Reconcile goal recovery with human intent and model state transitions
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e4b84d9802
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1 changed files with 1765 additions and 96 deletions
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@ -21,13 +21,23 @@ func sameGoal(a, b *goal) bool {
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return a != nil && b != nil && a.Objective == b.Objective && a.CreatedAt == b.CreatedAt
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}
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func sameState(a, b *goal) bool {
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return sameGoal(a, b) && a.Status == b.Status && a.UpdatedAt == b.UpdatedAt
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}
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type watch struct {
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Goal *goal `json:"goal,omitempty"`
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Turn turn `json:"turn"`
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Armed bool `json:"armed"`
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Failures int `json:"failures"`
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Due time.Time `json:"due"`
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Goal *goal `json:"goal,omitempty"`
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Turn turn `json:"turn"`
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Armed bool `json:"armed"`
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Known bool `json:"known"`
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Pending bool `json:"pending,omitempty"`
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Hold *goal `json:"hold,omitempty"`
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Source *intentLog `json:"source,omitempty"`
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Failures int `json:"failures"`
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Due time.Time `json:"due"`
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revision uint64
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echo *goal
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seed *goal
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}
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func (w *watch) stop() {
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@ -37,11 +47,31 @@ func (w *watch) stop() {
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func (w *watch) update(g *goal) {
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w.revision++
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if !sameGoal(w.Goal, g) {
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w.stop()
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w.Failures = 0
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if w.Hold != nil {
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if !sameGoal(w.Hold, g) {
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w.Hold = nil
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} else if g.Status == active && g.Status == w.Hold.Status && !w.Pending && w.echo == nil {
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w.Hold = nil
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if g.Status == active {
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w.Armed = true
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}
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} else {
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if g.Status == w.Hold.Status {
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w.Goal = g
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}
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w.stop()
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return
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}
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}
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previous := w.Goal
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same := sameGoal(previous, g)
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if !same {
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w.stop()
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w.Known = false
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w.Failures = 0
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} else if w.Armed || previous.Status == active {
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w.Known = true
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}
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w.Goal = g
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if g == nil {
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w.stop()
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@ -49,48 +79,89 @@ func (w *watch) update(g *goal) {
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}
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switch g.Status {
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case active:
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if previous != nil && previous.Status != active {
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w.stop()
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}
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if w.Turn.Status == "inProgress" {
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w.Known = true
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if !same || previous.Status != active {
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w.Due = time.Time{}
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w.Armed = true
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} else if w.Turn.Status == "inProgress" {
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w.Armed = true
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}
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case blocked:
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if !w.Due.IsZero() && previous != nil && previous.UpdatedAt != g.UpdatedAt {
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w.stop()
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if !same && w.Pending {
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w.Hold = g
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}
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default:
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w.stop()
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w.Hold = g
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}
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}
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func (w *watch) notice(g *goal) {
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if w.seed != nil {
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w.seed = nil
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return
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}
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if sameState(w.echo, g) {
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w.echo = nil
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return
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}
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if w.Hold != nil && sameGoal(w.Hold, g) {
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w.revision++
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if g.Status == blocked || g.Status == active {
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return
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}
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w.Goal, w.Hold = g, g
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w.stop()
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return
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}
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if g != nil && g.Status == active && sameGoal(w.Goal, g) {
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w.revision++
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return
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}
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w.update(g)
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}
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func (w *watch) observe(t turn) {
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if t.ID == "" {
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return
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}
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w.revision++
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if t.ID != w.Turn.ID {
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w.stop()
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w.Turn = t
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w.Armed = t.Status == "inProgress" && w.Goal != nil && w.Goal.Status == active
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return
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fresh := t.ID != w.Turn.ID
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if w.Known && (fresh || w.Turn.Status == "inProgress") && t.Status == "failed" &&
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t.Error != nil && t.Error.Info.retryable() {
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w.Armed = true
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}
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if fresh {
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w.Due = time.Time{}
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if w.Goal != nil && t.Status == "inProgress" && w.Goal.Status == active {
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w.Armed = true
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}
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}
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w.Turn = t
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switch t.Status {
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case "completed":
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w.stop()
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w.Due = time.Time{}
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w.Failures = 0
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case "interrupted":
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w.stop()
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if w.Pending && w.Goal != nil {
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desired := *w.Goal
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desired.Status = paused
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w.Goal, w.Hold = &desired, &desired
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}
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case "failed":
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if t.Error == nil || !t.Error.Info.retryable() {
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w.stop()
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}
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}
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if w.Hold != nil {
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w.stop()
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}
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}
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func (w *watch) eligible() bool {
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return w.Armed && w.Goal != nil && w.Goal.Status == blocked &&
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return w.Hold == nil && w.Armed && w.Goal != nil && w.Goal.Status == blocked &&
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w.Turn.Status == "failed" && w.Turn.Error != nil && w.Turn.Error.Info.retryable()
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}
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