feat(nomos): per-session turn serialization + chat reliability/UX fixes
The agent could run two turns for one session at once (a reconnect resumed
while the live turn was still going), and their interleaved tool calls
corrupted the activity panel, fabricated a confusing "parallel/nested"
sequence, and made tasks feel stuck/never-ending. Several UX gaps compounded it.
Turn serialization (F1):
- turnGate: at most one in-flight turn per session. Background resume paths
(continuation worker, idle sweep, answer-question, /resume, reconnect)
skip non-blocking when busy; the live chat path waits briefly then bails
cleanly instead of stacking a second turn.
- resumeSession returns whether it ran; continueSession marks an execution
"continued" only after a real run (review P0) so a busy-skip can't lose a
finished-execution result. Idle nudge bumps only after delivery (P1).
Connection state (F2/F3, web):
- humanize/bucket raw errors ("model connection dropped..."); one surface
per drop; a terminal task.status event clears stuck streaming/disconnected
state and dismisses the connection toast. Reconnect no longer spawns turns.
Streaming where you look (F4, web):
- live command output in the global activity timeline and in the inline
tool card (auto-opened, tail-pinned) -- not just the per-window rail.
Other (web): artifact/knowledge deep links (F5); step-first stable
"thinking" headline (F6); stable chat layout, no empty->content reflow (F7);
lazy event sync (P2.2); reconnect skips a terminal session (P2.1).
VERSION: 0.14.2 -> 0.15.0
This commit is contained in:
@@ -8,6 +8,7 @@ import {
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} from '$lib/api'
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import type { ChatEvent, Session, Message } from '$lib/api'
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import type { ToolCallResult } from '$lib/types'
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import { liveEvents, subscribeEvents } from './events'
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export type { ToolCallResult }
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@@ -78,14 +79,90 @@ export const currentSession = writable<string | null>(null)
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export const sessions = writable<Session[]>([])
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export const sessionMessages = writable<Message[]>([])
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export const error = writable<string | null>(null)
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export const chatErrors = writable<{ id: string; message: string; action?: string }[]>([])
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export const chatErrors = writable<{ id: string; message: string; action?: string; tag?: string }[]>([])
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export function dismissError(id: string) {
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chatErrors.update((e) => e.filter((x) => x.id !== id))
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}
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export function addChatError(message: string, action?: string) {
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chatErrors.update((e) => [...e, { id: crypto.randomUUID(), message, action }])
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export function addChatError(message: string, action?: string, tag?: string) {
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chatErrors.update((e) => [...e, { id: crypto.randomUUID(), message, action, tag }])
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}
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// Session statuses where no turn is running — the agent reached a terminal
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// state (done/failed/abandoned) or paused for operator input (awaiting_input).
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// A task.status event landing in one of these is an authoritative "the turn
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// ended" signal, used by clearTurnState (F3) to unstick a chat view that lost
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// its SSE stream mid-turn.
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const TURN_ENDED_STATUS = new Set(['done', 'failed', 'abandoned', 'awaiting_input'])
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// humanizeChatError turns raw transport/SDK error strings into operator-
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// readable, non-alarming copy. The raw forms ("llm: error in input stream:
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// …", "Failed to fetch", "HTTP 502") read as catastrophic and unactionable;
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// most are transient model-connection drops where the task itself is fine.
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// Used for both the inline error box (LLM error events) and the connection
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// toast (F2).
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function humanizeChatError(raw: string): string {
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const s = raw.toLowerCase()
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if (
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s.includes('input stream') ||
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s.includes('llm:') ||
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s.includes('failed to fetch') ||
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s.includes('network') ||
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s.includes('econnreset') ||
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s.includes('timeout') ||
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/http 5\d\d/.test(s)
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) {
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return 'The model connection dropped. The task keeps running in the background — it will catch up here automatically.'
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}
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if (/http 401|http 403|unauthor|forbidden/.test(s)) {
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return 'Your session expired. Reconnect to continue.'
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}
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return raw
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}
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// clearTurnState resets a session's chat view to a clean "connected, idle"
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// state — the recovery action when a dropped SSE left it stuck showing
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// streaming/disconnected after the turn had already ended. Clears the window
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// bundle, the global bundle (if that's the viewed session), and any
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// connection-lost toasts tagged 'connection' (F2/F3).
