Mit Roslyn umbenannt (Verweise folgen, Zeichenketten bleiben unberuehrt). Nicht umbenannt, weil gespeichert oder ueber die API gebunden (Stufe 4e): Properties, Record-Parameter, Enum-Member sowie die Parameter der Endpunkt-Handler (Routen-/Query-Bindung ueber den Namen). Die JSON-Felder anonymer Objekte bleiben ausdruecklich benannt (JsonFilter: pfad). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
308 lines
13 KiB
C#
308 lines
13 KiB
C#
using ClawdDotNet.Core.Engine;
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using ClawdDotNet.Core.Tests.Infrastructure;
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using ClawdDotNet.Core.Tools;
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using Shouldly;
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namespace ClawdDotNet.Core.Tests.Engine;
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/// <summary>
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/// Test A13 of the test strategy — regression tests for B8 (#206).
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///
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/// <para><c>send_message</c> is a synchronous call: A holds its gate while it
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/// waits for B. If B then called A, B waited for a gate that A only releases once B
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/// has answered. Both stood still until the timeout of the outer run resolved it.</para>
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///
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/// <para>The tests check the three promises from <see cref="DelegationChain"/>: no
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/// agent twice in a chain, at most <c>MaxDelegationDepth</c> hand-offs, and
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/// the chain belongs to the call instead of to the agent.</para>
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///
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/// <para>A time limit is deliberately on every test that could deadlock: without the
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/// check it would not turn red, but not continue at all.</para>
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/// </summary>
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public sealed class DelegationDepthTests
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{
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private static readonly TimeSpan Deadline = TimeSpan.FromSeconds(20);
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/// <summary>Waits for the run, but fails instead of hanging.</summary>
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private static async Task<AgentRunResult> WithDeadline(Task<AgentRunResult> run)
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{
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var done = await Task.WhenAny(run, Task.Delay(Deadline));
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done.ShouldBe(run, "Der Lauf ist nicht zurückgekommen — das ist die Verklemmung aus B8.");
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return await run;
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}
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// ═══════════════════════════════════════════════════════════
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// A13 — the reported case
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// ═══════════════════════════════════════════════════════════
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[Fact]
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public async Task A_to_B_to_A_is_aborted_instead_of_deadlocking()
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{
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-a" // back to A — the cycle
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});
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var fixture = new EngineFixture().WithTool(tool);
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.Client.RespondsContextually();
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var result = await WithDeadline(
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fixture.Engine.ChatAsync(a, "Bitte klären", "test-instance", default));
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result.Status.ShouldBe(AgentRunStatus.Completed);
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// The way back B → A was rejected, the way there A → B was not.
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var wayBack = tool.Handoffs.Single(h => h is { From: "agent-b", To: "agent-a" });
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wayBack.Delivered.ShouldBeFalse();
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wayBack.Error.ShouldNotBeNull().ShouldContain("Zyklus");
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wayBack.Error.ShouldNotBeNull().ShouldContain("agent-a -> agent-b -> agent-a");
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tool.Handoffs.Single(h => h is { From: "agent-a", To: "agent-b" }).Delivered.ShouldBeTrue();
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}
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[Fact]
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public async Task The_rejection_comes_back_as_a_result_not_as_a_throw()
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{
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// The rejected agent should be able to continue working — it gets a reason,
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// not an abort. Otherwise the cycle check would only lead to a different failure.
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-a"
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});
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var fixture = new EngineFixture().WithTool(tool);
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.Client.RespondsContextually();
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var result = await WithDeadline(
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fixture.Engine.ChatAsync(a, "Bitte klären", "test-instance", default));
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result.Status.ShouldBe(AgentRunStatus.Completed);
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result.FinalMessage.ShouldBe("Fertig");
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}
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// ═══════════════════════════════════════════════════════════
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// The relay that does not form a cycle
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// ═══════════════════════════════════════════════════════════
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[Fact]
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public async Task A_relay_ends_at_the_depth_limit()
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{
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// A → B → C → D would be depth 3. With MaxDelegationDepth = 2 it stops at C.
