Files
patterm/internal/app/sidebar.go
Harry Bayliss 2b9e1ed77c Add idle-state classifier and Solo-parity timer tools
Classifies every running child as idle/working/thinking/permission/error
using one of three pluggable strategies (output_activity,
osc_title_stability, osc_title_status) plus optional regex promoters
applied to the tail of recent output. State and last-match reason are
exposed via MCP on ProcessInfo and get_process_status. Per-preset
configuration lives on a new preset.IdleDetection block with bundled
defaults for the first-party claude/codex/opencode presets.

OSC title plumbing is exposed as Emulator.Title(), polled from the
session pump after each emulator write so title-change activity feeds
into the classifier without an extra cgo callback.

The MCP timer surface expands to match Solo: timer_set,
timer_fire_when_idle_any/all, timer_cancel, timer_pause, timer_resume,
timer_list. timer_wait is now a thin wrapper that shares the same
manager so it shows up in timer_list while pending. Timer bodies are
delivered to the owner process through the existing
InjectAsOrchestrator path. Top-level (non-agent) callers can attach
timers to a specific process via owner_process_id; omitting it grants
universal cancel/pause/resume/list privileges.

The sidebar gains a state glyph per process row and appends a
nearest-timer indicator when one is pending or paused.

Tests: idle_test.go covers the classify() pure function across the
three strategies and regex promotion; timers_test.go covers the
manager. Harness scenarios cover output_activity, osc_title_stability,
osc_title_status, and regex promotion, plus timer_set delivery,
cancel, pause/resume, idle_any-on-transition, idle_all-pending, and
idle_all-already-satisfied. A new wait_until_mcp harness step type
polls an MCP method until an assertion holds.
2026-05-15 09:49:59 +01:00

