Agent 提供内置状态管理,自动持久化并实时同步到所有已连接客户端。
Agent 中的状态具有以下特点:
- 持久化 — 自动保存到 SQLite,在重启和休眠后仍然保留
- 同步 — 变更即时广播到所有已连接的 WebSocket 客户端
- 双向 — 服务端和客户端均可更新状态
- 类型安全 — 通过泛型提供完整 TypeScript 支持
- 即时一致 — 读取自己的写入
- 线程安全 — 可安全并发更新
- 快速 — 状态与 Agent 运行位置同址存放
Agent state 存储在每个 Agent 实例内嵌的 SQL 数据库中。可使用更高级的 this.setState API(推荐)同步 state 并在变更时触发事件,或直接用 this.sql 查询数据库。
import { Agent } from "agents";
export class GameAgent extends Agent {
// Default state for new agents
initialState = {
players: [],
score: 0,
status: "waiting",
};
// React to state changes
onStateChanged(state, source) {
if (source !== "server" && state.players.length >= 2) {
// Client added a player, start the game
this.setState({ ...state, status: "playing" });
}
}
addPlayer(name) {
this.setState({
...this.state,
players: [...this.state.players, name],
});
}
}import { Agent } from "agents";
type GameState = {
players: string[];
score: number;
status: "waiting" | "playing" | "finished";
};
export class GameAgent extends Agent<Env, GameState> {
// Default state for new agents
initialState: GameState = {
players: [],
score: 0,
status: "waiting",
};
// React to state changes
onStateChanged(state: GameState, source: Connection | "server") {
if (source !== "server" && state.players.length >= 2) {
// Client added a player, start the game
this.setState({ ...state, status: "playing" });
}
}
addPlayer(name: string) {
this.setState({
...this.state,
players: [...this.state.players, name],
});
}
}使用 initialState 属性为新建 Agent 实例定义默认值:
export class ChatAgent extends Agent {
initialState = {
messages: [],
settings: { theme: "dark", notifications: true },
lastActive: null,
};
}type State = {
messages: Message[];
settings: UserSettings;
lastActive: string | null;
};
export class ChatAgent extends Agent<Env, State> {
initialState: State = {
messages: [],
settings: { theme: "dark", notifications: true },
lastActive: null,
};
}Agent 的第二个泛型参数定义 state 类型:
// State is fully typed
export class MyAgent extends Agent {
initialState = { count: 0 };
increment() {
// TypeScript knows this.state is MyState
this.setState({ count: this.state.count + 1 });
}
}// State is fully typed
export class MyAgent extends Agent<Env, MyState> {
initialState: MyState = { count: 0 };
increment() {
// TypeScript knows this.state is MyState
this.setState({ count: this.state.count + 1 });
}
}初始 state 在首次访问时懒加载,而非每次唤醒:
- 新 Agent — 使用
initialState并持久化 - 已有 Agent — 从 SQLite 加载已持久化 state
- 未定义
initialState—this.state为undefined
class MyAgent extends Agent {
initialState = { count: 0 };
async onStart() {
// Safe to access - returns initialState if new, or persisted state
console.log("Current count:", this.state.count);
}
}class MyAgent extends Agent<Env, { count: number }> {
initialState = { count: 0 };
async onStart() {
// Safe to access - returns initialState if new, or persisted state
console.log("Current count:", this.state.count);
}
}通过 this.state getter 访问当前 state:
class MyAgent extends Agent {
async onRequest(request) {
// Read current state
const { players, status } = this.state;
if (status === "waiting" && players.length < 2) {
return new Response("Waiting for players...");
}
return Response.json(this.state);
}
}class MyAgent extends Agent<
Env,
{ players: string[]; status: "waiting" | "playing" | "finished" }
> {
async onRequest(request: Request) {
// Read current state
const { players, status } = this.state;
if (status === "waiting" && players.length < 2) {
return new Response("Waiting for players...");
}
return Response.json(this.state);
}
}若未定义 initialState,this.state 返回 undefined:
export class MinimalAgent extends Agent {
// No initialState defined
async onConnect(connection) {
if (!this.state) {
// First time - initialize state
this.setState({ initialized: true });
}
}
}export class MinimalAgent extends Agent {
// No initialState defined
async onConnect(connection: Connection) {
if (!this.state) {