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-c",
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["agent-c"] = "agent-d"
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});
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var fixture = new EngineFixture().WithTool(tool);
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fixture.Engine.MaxDelegationDepth = 2;
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.AddAgent("agent-c", "TestTool");
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fixture.AddAgent("agent-d", "TestTool");
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fixture.Client.RespondsContextually();
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await WithDeadline(fixture.Engine.ChatAsync(a, "Bitte klären", "test-instance", default));
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tool.Handoffs.Single(h => h.To == "agent-b").Delivered.ShouldBeTrue();
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tool.Handoffs.Single(h => h.To == "agent-c").Delivered.ShouldBeTrue();
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var tooDeep = tool.Handoffs.Single(h => h.To == "agent-d");
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tooDeep.Delivered.ShouldBeFalse();
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tooDeep.Error.ShouldNotBeNull().ShouldContain("Delegationstiefe");
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}
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[Fact]
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public async Task Within_the_limit_the_relay_goes_through()
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{
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-c"
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});
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var fixture = new EngineFixture().WithTool(tool);
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fixture.Engine.MaxDelegationDepth = 2;
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.AddAgent("agent-c", "TestTool");
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fixture.Client.RespondsContextually();
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var result = await WithDeadline(
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fixture.Engine.ChatAsync(a, "Bitte klären", "test-instance", default));
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result.Status.ShouldBe(AgentRunStatus.Completed);
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tool.Handoffs.ShouldAllBe(h => h.Delivered);
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}
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// ═══════════════════════════════════════════════════════════
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// The chain belongs to the call, not to the agent
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// ═══════════════════════════════════════════════════════════
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[Fact]
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public async Task Two_consecutive_runs_do_not_inherit_each_others_chain()
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{
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// Otherwise an agent could be permanently "used up" after a deep chain.
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var tool = new DelegatingTool(new Dictionary<string, string> { ["agent-a"] = "agent-b" });
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var fixture = new EngineFixture().WithTool(tool);
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.Client.RespondsContextually();
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await WithDeadline(fixture.Engine.ChatAsync(a, "Erste Frage", "test-instance", default));
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await WithDeadline(fixture.Engine.ChatAsync(a, "Zweite Frage", "test-instance", default));
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tool.Handoffs.Count(h => h.To == "agent-b").ShouldBe(2);
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tool.Handoffs.ShouldAllBe(h => h.Delivered);
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}
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// ═══════════════════════════════════════════════════════════
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// spawn counts too
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// ═══════════════════════════════════════════════════════════
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[Fact]
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public async Task The_chain_cannot_be_bypassed_via_spawn_either()
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{
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-a"
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}, spawn: true);
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var fixture = new EngineFixture().WithTool(tool);
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.AddAgent("agent-b", "TestTool");
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fixture.Client.RespondsContextually();
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await WithDeadline(fixture.Engine.ChatAsync(a, "Bitte klären", "test-instance", default));
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var wayBack = tool.Handoffs.Single(h => h is { From: "agent-b", To: "agent-a" });
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wayBack.Delivered.ShouldBeFalse();
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wayBack.Error.ShouldNotBeNull().ShouldContain("Zyklus");
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}
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// ═══════════════════════════════════════════════════════════
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// #461 — what the chain fundamentally cannot see
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// ═══════════════════════════════════════════════════════════
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/// <summary>
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/// Two independent chains crossing over: run 1 starts at A and commissions B, run 2
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/// starts at the same time at B and commissions A. Neither chain contains the
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/// other's agent — both are cycle-free on their own, and yet run 1 holds
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/// gate(A) and waits for gate(B), while run 2 holds gate(B) and waits for gate(A).
