## Current State Observations - `Session` currently holds many unrelated responsibilities (history, approval queues, task handles, rollout recorder, shell discovery, token tracking, etc.), making it hard to reason about ownership and lifetimes. - The anonymous `State` struct inside `codex.rs` mixes session-long data with turn-scoped queues and approval bookkeeping. - Turn execution (`run_task`) relies on ad-hoc local variables that should conceptually belong to a per-turn state object. - External modules (`codex::compact`, tests) frequently poke the raw `Session.state` mutex, which couples them to implementation details. - Interrupts, approvals, and rollout persistence all have bespoke cleanup paths, contributing to subtle bugs when a turn is aborted mid-flight. ## Desired End State - Keep a slim `Session` object that acts as the orchestrator and façade. It should expose a focused API (submit, approvals, interrupts, event emission) without storing unrelated fields directly. - Introduce a `state` module that encapsulates all mutable data structures: - `SessionState`: session-persistent data (history, approved commands, token/rate-limit info, maybe user preferences). - `ActiveTurn`: metadata for the currently running turn (sub-id, task kind, abort handle) and an `Arc<TurnState>`. - `TurnState`: all turn-scoped pieces (pending inputs, approval waiters, diff tracker, review history, auto-compact flags, last agent message, outstanding tool call bookkeeping). - Group long-lived helpers/managers into a dedicated `SessionServices` struct so `Session` does not accumulate "random" fields. - Provide clear, lock-safe APIs so other modules never touch raw mutexes. - Ensure every turn creates/drops a `TurnState` and that interrupts/finishes delegate cleanup to it.
61 lines
1.6 KiB
Rust
61 lines
1.6 KiB
Rust
//! Turn-scoped state and active turn metadata scaffolding.
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use std::collections::HashMap;
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use std::sync::Arc;
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use tokio::sync::Mutex;
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use codex_protocol::models::ResponseInputItem;
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use tokio::sync::oneshot;
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use crate::protocol::ReviewDecision;
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/// Metadata about the currently running turn.
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#[derive(Default)]
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pub(crate) struct ActiveTurn {
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pub(crate) sub_id: String,
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pub(crate) turn_state: Arc<Mutex<TurnState>>,
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}
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/// Mutable state for a single turn.
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#[derive(Default)]
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pub(crate) struct TurnState {
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pending_approvals: HashMap<String, oneshot::Sender<ReviewDecision>>,
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pending_input: Vec<ResponseInputItem>,
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}
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impl TurnState {
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pub(crate) fn insert_pending_approval(
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&mut self,
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key: String,
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tx: oneshot::Sender<ReviewDecision>,
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) -> Option<oneshot::Sender<ReviewDecision>> {
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self.pending_approvals.insert(key, tx)
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}
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pub(crate) fn remove_pending_approval(
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&mut self,
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key: &str,
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) -> Option<oneshot::Sender<ReviewDecision>> {
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self.pending_approvals.remove(key)
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}
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pub(crate) fn clear_pending(&mut self) {
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self.pending_approvals.clear();
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self.pending_input.clear();
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}
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pub(crate) fn push_pending_input(&mut self, input: ResponseInputItem) {
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self.pending_input.push(input);
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}
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pub(crate) fn take_pending_input(&mut self) -> Vec<ResponseInputItem> {
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if self.pending_input.is_empty() {
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Vec::with_capacity(0)
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} else {
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let mut ret = Vec::new();
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std::mem::swap(&mut ret, &mut self.pending_input);
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ret
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}
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}
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}
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