// First time - initialize state
this.setState({ initialized: true });
}
}
}使用 setState() 更新状态。这会:
- 保存到 SQLite(持久化)
- 广播到所有已连接客户端(排除
shouldSendProtocolMessages返回false的连接) - 触发
onStateChanged()(广播之后;尽力而为)
// Replace entire state
this.setState({
players: ["Alice", "Bob"],
score: 0,
status: "playing",
});
// Update specific fields (spread existing state)
this.setState({
...this.state,
score: this.state.score + 10,
});// Replace entire state
this.setState({
players: ["Alice", "Bob"],
score: 0,
status: "playing",
});
// Update specific fields (spread existing state)
this.setState({
...this.state,
score: this.state.score + 10,
});State 以 JSON 存储,须可序列化:
// Good - plain objects, arrays, primitives
this.setState({
items: ["a", "b", "c"],
count: 42,
active: true,
metadata: { key: "value" },
});
// Bad - functions, classes, circular references
// Functions do not serialize
// Dates become strings, lose methods
// Circular references fail
// For dates, use ISO strings
this.setState({
createdAt: new Date().toISOString(),
});// Good - plain objects, arrays, primitives
this.setState({
items: ["a", "b", "c"],
count: 42,
active: true,
metadata: { key: "value" },
});
// Bad - functions, classes, circular references
// Functions do not serialize
// Dates become strings, lose methods
// Circular references fail
// For dates, use ISO strings
this.setState({
createdAt: new Date().toISOString(),
});覆盖 onStateChanged() 以在 state 变更时反应(通知/副作用):
class MyAgent extends Agent {
onStateChanged(state, source) {
console.log("State updated:", state);
console.log("Updated by:", source === "server" ? "server" : source.id);
}
}class MyAgent extends Agent<Env, GameState> {
onStateChanged(state: GameState, source: Connection | "server") {
console.log("State updated:", state);
console.log("Updated by:", source === "server" ? "server" : source.id);
}
}source 表示谁触发了更新:
| 值 | 含义 |
|---|---|
"server" |
Agent 调用了 setState() |
Connection |
客户端经 WebSocket 推送 state |
适用于:
- 避免无限循环(不响应自己的更新)
- 校验客户端输入
- 仅在客户端操作时触发副作用
class MyAgent extends Agent {
onStateChanged(state, source) {
// Ignore server-initiated updates
if (source === "server") return;
// A client updated state - validate and process
const connection = source;
console.log(`Client ${connection.id} updated state`);
// Maybe trigger something based on the change
if (state.status === "submitted") {
this.processSubmission(state);
}
}
}class MyAgent extends Agent<
Env,
{ status: "waiting" | "playing" | "finished" }
> {
onStateChanged(state: GameState, source: Connection | "server") {
// Ignore server-initiated updates
if (source === "server") return;
// A client updated state - validate and process
const connection = source;
console.log(`Client ${connection.id} updated state`);
// Maybe trigger something based on the change
if (state.status === "submitted") {
this.processSubmission(state);
}
}
}class MyAgent extends Agent {
onStateChanged(state, source) {
if (source === "server") return;
// Client added a message
const lastMessage = state.messages[state.messages.length - 1];
if (lastMessage && !lastMessage.processed) {
// Process and update
this.setState({
...state,
messages: state.messages.map((m) =>
m.id === lastMessage.id ? { ...m, processed: true } : m,
),
});
}
}
}class MyAgent extends Agent<Env, { messages: Message[] }> {
onStateChanged(state: State, source: Connection | "server") {
if (source === "server") return;
// Client added a message
const lastMessage = state.messages[state.messages.length - 1];
if (lastMessage && !lastMessage.processed) {
// Process and update
this.setState({
...state,
messages: state.messages.map((m) =>
m.id === lastMessage.id ? { ...m, processed: true } : m,
),
});
}
}
}若要校验或拒绝状态更新,覆盖 validateStateChange():
- 在持久化与广播之前运行
- 须同步
- 抛出异常则中止更新
class MyAgent extends Agent {
validateStateChange(nextState, source) {
// Example: reject negative scores
if (nextState.score < 0) {
