// This file implements Phase 7b's story orchestrator: a deterministic, // poll-based watcher that drives a story.Story through // Builder -> 4 parallel Evaluators -> Arbitration -> a single human // accept-gate at the *story* level, exactly the way Scheduler (above, in // scheduler.go) drives a role-typed task through its retry/escalation // ladder. It lives in this package rather than internal/story for a // structural reason, not just stylistic taste: internal/storage already // imports internal/story (storage/story.go), so internal/story cannot // import internal/storage back — and this orchestrator's Store interface // needs storage.StoryFilter/*task.Task/etc. internal/scheduler already // imports both internal/storage and internal/task (and has zero risk of // internal/story importing scheduler back), so it's a clean home. It also // matches the design note this phase's task description invited: "fold it // into internal/scheduler as a sibling to the existing Scheduler". // // Mechanism choice: poll-based, not a handleRunResult hook. Every task this // orchestrator cares about (the story's root Builder task, the 4 Evaluators, // the Arbitration task) is a top-level task (ParentTaskID == ""), so per // task.go's state machine the *only* way one of them would ever reach // COMPLETED on its own is via a human/chatbot POST /api/tasks/{id}/accept // (internal/api.acceptTask), READY -> COMPLETED — executor.Pool.handleRunResult // never transitions a top-level task to COMPLETED directly (only READY, or // BLOCKED if it has subtasks). That's exactly the gap this orchestrator // closes itself (see autoAccept below): the whole point of the story-level // ceremony is that a human/chatbot should only ever have to make *one* // accept decision (the final POST /api/stories/{id}/accept, REVIEW_READY -> // DONE) — not six (builder + 4 evaluators + arbitration) along the way. So // on every tick, for the specific Builder/Evaluator/Arbitration tasks it // already knows are wired into a story's pipeline, this orchestrator // auto-accepts (READY -> COMPLETED) them itself, using the same // state-machine-respecting write internal/api's acceptTask uses // (Store.UpdateTaskState, which wraps storage.DB.UpdateTaskStateBy — // validates task.ValidTransition and writes the state_change event // atomically, not a raw/unchecked write). This is narrowly scoped: it only // ever touches the root task a story actually tracks (st.RootTaskID) and // that root's structurally-discovered evaluator/arbitration dependents // (found via ensureEvaluators/ensureArbitration's own role-matching) — never // a blanket "auto-accept every READY task" sweep. Polling (rather than a // handleRunResult hook) is still the right mechanism regardless of who does // the accepting: the transition happens via a *write this orchestrator // itself performs* on a poll tick, which is inherently poll-driven, not an // executor-package callback. package scheduler import ( "context" "encoding/json" "fmt" "log/slog" "time" "github.com/google/uuid" "github.com/thepeterstone/claudomator/internal/event" "github.com/thepeterstone/claudomator/internal/storage" "github.com/thepeterstone/claudomator/internal/story" "github.com/thepeterstone/claudomator/internal/task" ) // evaluatorRoles is the fixed fan-out of Evaluator roles spawned once a // story's Builder (root_task_id) task completes. Order here is preserved // wherever evaluator tasks are collected into a slice (e.g. building the // Arbitration task's DependsOn), purely for determinism/testability — the // orchestrator does not otherwise care about ordering. var evaluatorRoles = []string{ "evaluator_quality", "evaluator_security", "evaluator_correctness", "evaluator_performance", } // arbitrationRole is the role assigned to the single task spawned once all // Evaluators for a story complete. It depends on all 4 Evaluator tasks and, // per this phase's documented simplification (see finalizeArbitration), // always routes the story to REVIEW_READY on completion rather than parsing // its summary for an approve/reject verdict. const arbitrationRole = "planner" // StoryStore is the subset of storage.DB methods StoryOrchestrator needs. // Defining it as an interface (mirroring executor.Store/scheduler.Store) // allows tests to supply an in-memory fake with no real SQLite database. type StoryStore interface { ListStories(filter storage.StoryFilter) ([]*story.Story, error) UpdateStory(st *story.Story) error GetTask(id string) (*task.Task, error) ListDependents(taskID string) ([]*task.Task, error) CreateTask(t *task.Task) error UpdateTaskState(id string, newState task.State) error CreateEvent(e *event.Event) error } // StoryOrchestrator polls stories with a root_task_id set and drives them // through the Builder -> Evaluators -> Arbitration -> REVIEW_READY ceremony, // auto-accepting (READY -> COMPLETED) the Builder/Evaluator/Arbitration tasks // along the way (see autoAccept) so that a human/chatbot never has to touch // POST /api/tasks/{id}/accept for any of them. The final REVIEW_READY -> DONE // transition is the *only* remaining human/chatbot action (see internal/api's // POST /api/stories/{id}/accept), not something this type does itself. type StoryOrchestrator struct { Store StoryStore // Pool reuses the same minimal interface Scheduler depends on // (Submit(ctx, *task.Task) error) — satisfied directly by // *executor.Pool, declared once in scheduler.go. Pool Pool Logger *slog.Logger // handledVerdicts dedupes per-evaluator KindEvalVerdict emission within a // single running process, keyed by evaluator task ID. Without it, an // evaluator that completes while its siblings are still running would // get a fresh eval_verdict event on every poll tick until the last // sibling finishes. This mirrors Scheduler.handled exactly: an in-memory, // per-process guard that resets on restart. That's an accepted // simplification here for the same reason it is for Scheduler — this is // idempotent bookkeeping on an append-only observability stream, not // orchestration state; a restart can produce at most one duplicate // eval_verdict event per evaluator, never an infinite loop, because the // *structural* idempotency checks (ensureEvaluators/ensureArbitration // below, and the story.Status=="VALIDATING" gate in // finalizeArbitration) are what actually prevent duplicate task // creation and duplicate story-status transitions — the two things that // would matter if repeated forever. handledVerdicts map[string]bool } // DefaultStoryPollInterval is used by Run when pollInterval <= 0. const DefaultStoryPollInterval = 15 * time.Second // Run polls all stories with a root_task_id set every pollInterval until ctx // is cancelled. func (o *StoryOrchestrator) Run(ctx context.Context, pollInterval time.Duration) { if pollInterval <= 0 { pollInterval = DefaultStoryPollInterval } ticker := time.NewTicker(pollInterval) defer ticker.Stop() for { select { case <-ctx.Done(): return case <-ticker.C: o.Tick(ctx) } } } // Tick runs a single poll pass over every story. Exported so tests can drive // it directly without waiting on a ticker. func (o *StoryOrchestrator) Tick(ctx context.Context) { stories, err := o.Store.ListStories(storage.StoryFilter{}) if err != nil { o.logf("story orchestrator: list stories", "error", err) return } for _, st := range stories { if st.RootTaskID == "" { continue // no execution tree yet — nothing for this orchestrator to do } if st.Status == "DONE" || st.Status == "CANCELLED" { continue // terminal; this orchestrator never revives a story from here } o.processStory(ctx, st) } } func (o *StoryOrchestrator) logf(msg string, args ...any) { if o.Logger != nil { o.Logger.Warn(msg, args...) } } // processStory advances a single story by at most one stage per tick (it // returns as soon as it finds a stage that isn't ready to progress yet — the // next tick picks up where this one left off). func (o *StoryOrchestrator) processStory(ctx context.Context, st *story.Story) { root, err := o.Store.GetTask(st.RootTaskID) if err != nil { o.logf("story orchestrator: get root task", "storyID", st.ID, "rootTaskID", st.RootTaskID, "error", err) return } root = o.autoAccept(st, root) if root.State != task.StateCompleted { return // Builder hasn't reached COMPLETED yet (still running, or not yet READY to auto-accept) } // Stage 1: Builder -> Evaluators (+ story -> VALIDATING). evaluators, ok := o.ensureEvaluators(ctx, st, root) if !ok { return // not all 4 could be found/created yet; retry next tick } // Auto-accept each evaluator that's reached READY, emit per-evaluator // verdicts, and check whether all 4 are done. allDone := true for i, ev := range evaluators { ev = o.autoAccept(st, ev) evaluators[i] = ev o.maybeEmitVerdict(st, ev) if ev.State != task.StateCompleted { allDone = false } } if !allDone { return } // Stage 2: Evaluators -> Arbitration. arbitration, ok := o.ensureArbitration(ctx, st, evaluators) if !ok { return } arbitration = o.autoAccept(st, arbitration) // Stage 3: Arbitration -> REVIEW_READY. if arbitration.State == task.StateCompleted { o.finalizeArbitration(st, arbitration) } } // autoAccept transitions t from READY to COMPLETED if that's its current // state, using the same state-machine-respecting write internal/api's // acceptTask uses (Store.UpdateTaskState wraps storage.DB.UpdateTaskStateBy, // which validates task.ValidTransition and writes the state_change event // atomically — not a raw/unchecked write). Returns t unchanged if it wasn't // READY (including if it's already COMPLETED, or still RUNNING/BLOCKED/etc.) // or if the update failed. // // This is the mechanism that makes the story-level accept-gate // (POST /api/stories/{id}/accept) the *only* human/chatbot interaction // required to drive a story from a completed Builder run all the way to // REVIEW_READY: without it, a human would have to separately call // POST /api/tasks/{id}/accept on the Builder task, each of the 4 Evaluator // tasks, and the Arbitration task, since none of those top-level tasks can // reach COMPLETED any other way (see this file's package doc comment). // Callers only ever pass tasks they've already established are part of a // specific story's pipeline — the root task a story tracks via // st.RootTaskID, or a role-matched dependent discovered by // ensureEvaluators/ensureArbitration — so this never touches an unrelated // READY task sitting outside any story's pipeline. func (o *StoryOrchestrator) autoAccept(st *story.Story, t *task.Task) *task.Task { if t.State != task.StateReady { return t } if err := o.Store.UpdateTaskState(t.ID, task.StateCompleted); err != nil { o.logf("story orchestrator: auto-accept", "storyID", st.ID, "taskID", t.ID, "error", err) return t } accepted := *t accepted.State = task.StateCompleted return &accepted } // ensureEvaluators returns the 4 Evaluator tasks fanned out from root, // spawning any missing ones. Idempotency is structural, not a marker on the // story: it looks at root's actual dependents and checks which of // evaluatorRoles are already represented, so calling this repeatedly for the // same story never spawns duplicates (test (b) in the phase description) — // even across a process restart, unlike a purely in-memory guard would be. // Returns ok=false if any missing evaluator couldn't be created this tick // (transient store error); the caller retries on the next tick. func (o *StoryOrchestrator) ensureEvaluators(ctx context.Context, st *story.Story, root *task.Task) ([]*task.Task, bool) { dependents, err := o.Store.ListDependents(root.ID) if err != nil { o.logf("story orchestrator: list root dependents", "storyID", st.ID, "error", err) return nil, false } found := make(map[string]*task.Task, len(evaluatorRoles)) for _, d := range dependents { for _, r := range evaluatorRoles { if d.Agent.Role == r { found[r] = d } } } spawnedAny := false for _, r := range evaluatorRoles { if _, ok := found[r]; ok { continue } nt, err := o.spawnRoleTask(ctx, fmt.Sprintf("%s: %s", r, st.Name), r, []string{root.ID}, root, fmt.Sprintf("Evaluate the changes made by task %s against the %q dimension for story %q.\n\nStory spec:\n%s", root.ID, r, st.Name, st.Spec)) if err != nil { o.logf("story orchestrator: spawn evaluator", "storyID", st.ID, "role", r, "error", err) continue } found[r] = nt spawnedAny = true } if spawnedAny { st.Status = "VALIDATING" if err := o.Store.UpdateStory(st); err != nil { o.logf("story orchestrator: update story to VALIDATING", "storyID", st.ID, "error", err) } } if len(found) != len(evaluatorRoles) { return nil, false } ordered := make([]*task.Task, len(evaluatorRoles)) for i, r := range evaluatorRoles { ordered[i] = found[r] } return ordered, true } // ensureArbitration returns the single Arbitration task depending on all 4 // evaluators, spawning it if it doesn't exist yet. Idempotency is again // structural: it looks for an existing "planner"-role dependent of the first // evaluator task that depends on every evaluator ID, rather than relying on // story.Status (which a human can freely rewrite via PUT /api/stories/{id}). func (o *StoryOrchestrator) ensureArbitration(ctx context.Context, st *story.Story, evaluators []*task.Task) (*task.Task, bool) { ids := make([]string, len(evaluators)) for i, ev := range evaluators { ids[i] = ev.ID } dependents, err := o.Store.ListDependents(evaluators[0].ID) if err != nil { o.logf("story orchestrator: list evaluator dependents", "storyID", st.ID, "error", err) return nil, false } for _, d := range dependents { if d.Agent.Role == arbitrationRole && dependsOnAll(d, ids) { return d, true } } instructions := fmt.Sprintf( "Arbitrate the 4 evaluator verdicts for story %q (task %s). Read each evaluator task's summary/events "+ "and decide whether the story is ready to ship. Acceptance criteria:\n%s", st.Name, st.ID, formatAcceptanceCriteria(st.AcceptanceCriteria)) nt, err := o.spawnRoleTask(ctx, "Arbitration: "+st.Name, arbitrationRole, ids, evaluators[0], instructions) if err != nil { o.logf("story orchestrator: spawn arbitration", "storyID", st.ID, "error", err) return nil, false } return nt, true } // finalizeArbitration handles the Arbitration task reaching COMPLETED: it // emits KindArbitrationDecided and moves the story to REVIEW_READY. // // Documented simplification (Phase 7b, see CLAUDE.md Design Debt): this does // NOT parse the arbitration task's summary for an approve/reject verdict — // it always routes to REVIEW_READY. A human or chatbot who reads the // arbitration summary and disagrees can manually set the story to NEEDS_FIX // via the existing