourAgo;
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patch(st);
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pl.writeJson(pl.emotionPath("badstate"), st);
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};
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// ① 超出範圍的 baseline:以前 decay 後 joy = 4378,mood 卡在 valence 100 / arousal 100
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write((st) => { st.baseline.joy = 5000; });
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const over = pl.decayEmotion(pl.loadEmotion("badstate"));
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check("baseline 超出 0–100 會被 clamp(不會把 mood 頂到滿)",
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over.baseline.joy === 100 && over.levels.joy <= 100 && pl.mood(over).valence < 100,
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`baseline=${over.baseline.joy} joy=${over.levels.joy} valence=${pl.mood(over).valence}`);
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// ② 非數字的 levels:以前 decay 後 anger = NaN,注入的上下文直接印出 valence NaN
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write((st) => { st.levels.anger = "很生氣"; st.levels.joy = null; });
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const nan = pl.decayEmotion(pl.loadEmotion("badstate"));
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check("非數字的情緒值退回預設,不會變成 NaN",
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Number.isFinite(nan.levels.anger) && Number.isFinite(nan.levels.joy), JSON.stringify(nan.levels));
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check("注入的上下文不會印出 NaN",
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!pl.emotionBrief("badstate", nan).includes("NaN") && Number.isFinite(pl.mood(nan).valence),
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pl.emotionBrief("badstate", nan));
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// ③ 半衰期 ≤ 0:以前 factor 恆為 0,那個情緒從此累積不起來(連三次 +30 結果都一樣)
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for (const bad of [-10, 0, "很久", null]) {
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write((st) => { st.half_life_minutes.joy = bad; });
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check(`half_life=${JSON.stringify(bad)} 會退回預設半衰期`,
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pl.loadEmotion("badstate").half_life_minutes.joy === pl.EMOTIONS.joy.halfLife);
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}
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write((st) => { st.half_life_minutes.joy = -10; });
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const grow = [];
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for (let i = 0; i < 3; i += 1) {
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cli(["emotion", "--session", "sess-bad-8888", "--apply", "joy=+30"]);
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grow.push(pl.readJson(pl.emotionPath("badstate")).levels.joy);
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}
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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)",
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grow[1] > grow[0] && grow[2] > grow[1], grow.join(" → "));
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// ④ 睡眠的固定衰減走同一條路
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write((st) => { st.half_life_minutes.sadness = 0; st.levels.sadness = 90; });
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const slept = pl.decayEmotionBy(pl.loadEmotion("badstate"), pl.SLEEP_DECAY_MINUTES);
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check("decayEmotionBy 也擋得住壞掉的半衰期(不會一覺把情緒歸零)",
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slept.levels.sadness > pl.DEFAULT_BASELINE.sadness && slept.levels.sadness < 90,
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`sadness=${slept.levels.sadness}`);
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cli(["release", "--session", "sess-bad-8888"]);
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}
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console.log("\n情緒:飽和、單輪預算、走向、偏差稽核");
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let sat = pl.defaultEmotionState();
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for (let i = 0; i < 10; i += 1) sat = pl.applyEmotion(sat, { joy: +20 }, "連灌");
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