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///
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/// <para>The delegation chain fundamentally cannot recognize that; only a deadline
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/// resolves it. A delegated run therefore waits at most
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/// <c>DelegationGateTimeout</c> for a foreign gate and refuses afterwards.</para>
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///
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/// <para>The pause before the hand-off is the core of the setup: the fake client
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/// answers synchronously; without it the first chat would run through completely before the
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/// second begins — the chains could not overlap at all, and the test
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/// would be green without showing anything.</para>
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/// </summary>
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[Fact]
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public async Task Two_independent_crossing_chains_do_not_deadlock()
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{
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var tool = new DelegatingTool(new Dictionary<string, string>
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{
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["agent-a"] = "agent-b",
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["agent-b"] = "agent-a"
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}, delayBeforeHandoff: TimeSpan.FromMilliseconds(300));
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var fixture = new EngineFixture().WithTool(tool);
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fixture.Engine.DelegationGateTimeout = TimeSpan.FromSeconds(1);
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var a = fixture.AddAgent("agent-a", "TestTool");
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var b = fixture.AddAgent("agent-b", "TestTool");
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fixture.Client.RespondsContextually();
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var runA = fixture.Engine.ChatAsync(a, "A fragt B", "test-instance", default);
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var runB = fixture.Engine.ChatAsync(b, "B fragt A", "test-instance", default);
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var both = Task.WhenAll(runA, runB);
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var done = await Task.WhenAny(both, Task.Delay(Deadline));
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done.ShouldBe(both, "Beide Laeufe warten auf das Gate des jeweils anderen (#461).");
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// Both outer runs come to an end. At least one hand-off failed at the
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// deadline — which one is decided by the order and is not
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// fixed; that both runs come back is.
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(await runA).Status.ShouldBe(AgentRunStatus.Completed);
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(await runB).Status.ShouldBe(AgentRunStatus.Completed);
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tool.Handoffs.ShouldContain(h => !h.Delivered && h.Error!.Contains("belegt"));
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}
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[Fact]
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public async Task A_chat_from_a_human_keeps_waiting_as_long_as_it_takes()
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{
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// The counter-check to the deadline: it only applies to delegated runs. A second
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// chat of the same agent queues up and is served, even if the first one
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// takes longer than the delegation deadline.
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var fixture = new EngineFixture().WithTool(FakeTool.Slow(TimeSpan.FromMilliseconds(600)));
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fixture.Engine.DelegationGateTimeout = TimeSpan.FromMilliseconds(50);
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var a = fixture.AddAgent("agent-a", "TestTool");
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fixture.Client.RespondsContextually();
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var firstOne = fixture.Engine.ChatAsync(a, "Erste Frage", "test-instance", default);
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var secondOne = fixture.Engine.ChatAsync(a, "Zweite Frage", "test-instance", default);
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(await WithDeadline(firstOne)).Status.ShouldBe(AgentRunStatus.Completed);
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(await WithDeadline(secondOne)).Status.ShouldBe(AgentRunStatus.Completed);
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}
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// ═══════════════════════════════════════════════════════════
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// The chain itself
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// ═══════════════════════════════════════════════════════════
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[Fact]
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public void The_chain_counts_handoffs_not_agents()
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{
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var chain = DelegationChain.Root("a");
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chain.Depth.ShouldBe(0);
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chain.Append("b").Depth.ShouldBe(1);
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chain.Append("b").Append("c").Depth.ShouldBe(2);
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}
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[Fact]
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public void Append_does_not_change_the_callers_chain()
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{
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// Immutable: two hand-offs from the same run must not see
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// each other — otherwise the second would count the first as a predecessor.
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var chain = DelegationChain.Root("a");
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var toB = chain.Append("b");
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var toC = chain.Append("c");
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chain.Agents.ShouldBe(["a"]);
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toB.Agents.ShouldBe(["a", "b"]);
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toC.Agents.ShouldBe(["a", "c"]);
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toB.Contains("c").ShouldBeFalse();
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}
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[Fact]
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public void The_chain_reads_as_a_path()
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{
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DelegationChain.Root("a").Append("b").Append("c").ToString()
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.ShouldBe("a -> b -> c");
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}
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}
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