PUT /api/stories/{id}. A later phase could close this gap // by giving the arbitration task a dedicated verdict-reporting tool (e.g. a // new AgentChannel method) whose structured output this orchestrator could // trust instead of free-text parsing. // // Gated on st.Status == "VALIDATING" so repeated ticks (or a story a human // already advanced past REVIEW_READY) don't re-emit the event or re-write the // status — this is the one place in the orchestrator where the story's own // status field, not a structural dependents check, is the idempotency guard, // because by this stage there's nothing further to check structurally: the // Arbitration task is the last task in the chain, so "does a subsequent task // exist" isn't an available signal. func (o *StoryOrchestrator) finalizeArbitration(st *story.Story, arbitration *task.Task) { if st.Status != "VALIDATING" { return } payload, _ := json.Marshal(struct { TaskID string `json:"task_id"` Summary string `json:"summary"` }{TaskID: arbitration.ID, Summary: arbitration.Summary}) if err := o.Store.CreateEvent(&event.Event{ TaskID: st.ID, Kind: event.KindArbitrationDecided, Actor: event.ActorSystem, Payload: payload, }); err != nil { o.logf("story orchestrator: emit arbitration_decided", "storyID", st.ID, "error", err) } st.Status = "REVIEW_READY" if err := o.Store.UpdateStory(st); err != nil { o.logf("story orchestrator: update story to REVIEW_READY", "storyID", st.ID, "error", err) } } // maybeEmitVerdict records a KindEvalVerdict event, attached to the story's // ID (not the evaluator task's ID), the first time a given evaluator task is // observed COMPLETED. Attaching to the story ID — the same choice // finalizeArbitration makes for KindArbitrationDecided — means a single // GET /api/stories/{id}/events call surfaces every verdict for a story, // rather than requiring a client to separately fetch each evaluator task's // own event stream and reassemble them; events.task_id has no enforced FK // (see internal/event's doc comment), so this is exactly the tolerance the // 7a phase already built in anticipation of this use. func (o *StoryOrchestrator) maybeEmitVerdict(st *story.Story, ev *task.Task) { if ev.State != task.StateCompleted { return } if o.handledVerdicts == nil { o.handledVerdicts = make(map[string]bool) } if o.handledVerdicts[ev.ID] { return } o.handledVerdicts[ev.ID] = true payload, _ := json.Marshal(struct { TaskID string `json:"task_id"` Role string `json:"role"` Summary string `json:"summary"` }{TaskID: ev.ID, Role: ev.Agent.Role, Summary: ev.Summary}) if err := o.Store.CreateEvent(&event.Event{ TaskID: st.ID, Kind: event.KindEvalVerdict, Actor: event.ActorSystem, Payload: payload, }); err != nil { o.logf("story orchestrator: emit eval_verdict", "storyID", st.ID, "taskID", ev.ID, "error", err) } } // spawnRoleTask creates a new role-typed, top-level task (no ParentTaskID — // these are DAG siblings via DependsOn, not delegated subtasks; see // internal/executor.Pool.cascadeFail's doc comment for why that distinction // matters) and submits it to the pool. Agent.Type/Model are left empty so // Phase 5's role-based dispatch resolves them from the role's escalation // ladder on first dispatch (internal/executor.Pool.execute()); if no active // role_configs row exists for the role, that same code path logs a warning // and dispatches without role resolution — an accepted degraded mode we // don't special-case here either. func (o *StoryOrchestrator) spawnRoleTask(ctx context.Context, name, roleName string, dependsOn []string, template *task.Task, instructions string) (*task.Task, error) { nt := &task.Task{ ID: uuid.NewString(), Name: name, Project: template.Project, RepositoryURL: template.RepositoryURL, Agent: task.AgentConfig{ Role: roleName, Instructions: instructions, }, Priority: task.PriorityNormal, Tags: []string{"story-orchestrator"}, DependsOn: dependsOn, Retry: task.RetryConfig{MaxAttempts: 1, Backoff: "exponential"}, State: task.StatePending, } if err := o.Store.CreateTask(nt); err != nil { return nil, err } if err := o.Store.UpdateTaskState(nt.ID, task.StateQueued); err != nil { return nil, err } nt.State = task.StateQueued if err := o.Pool.Submit(ctx, nt); err != nil { return nil, err } return nt, nil } // dependsOnAll reports whether t.DependsOn contains every ID in ids. func dependsOnAll(t *task.Task, ids []string) bool { have := make(map[string]bool, len(t.DependsOn)) for _, d := range t.DependsOn { have[d] = true } for _, id := range ids { if !have[id] { return false } } return true } // formatAcceptanceCriteria renders a story's acceptance criteria as a // markdown bullet list, or a placeholder line if there are none. func formatAcceptanceCriteria(criteria []string) string { if len(criteria) == 0 { return "(none specified)" } out := "" for _, c := range criteria { out += "- " + c + "\n" } return out }