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function clearTurnState(sessionId: string) {
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const win = sessionChats.get(sessionId)
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if (win) {
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win.streaming.set(false)
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win.connectionState.set('connected')
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}
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if (get(currentSession) === sessionId) {
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streaming.set(false)
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connectionState.set('connected')
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}
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chatErrors.update((errs) => errs.filter((e) => e.tag !== 'connection'))
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}
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// One app-lifetime subscription to the always-on event stream: a terminal
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// task.status for a session we have open is the authoritative end-of-turn
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// signal, and recovers a chat view whose SSE dropped without a 'done' event
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// (the "task never ended" symptom). Ref-counted by subscribeEvents, so this
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// shares the single connection the rest of the app already keeps open.
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//
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// Lazily armed from chatFor() (P2.2) rather than at module import, so
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// importing this module — e.g. in a test — doesn't open an SSE connection as
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// an import side-effect.
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let chatEventSyncArmed = false
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function ensureChatEventSync() {
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if (chatEventSyncArmed) return
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chatEventSyncArmed = true
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subscribeEvents()
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liveEvents.subscribe((events) => {
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const ev = events[0]
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if (!ev || ev.type !== 'task.status') return
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const sid = ev.correlation_id
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if (!sid) return
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const status = (ev.data as { status?: string } | null)?.status
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if (typeof status === 'string' && TURN_ENDED_STATUS.has(status)) {
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clearTurnState(sid)
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}
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})
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}
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// Per-session controller tracking. Multiple tasks can stream concurrently
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@@ -378,80 +455,35 @@ export function sendMessage(text: string) {
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}
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}
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// handleDisconnect is called when the SSE stream drops mid-turn without
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// receiving a 'done' event. Falls back to polling and attempts reconnection.
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// handleDisconnect is called when the global SSE stream drops mid-turn
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// without a 'done' event. NOTE: the global single-session chat action path
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// (sendMessage → this) is not currently wired to any UI — only the
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// per-session window path (sendSessionMessage/startTask) is live, which has
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// its own inline equivalent. This is kept safe and turn-free in case the
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// global path is re-wired: it falls back to polling and surfaces one
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// connection toast; recovery is driven by the poller + the terminal
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// task.status subscription (clearTurnState), NEVER by POSTing an empty
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// message that would spawn a duplicate background turn (F1/F2).
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function handleDisconnect(sessionId: string) {
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const MAX_RECONNECT = 3
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connectionState.set('disconnected')
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startPolling(sessionId)
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addChatError('Agent connection lost. The task is still running — retrying…', 'Dismiss')
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let attempts = 0
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let delay = 1000
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const attemptReconnect = () => {
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if (get(currentSession) !== sessionId || attempts >= MAX_RECONNECT) {
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connectionState.set('disconnected')
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streaming.set(false)
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return
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}
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if (attempts > 0) {
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connectionState.set('reconnecting')
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addChatError(`Reconnecting to agent (attempt ${attempts + 1}/${MAX_RECONNECT})…`, 'Dismiss')
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}
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attempts++
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const controller = streamChat(
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'',
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sessionId,
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(_ev: ChatEvent) => {},
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(_err: string) => {
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delay = Math.min(delay * 2, 8000)
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setTimeout(attemptReconnect, delay)
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},
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() => {
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if (get(currentSession) === sessionId) {
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connectionState.set('connected')
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streaming.set(false)
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loadSessionMessages(sessionId)
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}
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}
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)
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if (activeControllers.get(sessionId)) {
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activeControllers.get(sessionId)?.abort()
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}
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activeControllers.set(sessionId, controller)
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}
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setTimeout(attemptReconnect, delay)
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addChatError(
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'Connection to the agent dropped. The task keeps running — it will catch up here automatically.',
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'Dismiss',
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'connection'
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)
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}
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// Manual reconnect for the global view (currently unused — windows use
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// loadSessionChat via their onReconnect). Re-fetches the transcript and
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// resets state; does NOT start a new turn.
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export function reconnect() {
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const sid = get(currentSession)
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if (!sid) return
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connectionState.set('reconnecting')
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const controller = streamChat(
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'',
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sid,
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(_ev: ChatEvent) => {},
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(_err: string) => {
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connectionState.set('disconnected')
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addChatError(
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'Reconnect failed. The task may still be running — try sending a message to wake the agent.',
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'Dismiss'
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)
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},
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() => {
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if (get(currentSession) === sid) {
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connectionState.set('connected')
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streaming.set(false)
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loadSessionMessages(sid)
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}
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}
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)
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if (activeControllers.get(sid)) {
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activeControllers.get(sid)?.abort()
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}
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activeControllers.set(sid, controller)
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streaming.set(false)
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connectionState.set('connected')
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chatErrors.update((errs) => errs.filter((e) => e.tag !== 'connection'))
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loadSessionMessages(sid)
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}
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export function newChat() {
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@@ -524,6 +556,7 @@ const sessionPollers = new Map<string, ReturnType<typeof setInterval>>()
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// Lazily creates (and memoizes) the store bundle for a session — call this to
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// get the stores to subscribe to; it does not fetch anything.
