Split DeveloperInstructions into individual fragments. (#18813)

Split DeveloperInstructions into individual fragments.
This commit is contained in:
pakrym-oai
2026-04-21 10:22:36 -07:00
committed by GitHub
parent 5fe767e8e1
commit 2a226096f6
55 changed files with 1410 additions and 1058 deletions
+16 -47
View File
@@ -3,8 +3,6 @@ use codex_otel::SessionTelemetry;
use codex_otel::THREAD_SKILLS_ENABLED_TOTAL_METRIC;
use codex_otel::THREAD_SKILLS_KEPT_TOTAL_METRIC;
use codex_otel::THREAD_SKILLS_TRUNCATED_METRIC;
use codex_protocol::protocol::SKILLS_INSTRUCTIONS_CLOSE_TAG;
use codex_protocol::protocol::SKILLS_INSTRUCTIONS_OPEN_TAG;
use codex_protocol::protocol::SkillScope;
use codex_utils_output_truncation::approx_token_count;
@@ -48,8 +46,8 @@ pub enum SkillRenderSideEffects<'a> {
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct RenderedSkillsSection {
pub text: String,
pub struct AvailableSkills {
pub skill_lines: Vec<String>,
pub report: SkillRenderReport,
pub emit_warning: bool,
}
@@ -71,11 +69,11 @@ pub fn default_skill_metadata_budget(context_window: Option<i64>) -> SkillMetada
))
}
pub fn render_skills_section(
pub fn build_available_skills(
skills: &[SkillMetadata],
budget: SkillMetadataBudget,
side_effects: SkillRenderSideEffects<'_>,
) -> Option<RenderedSkillsSection> {
) -> Option<AvailableSkills> {
if skills.is_empty() {
let _ = record_skill_render_side_effects(
side_effects,
@@ -93,39 +91,8 @@ pub fn render_skills_section(
report.included_count,
report.omitted_count > 0,
);
let mut lines: Vec<String> = Vec::new();
lines.push("## Skills".to_string());
lines.push("A skill is a set of local instructions to follow that is stored in a `SKILL.md` file. Below is the list of skills that can be used. Each entry includes a name, description, and file path so you can open the source for full instructions when using a specific skill.".to_string());
lines.push("### Available skills".to_string());
if !skill_lines.is_empty() {
lines.extend(skill_lines);
}
lines.push("### How to use skills".to_string());
lines.push(
r###"- Discovery: The list above is the skills available in this session (name + description + file path). Skill bodies live on disk at the listed paths.
- Trigger rules: If the user names a skill (with `$SkillName` or plain text) OR the task clearly matches a skill's description shown above, you must use that skill for that turn. Multiple mentions mean use them all. Do not carry skills across turns unless re-mentioned.
- Missing/blocked: If a named skill isn't in the list or the path can't be read, say so briefly and continue with the best fallback.
- How to use a skill (progressive disclosure):
1) After deciding to use a skill, open its `SKILL.md`. Read only enough to follow the workflow.
2) When `SKILL.md` references relative paths (e.g., `scripts/foo.py`), resolve them relative to the skill directory listed above first, and only consider other paths if needed.
3) If `SKILL.md` points to extra folders such as `references/`, load only the specific files needed for the request; don't bulk-load everything.
4) If `scripts/` exist, prefer running or patching them instead of retyping large code blocks.
5) If `assets/` or templates exist, reuse them instead of recreating from scratch.
- Coordination and sequencing:
- If multiple skills apply, choose the minimal set that covers the request and state the order you'll use them.
- Announce which skill(s) you're using and why (one short line). If you skip an obvious skill, say why.
- Context hygiene:
- Keep context small: summarize long sections instead of pasting them; only load extra files when needed.
- Avoid deep reference-chasing: prefer opening only files directly linked from `SKILL.md` unless you're blocked.
- When variants exist (frameworks, providers, domains), pick only the relevant reference file(s) and note that choice.
- Safety and fallback: If a skill can't be applied cleanly (missing files, unclear instructions), state the issue, pick the next-best approach, and continue."###
.to_string(),
);
let body = lines.join("\n");
Some(RenderedSkillsSection {
text: format!("{SKILLS_INSTRUCTIONS_OPEN_TAG}\n{body}\n{SKILLS_INSTRUCTIONS_CLOSE_TAG}"),
Some(AvailableSkills {
skill_lines,
report,
emit_warning,
})
@@ -274,7 +241,7 @@ mod tests {
.cost(&format!("{}\n", render_skill_line(&admin)));
let budget = SkillMetadataBudget::Characters(system_cost + admin_cost);
let rendered = render_skills_section(
let rendered = build_available_skills(
&[system, user, repo, admin],
budget,
SkillRenderSideEffects::None,
@@ -284,10 +251,11 @@ mod tests {
assert_eq!(rendered.report.included_count, 2);
assert_eq!(rendered.report.omitted_count, 2);
assert!(!rendered.emit_warning);
assert!(rendered.text.contains("- system-skill:"));
assert!(rendered.text.contains("- admin-skill:"));
assert!(!rendered.text.contains("- repo-skill:"));
assert!(!rendered.text.contains("- user-skill:"));
let rendered_text = rendered.skill_lines.join("\n");
assert!(rendered_text.contains("- system-skill:"));
assert!(rendered_text.contains("- admin-skill:"));
assert!(!rendered_text.contains("- repo-skill:"));
assert!(!rendered_text.contains("- user-skill:"));
}
#[test]
@@ -300,13 +268,14 @@ mod tests {
let budget = SkillMetadataBudget::Characters(repo_cost);
let rendered =
render_skills_section(&[oversized, repo], budget, SkillRenderSideEffects::None)
build_available_skills(&[oversized, repo], budget, SkillRenderSideEffects::None)
.expect("skills render");
assert_eq!(rendered.report.included_count, 1);
assert_eq!(rendered.report.omitted_count, 1);
assert!(!rendered.emit_warning);
assert!(!rendered.text.contains("- oversized-system-skill:"));
assert!(rendered.text.contains("- repo-skill:"));
let rendered_text = rendered.skill_lines.join("\n");
assert!(!rendered_text.contains("- oversized-system-skill:"));
assert!(rendered_text.contains("- repo-skill:"));
}
}