throw new Error("score cannot be negative");
}
// Example: only allow certain status transitions
if (this.state.status === "finished" && nextState.status !== "finished") {
throw new Error("Cannot restart a finished game");
}
}
}class MyAgent extends Agent<Env, GameState> {
validateStateChange(nextState: GameState, source: Connection | "server") {
// Example: reject negative scores
if (nextState.score < 0) {
throw new Error("score cannot be negative");
}
// Example: only allow certain status transitions
if (this.state.status === "finished" && nextState.status !== "finished") {
throw new Error("Cannot restart a finished game");
}
}
}State 与已连接客户端自动同步。
import { useAgent } from "agents/react";
function GameUI() {
const agent = useAgent({
agent: "game-agent",
name: "room-123",
onStateUpdate: (state, source) => {
console.log("State updated:", state);
},
});
// Push state to agent
const addPlayer = (name) => {
agent.setState({
...agent.state,
players: [...agent.state.players, name],
});
};
return <div>Players: {agent.state?.players.join(", ")}</div>;
}import { useAgent } from "agents/react";
function GameUI() {
const agent = useAgent({
agent: "game-agent",
name: "room-123",
onStateUpdate: (state, source) => {
console.log("State updated:", state);
}
});
// Push state to agent
const addPlayer = (name: string) => {
agent.setState({
...agent.state,
players: [...agent.state.players, name]
});
};
return <div>Players: {agent.state?.players.join(", ")}</div>;
}import { AgentClient } from "agents/client";
const client = new AgentClient({
agent: "game-agent",
name: "room-123",
onStateUpdate: (state) => {
document.getElementById("score").textContent = state.score;
},
});
// Push state update
client.setState({ ...client.state, score: 100 });import { AgentClient } from "agents/client";
const client = new AgentClient({
agent: "game-agent",
name: "room-123",
onStateUpdate: (state) => {
document.getElementById("score").textContent = state.score;
},
});
// Push state update
client.setState({ ...client.state, score: 100 });flowchart TD
subgraph Agent
S["this.state<br/>(persisted in SQLite)"]
end
subgraph Clients
C1["Client 1"]
C2["Client 2"]
C3["Client 3"]
end
C1 & C2 & C3 -->|setState| S
S -->|broadcast via WebSocket| C1 & C2 & C3
使用 Workflows 时,可从 workflow 步骤更新 Agent state:
// In your workflow
class MyWorkflow extends Workflow {
async run(event, step) {
// Replace entire state
await step.updateAgentState({ status: "processing", progress: 0 });
// Merge partial updates (preserves other fields)
await step.mergeAgentState({ progress: 50 });
// Reset to initialState
await step.resetAgentState();
return result;
}
}// In your workflow
class MyWorkflow extends Workflow<Env> {
async run(event: AgentWorkflowEvent, step: AgentWorkflowStep) {
// Replace entire state
await step.updateAgentState({ status: "processing", progress: 0 });
// Merge partial updates (preserves other fields)
await step.mergeAgentState({ progress: 50 });
// Reset to initialState
await step.resetAgentState();
return result;
}
}这些是持久操作——Workflow 重试时仍会保留。
每个 Agent 实例拥有在 Agent 同址运行的 SQL(SQLite)数据库。在 Agent 内插入或查询数据几乎零延迟——Agent 无需跨洲或跨洋访问自己的数据。
可在 Agent 任意方法中通过 this.sql 访问 SQL API。SQL API 接受模板字面量:
export class MyAgent extends Agent {
async onRequest(request) {
let userId = new URL(request.url).searchParams.get("userId");
// 'users' is just an example here: you can create arbitrary tables and define your own schemas
// within each Agent's database using SQL (SQLite syntax).
let [user] = this.sql`SELECT * FROM users WHERE id = ${userId}`;
return Response.json(user);
}
}export class MyAgent extends Agent {
async onRequest(request: Request) {
let userId = new URL(request.url).searchParams.get("userId");
// 'users' is just an example here: you can create arbitrary tables and define your own schemas
// within each Agent's database using SQL (SQLite syntax).
