Adds a work-status panel beside the transcript. Context fill, model and cost, todos, running subagents and the permission requests blocking them, branch and working-tree state, MCP servers, pinned messages and context sources were scattered across the header, the composer and the context panel — a blocked subagent was reported nowhere at all. The panel reads them from live channels rather than persisted history, and becomes an overlay where the chat is too narrow to seat a column. It is on by default, including for existing installs. Because it now carries these readouts, the desktop header and composer drop the ones it duplicates: todo and changed-files chips, usage and MCP tabs. VS Code and mobile keep theirs — neither hosts the panel. Fixes MCP authorization, which was broken from the panel, invalidated by a directory switch through a redirect URI that encoded the working directory, and left the desktop app in the background because browsers will not follow a custom-protocol link without a user gesture. The settings page no longer asks the user to understand the MCP spec before adding a server: one field takes the command or the link, with the kind inferred and a visible override, and client-registration fields appear only when a server actually asks for its own credentials. Also: skills load from the panel instead of only when the composer's slash autocomplete opens; the header button names the current instance rather than falling through to the word "Instance" for relay hosts. Three new optional UI settings keys, all migrated. No change to stored MCP server configuration.
158 lines
5.9 KiB
TypeScript
158 lines
5.9 KiB
TypeScript
import React from 'react';
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import { Icon } from '@/components/icon/Icon';
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import { Tooltip, TooltipContent, TooltipTrigger } from '@/components/ui/tooltip';
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import { useSessionGoal } from '@/hooks/useSessionGoal';
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import { useSessionGoalArmStore } from '@/stores/useSessionGoalArmStore';
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import { SESSION_GOAL_OBJECTIVE_CHAR_LIMIT } from '@/lib/sessionGoalMetadata';
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import { sessionGoalStatusColor } from '@/lib/sessionGoalPresentation';
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import { SessionGoalDialog } from '@/components/chat/SessionGoalDialog';
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import { isVSCodeRuntime } from '@/lib/desktop';
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import { useI18n } from '@/lib/i18n';
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import { cn } from '@/lib/utils';
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interface SessionGoalButtonProps {
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sessionId: string | null;
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directory?: string;
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/** Session draft is open — the goal arms for the session the draft creates. */
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draftOpen?: boolean;
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footerIconButtonClass: string;
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iconSizeClass: string;
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withTooltip?: boolean;
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}
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// Composer target button — the goal switch. With no live goal one tap arms
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// goal mode (the next sent prompt becomes the objective; works on drafts
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// too) and a second tap disarms. While a goal is live the target stays lit
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// (info while running, success when complete, error when blocked / out of
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// budget) and tapping opens the manage dialog.
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export const SessionGoalButton: React.FC<SessionGoalButtonProps> = React.memo(({
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sessionId,
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directory,
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draftOpen = false,
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footerIconButtonClass,
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iconSizeClass,
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withTooltip = false,
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}) => {
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const { t } = useI18n();
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const { goal, enabled } = useSessionGoal(sessionId ?? '', directory);
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const armed = useSessionGoalArmStore((state) => state.armed);
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const setArmed = useSessionGoalArmStore((state) => state.setArmed);
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const [dialogOpen, setDialogOpen] = React.useState(false);
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// The goal loop runs in the web server; the VS Code extension only renders
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// goal state. Arming a goal there would create one nothing drives, so the
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// entry point is hidden entirely.
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if (isVSCodeRuntime() || !enabled || (!sessionId && !draftOpen)) {
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return null;
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}
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// A settled goal no longer drives the loop — the button goes back to being
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// an arm switch, while still tinting with the outcome color.
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const liveGoal = goal && goal.status !== 'complete' ? goal : null;
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const isEngaged = armed || Boolean(liveGoal);
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// One mapping for every goal surface. This button used to carry its own,
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// which painted `paused` the same info colour as `active` — so a paused goal
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// was indistinguishable from a running one — and `blocked` as an error rather
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// than a warning. `armed` is not a goal status, so it keeps its own case.
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const iconColor = goal
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? sessionGoalStatusColor[goal.status]
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: (armed ? 'var(--status-info)' : undefined);
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const label = goal
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? t('chat.goal.button.manageAria')
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: (armed ? t('chat.goal.button.disarmAria') : t('chat.goal.button.armAria'));
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// Any existing goal (live or completed) opens the manage dialog — a
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// completed goal must be removed there before a new one can be armed.
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const handleClick = () => {
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if (goal) {
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setDialogOpen(true);
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return;
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}
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setArmed(!armed);
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};
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const button = (
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<button
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type="button"
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className={footerIconButtonClass}
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style={iconColor ? { color: iconColor } : undefined}
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onClick={handleClick}
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// Same guard as PermissionAutoAcceptButton, but only for the ARM
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// toggle: arming happens mid-typing (the next message IS the
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// objective), so that tap must not dismiss the soft keyboard or
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// trigger the Android keyboard-close relayout that moves the button
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// before the click lands. Opening the manage sheet (goal exists) is a
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// context switch — there the keyboard should close as usual.
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onMouseDown={(event) => {
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if (!goal) event.preventDefault();
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}}
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onPointerDownCapture={(event) => {
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if (!goal && event.pointerType === 'touch') {
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event.preventDefault();
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}
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}}
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aria-label={label}
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aria-pressed={isEngaged}
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{...(withTooltip ? {} : { title: label })}
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>
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{isEngaged || goal ? (
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<Icon name="target-fill" className={cn(iconSizeClass, 'text-current')} aria-hidden="true" />
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) : (
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<Icon name="target" className={cn(iconSizeClass, 'text-current')} aria-hidden="true" />
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)}
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</button>
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);
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return (
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<>
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{withTooltip ? (
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<Tooltip>
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<TooltipTrigger asChild>{button}</TooltipTrigger>
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<TooltipContent side="top" sideOffset={6}>{label}</TooltipContent>
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</Tooltip>
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) : button}
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{sessionId ? (
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<SessionGoalDialog open={dialogOpen} onOpenChange={setDialogOpen} sessionId={sessionId} directory={directory} />
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) : null}
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</>
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);
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});
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SessionGoalButton.displayName = 'SessionGoalButton';
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interface SessionGoalObjectiveCounterProps {
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/** Current composer text length — the armed message becomes the objective. */
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length: number;
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}
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// Tiny hot-path leaf next to the target button: while goal mode is armed the
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// typed message becomes the objective, which the server clamps to 2000
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// chars — surface that limit during typing instead of truncating silently.
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// Renders null when not armed, so normal typing shows nothing.
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export const SessionGoalObjectiveCounter: React.FC<SessionGoalObjectiveCounterProps> = React.memo(({ length }) => {
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const { t } = useI18n();
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const armed = useSessionGoalArmStore((state) => state.armed);
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if (!armed || length === 0) {
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return null;
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}
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const over = length > SESSION_GOAL_OBJECTIVE_CHAR_LIMIT;
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return (
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<span
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className={cn(
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'flex-shrink-0 self-center typography-micro tabular-nums',
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over ? 'text-[var(--status-error)]' : 'text-muted-foreground/70',
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)}
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aria-label={t('chat.goal.counter.aria')}
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title={t('chat.goal.counter.aria')}
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>
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{length}/{SESSION_GOAL_OBJECTIVE_CHAR_LIMIT}
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</span>
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);
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});
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SessionGoalObjectiveCounter.displayName = 'SessionGoalObjectiveCounter';
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