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export function chatFor(sessionId: string): SessionChatState {
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ensureChatEventSync() // arm the terminal task.status → clearTurnState recovery (P2.2)
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let c = sessionChats.get(sessionId)
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if (!c) {
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c = {
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@@ -549,6 +582,16 @@ function startSessionPolling(sessionId: string) {
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const msgs = await fetchMessages(sessionId)
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if (get(chat.streaming)) return // re-check: the fetch itself takes time
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chat.messages.set(toChatMessages(msgs))
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// F3 safety net: if we're recovering from a dropped SSE but the
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// session's task has already reached a turn-ended status, clear the
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// stuck disconnected/streaming flags. Catches the edge where the
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// terminal task.status event fired during the brief disconnect window.
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if (get(chat.connectionState) !== 'connected') {
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const s = get(sessions).find((x) => x.id === sessionId)
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if (s?.status && TURN_ENDED_STATUS.has(s.status)) {
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clearTurnState(sessionId)
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}
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}
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}, 3000)
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)
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}
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@@ -566,7 +609,15 @@ export function stopSessionPolling(sessionId: string) {
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// equivalent of loadSessionMessages, for a window rather than the main view.
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export async function loadSessionChat(sessionId: string): Promise<void> {
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const chat = chatFor(sessionId)
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// A fresh (re)load is a clean view: not streaming, connected, no stale
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// error. This also serves the window's manual "Reconnect" button —
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// re-fetching the transcript and resetting state, never spawning a new
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// turn (the old reconnect path POSTed an empty message that started a
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// duplicate background turn; F1/F2 removed that).
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chat.streaming.set(false)
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chat.connectionState.set('connected')
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chat.error.set(null)
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chatErrors.update((errs) => errs.filter((e) => e.tag !== 'connection'))
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const msgs = await fetchMessagesOrNotFound(sessionId)
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if (msgs === null) {
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chat.notFound.set(true)
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@@ -668,7 +719,7 @@ export function sendSessionMessage(sessionId: string, text: string) {
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})
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startSessionPolling(sessionId)
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} else if (ev.type === 'error') {
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chat.error.set(ev.data)
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chat.error.set(humanizeChatError(ev.data))
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}
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},
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(err: string) => {
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@@ -676,12 +727,21 @@ export function sendSessionMessage(sessionId: string, text: string) {
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chat.streaming.set(false)
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return
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}
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chat.error.set(err)
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// Network drop (no 'done' received): show ONE connection-lost surface
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// and recover via the poller + terminal task.status event (F2/F3).
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// Don't also set chat.error — the banner+toast convey it, and a raw
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// "Failed to fetch" alongside would just be noise.
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if (!receivedDone) {
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chat.connectionState.set('disconnected')
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startSessionPolling(sessionId)
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addChatError('Agent connection lost. The task is still running — retrying…', 'Dismiss')
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addChatError(
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'Connection to the agent dropped. The task keeps running — it will catch up here automatically.',
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'Dismiss',
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'connection'
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)
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} else {
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// Stream ended cleanly but fetch reported an error tail — surface it.
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chat.error.set(humanizeChatError(err))
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chat.streaming.set(false)
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}
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},
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@@ -793,7 +853,7 @@ export function startTask(text: string, onSession: (sessionId: string) => void):
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})
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startSessionPolling(sessionId)
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} else if (ev.type === 'error') {
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c.error.set(ev.data)
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c.error.set(humanizeChatError(ev.data))
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}
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}
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@@ -823,12 +883,16 @@ export function startTask(text: string, onSession: (sessionId: string) => void):
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chat.streaming.set(false)
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return
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}
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chat.error.set(err)
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if (!receivedDone && sessionId) {
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chat.connectionState.set('disconnected')
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startSessionPolling(sessionId)
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addChatError('Agent connection lost. The task is still running — retrying…', 'Dismiss')
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addChatError(
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'Connection to the agent dropped. The task keeps running — it will catch up here automatically.',
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'Dismiss',
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'connection'
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)
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} else {
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chat.error.set(humanizeChatError(err))
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chat.streaming.set(false)
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}
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},
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