let [user] = this.sql`SELECT * FROM users WHERE id = ${userId}`;
return Response.json(user);
}
}也可为查询提供 TypeScript 类型参数,用于推断结果类型:
export class MyAgent extends Agent {
async onRequest(request) {
let userId = new URL(request.url).searchParams.get("userId");
// Supply the type parameter to the query when calling this.sql
// This assumes the results returns one or more User rows with "id", "name", and "email" columns
const [user] = this.sql`SELECT * FROM users WHERE id = ${userId}`;
return Response.json(user);
}
}type User = {
id: string;
name: string;
email: string;
};
export class MyAgent extends Agent {
async onRequest(request: Request) {
let userId = new URL(request.url).searchParams.get("userId");
// Supply the type parameter to the query when calling this.sql
// This assumes the results returns one or more User rows with "id", "name", and "email" columns
const [user] = this.sql<User>`SELECT * FROM users WHERE id = ${userId}`;
return Response.json(user);
}
}无需指定数组类型(User[] 或 Array<User>),this.sql 始终返回指定类型的数组。
Agent 暴露的 SQL API 与 Durable Objects 内类似。可在 Agent 数据库中使用相同 SQL 查询——创建表、查询数据,与 Durable Objects 或 D1 相同。
状态在每次变更时广播到所有客户端。大数据:
// Bad - storing large arrays in state
initialState = {
allMessages: [] // Could grow to thousands of items
};
// Good - store in SQL, keep state light
initialState = {
messageCount: 0,
lastMessageId: null
};
// Query SQL for full data
async getMessages(limit = 50) {
return this.sql`SELECT * FROM messages ORDER BY created_at DESC LIMIT ${limit}`;
}为响应式 UI,立即更新客户端 state:
// Client-side
function sendMessage(text) {
const optimisticMessage = {
id: crypto.randomUUID(),
text,
pending: true,
};
// Update immediately
agent.setState({
...agent.state,
messages: [...agent.state.messages, optimisticMessage],
});
// Server will confirm/update
}
// Server-side
class MyAgent extends Agent {
onStateChanged(state, source) {
if (source === "server") return;
const pendingMessages = state.messages.filter((m) => m.pending);
for (const msg of pendingMessages) {
// Validate and confirm
this.setState({
...state,
messages: state.messages.map((m) =>
m.id === msg.id ? { ...m, pending: false, timestamp: Date.now() } : m,
),
});
}
}
}// Client-side
function sendMessage(text: string) {
const optimisticMessage = {
id: crypto.randomUUID(),
text,
pending: true,
};
// Update immediately
agent.setState({
...agent.state,
messages: [...agent.state.messages, optimisticMessage],
});
// Server will confirm/update
}
// Server-side
class MyAgent extends Agent<Env, { messages: Message[] }> {
onStateChanged(state: GameState, source: Connection | "server") {
if (source === "server") return;
const pendingMessages = state.messages.filter((m) => m.pending);
for (const msg of pendingMessages) {
// Validate and confirm
this.setState({
...state,
messages: state.messages.map((m) =>
m.id === msg.id ? { ...m, pending: false, timestamp: Date.now() } : m,
),
});
}
}
}| 使用 State | 使用 SQL |
|---|---|
| UI state(loading、选中项) | 历史数据 |
| 实时计数 | 大型集合 |
| 活跃会话数据 | 关系 |
| 配置 | 可查询数据 |
export class ChatAgent extends Agent {
// State: current UI state
initialState = {
typing: [],
unreadCount: 0,
activeUsers: [],
};
// SQL: message history
async getMessages(limit = 100) {
return this.sql`
SELECT * FROM messages
ORDER BY created_at DESC
LIMIT ${limit}
`;
}
async saveMessage(message) {
this.sql`
INSERT INTO messages (id, text, user_id, created_at)
VALUES (${message.id}, ${message.text}, ${message.userId}, ${Date.now()})
`;
// Update state for real-time UI
this.setState({
...this.state,
unreadCount: this.state.unreadCount + 1,