244 lines
6.5 KiB
Go

package app
import (
"fmt"
"os"
"strings"
"time"
)
const (
sidebarCols = 28
statusRows = 1
)
// formatShortDuration renders a duration as a short, sidebar-friendly
// suffix: ms under 1s, "12s" under 60s, "3m" otherwise.
func formatShortDuration(d time.Duration) string {
if d <= 0 {
return "0s"
}
if d < time.Second {
return fmt.Sprintf("%dms", int(d/time.Millisecond))
}
if d < time.Minute {
return fmt.Sprintf("%ds", int(d/time.Second))
}
if d < time.Hour {
return fmt.Sprintf("%dm", int(d/time.Minute))
}
return fmt.Sprintf("%dh", int(d/time.Hour))
}
// drawSidebar paints the right-rail session tree + scratchpad list.
// SPEC §4: the rail is the active session's child hierarchy on top and
// the scratchpad list (with preview) on the bottom.
//
// Implementation note: the PTY child's winsize is constrained to the
// computed main viewport, so the sidebar region is outside the child's
// cursor range. We can redraw freely without fighting the child for cells.
func (st *uiState) drawSidebar() {
st.mu.Lock()
palOpen := st.palette != nil
focus := st.focusedID
focusPad := st.focusedPad
activeAgent := st.activeAgentID
st.mu.Unlock()
if palOpen {
return
}
layout := st.layoutSnapshot()
if !layout.sidebarVisible || layout.hostRows < 4 {
return
}
left := int(layout.sidebarLeft)
width := int(layout.sidebarWidth) - 1
maxRow := int(layout.statusRow) - statusRows
var b strings.Builder
for r := 1; r <= maxRow; r++ {
fmt.Fprintf(&b, "\x1b[%d;%dH%s│%s", r, left-1, styleBorder, styleReset)
}
row := 1
// write paints one styled line into the sidebar column band and pads
// it out to `width` cells. Content may carry inline SGR escapes —
// visibleLen ignores them when computing padding.
write := func(content string) {
if row > maxRow {
return
}
pad := width - visibleLen(content)
if pad < 0 {
pad = 0
}
fmt.Fprintf(&b, "\x1b[%d;%dH%s%s%s\x1b[K",
row, left, content, strings.Repeat(" ", pad), styleReset)
row++
}
writeHeader := func(text string) {
write(" " + styleActive + text + styleReset)
write(" " + styleBorder + strings.Repeat("─", width-2) + styleReset)
}
// timerIndicator returns a short " ⏱ 12s" or " ⏸ paused" suffix
// when c has a pending or paused timer attached (owns or watches).
// Empty string when no timer is in play.
timerIndicator := func(c *Child) string {
if st.timers == nil {
return ""
}
info := st.timers.activeForChild(c.ID)
if info == nil {
return ""
}
if info.Status == timerStatusPaused {
return " " + styleDim + "⏸" + styleReset
}
remaining := ""
if info.FiresAtUnixMS > 0 {
d := time.Until(time.UnixMilli(info.FiresAtUnixMS))
if d < 0 {
d = 0
}
remaining = formatShortDuration(d)
}
return " " + styleDim + "⏱" + styleReset + " " + styleHint + remaining + styleReset
}
statusGlyph := func(c *Child, focused bool) string {
if c.Status() != StatusRunning {
return styleDim + "○" + styleReset
}
// Idle-detection states paint over the plain running glyph so
// the rail communicates "running but waiting on you" vs "running
// and busy" at a glance. Focused entries always use the accent
// colour so the user's selection stays visible.
style := styleHint
if focused {
style = styleAccent
}
switch c.IdleState() {
case StateError:
return styleError + "✕" + styleReset
case StatePermission:
return styleAccent + "?" + styleReset
case StateThinking:
return style + "◐" + styleReset
case StateIdle:
return style + "○" + styleReset
case StateWorking:
return style + "●" + styleReset
default:
return style + "●" + styleReset
}
}
// Processes section — top-level command/terminal processes,
// session-wide (does not change when the user switches agent tabs).
writeHeader("Processes")
procs := processList(st.sess.Children())
if len(procs) == 0 {
write(" " + styleDim + "(none)" + styleReset)
}
for _, c := range procs {
if row > maxRow {
break
}
focused := c.ID == focus
glyph := statusGlyph(c, focused)
marker := ""
if c.AutoRestart() {
marker = " " + styleDim + "⟳" + styleReset
}
var line string
if focused {
line = " " + styleAccent + "▎" + styleReset + " " + glyph + " " +
styleBold + c.DisplayName() + styleReset + marker + timerIndicator(c)
} else {
line = " " + glyph + " " + styleHint + c.DisplayName() + styleReset + marker + timerIndicator(c)
}
write(line)
}
// Agent Tree section — formerly "Session tree". Shows the active
// agent tab's root plus its sub-agents. The active agent is pinned
// by activeAgentID, so the tree keeps showing the right tab even
// when focus moves into the Processes section above.
if row+2 <= maxRow {
write("")
}
writeHeader("Agent Tree")
agents := visibleAgentTree(st.sess.Children(), activeAgent)
if len(agents) == 0 {
write(" " + styleDim + "(empty)" + styleReset)
}
for _, c := range agents {
if row > maxRow {
break
}
indent := ""
if c.ParentID != "" {
indent = " "
}
focused := c.ID == focus
glyph := statusGlyph(c, focused)
var line string
if focused {
line = " " + styleAccent + "▎" + styleReset + " " + indent + glyph + " " +
styleBold + c.DisplayName() + styleReset + timerIndicator(c)
} else {
line = " " + indent + glyph + " " + styleHint + c.DisplayName() + styleReset + timerIndicator(c)
}
write(line)
}
// Scratchpads list — names only. The preview pane used to live
// here and clobbered the main viewport when content overflowed the
// rail. Focus moves to a pad via Ctrl+W/S; the content renders in
// the main viewport via repaintFocusedPad. SPEC §4.
if row+2 <= maxRow {
write("")
writeHeader("Scratchpads")
entries := st.padsList()
if entries != nil {
if len(entries) == 0 {
write(" " + styleDim + "(none)" + styleReset)
} else {
for _, e := range entries {
if row > maxRow {
break
}
var line string
if e.Name == focusPad {
line = " " + styleAccent + "▎" + styleReset + " " +
styleBold + e.Name + styleReset
} else {
line = " " + styleHint + e.Name + styleReset
}
write(line)
}
}
}
}
// Blank-fill any rows the rail content didn't cover so stale
// content from a previous redraw doesn't linger.
for row <= maxRow {
write("")
}
frame := b.String()
st.chromeCacheMu.Lock()
if frame == st.sidebarCache {
st.chromeCacheMu.Unlock()
return
}
st.sidebarCache = frame
st.chromeCacheMu.Unlock()
st.outMu.Lock()
// Save cursor; emit the sidebar; restore.
fmt.Fprintf(os.Stdout, "\x1b7%s\x1b8", frame)
st.outMu.Unlock()
}