feat(tui-go): approval ergonomics — queue + tier-gated confirm (E §3)

- pending approvals are a navigable queue (PendingQueue/PendingIdx; ↑↓/jk, count
  shown), no modal stacking; resolve removes the specific gate by request id
- y/n/e keys (approve/reject/steer); T0–T2 act on one key, T3+ requires arm+confirm
  ("press y again"), any other key disarms; reject/steer/auto never gated
- snapshot restore now rehydrates the full pending list, not just the first

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-20 16:40:49 +00:00
parent 35596dc723
commit d5afcd345a
6 changed files with 483 additions and 53 deletions
+108 -2
View File
@@ -1,6 +1,9 @@
package app
import (
"strconv"
"strings"
"github.com/correx/tui-go/internal/protocol"
"github.com/correx/tui-go/internal/ws"
)
@@ -111,6 +114,27 @@ type Approval struct {
Rationale []string
}
// tierNum parses the numeric part of a tier label ("T3" → 3). Unparseable or
// empty tiers return -1, which is treated as low-risk (never requires confirm).
func tierNum(tier string) int {
t := strings.TrimSpace(strings.ToUpper(tier))
t = strings.TrimPrefix(t, "T")
if t == "" {
return -1
}
n, err := strconv.Atoi(t)
if err != nil {
return -1
}
return n
}
// HighTier reports whether this gate is destructive/high-risk (T3+), so an approve
// must be confirmed with a second keypress rather than acting on one keystroke.
func (a *Approval) HighTier() bool {
return tierNum(a.Tier) >= 3
}
// ClarQuestion is one open question a stage raised (mirrors the wire DTO).
type ClarQuestion struct {
ID string
@@ -159,8 +183,13 @@ type Session struct {
Tools []ToolRecord
ToolsByStage map[string][]ManifestTool
Events []EventEntry
Pending *Approval
Clar *Clarification // open questions awaiting answers (clarification view)
// Pending is the *current* approval gate shown in the band. It always mirrors
// PendingQueue[PendingIdx] (kept in sync by syncPending) so the render code can
// keep reading a single pointer while multiple gates queue up behind it.
Pending *Approval
PendingQueue []*Approval // all pending gates, oldest first; navigated with ↑/↓
PendingIdx int // selected index into PendingQueue
Clar *Clarification // open questions awaiting answers (clarification view)
Propose *Proposal // router workflow suggestion awaiting a pick (propose view)
Active bool // an inference/tool is in flight (drives the spinner)
}
@@ -282,6 +311,10 @@ type Model struct {
// approval steering input buffer
steerBuffer string
steering bool
// approvalArmed is set while a high-tier (T3+) approve is awaiting its second
// confirming keypress — the destructive-action safety. Any non-confirm key
// disarms it; a confirming `y`/`a`/enter sends the decision.
approvalArmed bool
// clarification view (the interactive question form)
clarFocus int // focused question index
@@ -352,6 +385,79 @@ func (m Model) session(id string) *Session {
return nil
}
// syncPending re-points Pending at the selected queue entry, clamping the index
// so it stays in range as the queue grows and shrinks. Called after any queue
// mutation; Pending is nil exactly when the queue is empty.
func (s *Session) syncPending() {
if len(s.PendingQueue) == 0 {
s.PendingQueue = nil
s.PendingIdx = 0
s.Pending = nil
return
}
if s.PendingIdx < 0 {
s.PendingIdx = 0
}
if s.PendingIdx >= len(s.PendingQueue) {
s.PendingIdx = len(s.PendingQueue) - 1
}
s.Pending = s.PendingQueue[s.PendingIdx]
}
// enqueueApproval adds a gate to the queue (replacing one with the same request
// id, so a re-sent gate doesn't duplicate). The freshly-added gate is left where
// it is in the order; the current selection is preserved.
func (s *Session) enqueueApproval(a *Approval) {
for i, p := range s.PendingQueue {
if p.RequestID == a.RequestID {
s.PendingQueue[i] = a
s.syncPending()
return
}
}
s.PendingQueue = append(s.PendingQueue, a)
s.syncPending()
}
// removeApproval drops the gate with requestID and advances the selection. If the
// removed entry was before the cursor the index shifts down to stay on the same
// gate; if it was the selected one the cursor stays put (now showing the next gate).
func (s *Session) removeApproval(requestID string) {
idx := -1
for i, p := range s.PendingQueue {
if p.RequestID == requestID {
idx = i
break
}
}
if idx < 0 {
return
}
s.PendingQueue = append(s.PendingQueue[:idx], s.PendingQueue[idx+1:]...)
if idx < s.PendingIdx {
s.PendingIdx--
}
s.syncPending()
}
// clearApprovals empties the queue (used on resume/completion, where the server
// invalidates every gate at once).
func (s *Session) clearApprovals() {
s.PendingQueue = nil
s.PendingIdx = 0
s.Pending = nil
}
// navApproval moves the queue selection by dir (wrapping) and re-syncs Pending.
func (s *Session) navApproval(dir int) {
n := len(s.PendingQueue)
if n <= 1 {
return
}
s.PendingIdx = (s.PendingIdx + dir + n) % n
s.syncPending()
}
// ensureSession returns the session with id, creating an ACTIVE entry if absent.
// Session existence is derived from the event stream (any event for an unknown
// session vivifies it) rather than a dedicated control frame.