});
}
}export class ChatAgent extends Agent {
// State: current UI state
initialState = {
typing: [],
unreadCount: 0,
activeUsers: [],
};
// SQL: message history
async getMessages(limit = 100) {
return this.sql`
SELECT * FROM messages
ORDER BY created_at DESC
LIMIT ${limit}
`;
}
async saveMessage(message: Message) {
this.sql`
INSERT INTO messages (id, text, user_id, created_at)
VALUES (${message.id}, ${message.text}, ${message.userId}, ${Date.now()})
`;
// Update state for real-time UI
this.setState({
...this.state,
unreadCount: this.state.unreadCount + 1,
});
}
}注意不要因自己的更新而再次触发 state 更新:
// Bad - infinite loop
onStateChanged(state: State) {
this.setState({ ...state, lastUpdated: Date.now() });
}
// Good - check source
onStateChanged(state: State, source: Connection | "server") {
if (source === "server") return; // Do not react to own updates
this.setState({ ...state, lastUpdated: Date.now() });
}可将 state 与 SQL API 同 Agent 调用 AI 模型 的能力结合,将历史上下文纳入 model prompt。现代 LLM 常有极大 context window(可达数百万 token),可直接把相关上下文拉入 prompt。
例如,用 Agent 内置 SQL 拉取历史、带历史查询 model,并在下次调用前追加到历史中:
export class ReasoningAgent extends Agent {
async callReasoningModel(prompt) {
let result = this
.sql`SELECT * FROM history WHERE user = ${prompt.userId} ORDER BY timestamp DESC LIMIT 1000`;
let context = [];
for (const row of result) {
context.push(row.entry);
}
const systemPrompt = prompt.system || "You are a helpful assistant.";
const userPrompt = `${prompt.user}\n\nUser history:\n${context.join("\n")}`;
try {
const response = await this.env.AI.run("@cf/zai-org/glm-4.7-flash", {
messages: [
{ role: "system", content: systemPrompt },
{ role: "user", content: userPrompt },
],
});
// Store the response in history
this
.sql`INSERT INTO history (timestamp, user, entry) VALUES (${new Date()}, ${prompt.userId}, ${response.response})`;
return response.response;
} catch (error) {
console.error("Error calling reasoning model:", error);
throw error;
}
}
}interface Env {
AI: Ai;
}
export class ReasoningAgent extends Agent<Env> {
async callReasoningModel(prompt: Prompt) {
let result = this
.sql<History>`SELECT * FROM history WHERE user = ${prompt.userId} ORDER BY timestamp DESC LIMIT 1000`;
let context = [];
for (const row of result) {
context.push(row.entry);
}
const systemPrompt = prompt.system || "You are a helpful assistant.";
const userPrompt = `${prompt.user}\n\nUser history:\n${context.join("\n")}`;
try {
const response = await this.env.AI.run("@cf/zai-org/glm-4.7-flash", {
messages: [
{ role: "system", content: systemPrompt },
{ role: "user", content: userPrompt },
],
});
// Store the response in history
this
.sql`INSERT INTO history (timestamp, user, entry) VALUES (${new Date()}, ${prompt.userId}, ${response.response})`;
return response.response;
} catch (error) {
console.error("Error calling reasoning model:", error);
throw error;
}
}
}这是因为每个 Agent 实例有独立数据库,其中 state 对该 Agent 私有——无论代表单用户、房间/频道还是深度研究工具。默认无需管理争用或访问中心化数据库来获取与存储 state。
| 属性 | 类型 | 描述 |
|---|---|---|
state |
State |
当前 state(getter) |
initialState |
State |
新 Agent 的默认 state |
| 方法 | Signature | 描述 |
|---|---|---|
setState |
(state: State) => void |
更新状态、持久化并广播 |
onStateChanged |
(state: State, source: Connection | "server") => void |
状态变更时调用 |
validateStateChange |
(nextState: State, source: Connection | "server") => void |
持久化前校验(抛出则拒绝) |
| 方法 | 描述 |
|---|---|
step.updateAgentState(state) |
从 workflow 替换 Agent state |
step.mergeAgentState(partial) |
从 workflow 合并部分 state |
step.resetAgentState() |
从 workflow 重置为 initialState |