namespace go flow.devops.debugger.domain.infra // ComponentType Supports component types enum ComponentType { Undefined = 0 CozePlugin = 10000 // Coze Plugin CozeTool = 10001 // Coze Tool CozeWorkflow = 10002 // Coze Workflow CozeSubWorkflow = 10003 // Coze SubWorkflow, which is referenced in Workflow. CozeLLMNode = 10004 // LLM nodes in Coze workflow CozeCodeNode = 10005 // Coding nodes in a Coze workflow CozeKnowledgeNode = 10006 // Knowledge nodes in Coze workflow CozeToolNode = 10007 // Tools nodes in Coze workflow CozeStartNode = 10008 // Coze workflow start node CozeVariableNode = 10009 // Cozing variable nodes in workflow CozeVariableBot = 20000 // Coze virtual nodes to identify variable dependent bots CozeVariableChat = 20001 // Coze virtual nodes to identify variable dependent chats } // TrafficScene traffic request scenario enum TrafficScene { Undefined = 0 CozeSingleAgentDebug = 10000 // Single Agent Debug Page CozeMultiAgentDebug = 10001 // Multi-Agent Debug Page CozeToolDebug = 10002 // Tool Debug Page CozeWorkflowDebug = 10003 // Workflow debugging page } // ComponentMappingType Component Mapping Types enum ComponentMappingType { Undefined = 0 MockSet = 1 } // BizCtx Business Context struct BizCtx { 1: optional string connectorID // connectorID 2: optional string connectorUID // User ID under connector 3: optional TrafficScene trafficScene // business scenario 4: optional string trafficCallerID // Business Scenario Component ID, such as Bot Debug Page, where trafficSceneID is BotID 5: optional string bizSpaceID // Line of business SpaceID for access control 6: optional map ext // Additional information } // Secondary structure of the ComponentSubject business component struct ComponentSubject { 1: optional string componentID // Component IDs, such as Tool ID, Node ID, etc 2: optional ComponentType componentType // component type 3: optional string parentComponentID // Parent component ID, e.g. Tool- > Plugin, Node- > Workflow 4: optional ComponentType parentComponentType // Parent component type } enum OrderBy { UpdateTime = 1 } struct Creator { 1: optional string ID 2: optional string name 3: optional string avatarUrl } enum DebugScene { Debug = 0 // Default play ground Debug scene } enum CozeChannel { Coze = 0 // Default to Coze, expand to other channels in the future }