Merge pull request #35 from dhanji/jochen_write_existing_file
remove check for whether a file exists in the workspace
This commit is contained in:
@@ -1761,16 +1761,6 @@ async fn run_autonomous(
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let loop_start = Instant::now();
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output.print("🔄 Starting coach-player feedback loop...");
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// Check if implementation files already exist
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let skip_first_player = project.has_implementation_files();
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if skip_first_player {
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output.print("📂 Detected existing implementation files in workspace");
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output.print("⏭️ Skipping first player turn - proceeding directly to coach review");
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} else {
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output.print("📂 No existing implementation files detected");
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output.print("🎯 Starting with player implementation");
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}
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// Load fast-discovery messages before the loop starts (if enabled)
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let (discovery_messages, discovery_working_dir): (Vec<g3_providers::Message>, Option<String>) =
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if let Some(ref codebase_path) = codebase_fast_start {
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@@ -1811,203 +1801,201 @@ async fn run_autonomous(
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loop {
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let turn_start_time = Instant::now();
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let turn_start_tokens = agent.get_context_window().used_tokens;
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// Skip player turn if it's the first turn and implementation files exist
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if !(turn == 1 && skip_first_player) {
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output.print(&format!(
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"\n=== TURN {}/{} - PLAYER MODE ===",
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turn, max_turns
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));
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// Surface provider info for player agent
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agent.print_provider_banner("Player");
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output.print(&format!(
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"\n=== TURN {}/{} - PLAYER MODE ===",
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turn, max_turns
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));
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// Player mode: implement requirements (with coach feedback if available)
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let player_prompt = if coach_feedback.is_empty() {
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format!(
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"You are G3 in implementation mode. Read and implement the following requirements:\n\n{}\n\nRequirements SHA256: {}\n\nImplement this step by step, creating all necessary files and code.",
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requirements, requirements_sha
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)
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} else {
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format!(
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"You are G3 in implementation mode. Address the following specific feedback from the coach:\n\n{}\n\nContext: You are improving an implementation based on these requirements:\n{}\n\nFocus on fixing the issues mentioned in the coach feedback above.",
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coach_feedback, requirements
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)
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};
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// Surface provider info for player agent
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agent.print_provider_banner("Player");
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output.print(&format!("🎯 Starting player implementation... (elapsed: {})", format_elapsed_time(loop_start.elapsed())));
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// Player mode: implement requirements (with coach feedback if available)
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let player_prompt = if coach_feedback.is_empty() {
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format!(
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"You are G3 in implementation mode. Read and implement the following requirements:\n\n{}\n\nRequirements SHA256: {}\n\nImplement this step by step, creating all necessary files and code.",
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requirements, requirements_sha
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)
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} else {
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format!(
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"You are G3 in implementation mode. Address the following specific feedback from the coach:\n\n{}\n\nContext: You are improving an implementation based on these requirements:\n{}\n\nFocus on fixing the issues mentioned in the coach feedback above.",
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coach_feedback, requirements
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)
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};
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// Display what feedback the player is receiving
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// If there's no coach feedback on subsequent turns, this is an error
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if coach_feedback.is_empty() {
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if turn > 1 {
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return Err(anyhow::anyhow!(
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"Player mode error: No coach feedback received on turn {}",
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turn
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));
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}
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output.print("📋 Player starting initial implementation (no prior coach feedback)");
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} else {
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output.print(&format!(
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"📋 Player received coach feedback ({} chars):",
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coach_feedback.len()
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));
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output.print(&coach_feedback.to_string());
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}
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output.print(""); // Empty line for readability
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output.print(&format!("🎯 Starting player implementation... (elapsed: {})", format_elapsed_time(loop_start.elapsed())));
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// Execute player task with retry on error
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let mut _player_retry_count = 0;
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const MAX_PLAYER_RETRIES: u32 = 3;
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let mut player_failed = false;
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loop {
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match agent
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.execute_task_with_timing(
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&player_prompt,
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None,
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false,
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show_prompt,
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show_code,
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true,
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if has_discovery {
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Some(DiscoveryOptions {
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messages: &discovery_messages,
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fast_start_path: discovery_working_dir.as_deref(),
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})
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} else { None },
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)
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.await
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{
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Ok(result) => {
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// Display player's implementation result
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output.print("📝 Player implementation completed:");
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output.print_smart(&result.response);
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break;
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}
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Err(e) => {
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// Check if this is a context length exceeded error
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use g3_core::error_handling::{classify_error, ErrorType, RecoverableError};
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let error_type = classify_error(&e);
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if matches!(error_type, ErrorType::Recoverable(RecoverableError::ContextLengthExceeded)) {
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output.print(&format!("⚠️ Context length exceeded in player turn: {}", e));
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output.print("📝 Logging error to session and ending current turn...");
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// Build forensic context
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let forensic_context = format!(
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"Turn: {}\n\
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Role: Player\n\
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Context tokens: {}\n\
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Total available: {}\n\
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Percentage used: {:.1}%\n\
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Prompt length: {} chars\n\
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Error occurred at: {}",
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turn,
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agent.get_context_window().used_tokens,
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agent.get_context_window().total_tokens,
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agent.get_context_window().percentage_used(),
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player_prompt.len(),
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chrono::Utc::now().to_rfc3339()
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);
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// Log to session JSON
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agent.log_error_to_session(&e, "assistant", Some(forensic_context));
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// Mark turn as failed and continue to next turn
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player_failed = true;
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break;
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} else if e.to_string().contains("panic") {
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output.print(&format!("💥 Player panic detected: {}", e));
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// Generate final report even for panic
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let elapsed = start_time.elapsed();
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let context_window = agent.get_context_window();
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output.print(&format!("\n{}", "=".repeat(60)));
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output.print("📊 AUTONOMOUS MODE SESSION REPORT");
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output.print(&"=".repeat(60));
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output.print(&format!(
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"⏱️ Total Duration: {:.2}s",
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elapsed.as_secs_f64()
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));
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output.print(&format!("🔄 Turns Taken: {}/{}", turn, max_turns));
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output.print("📝 Final Status: 💥 PLAYER PANIC");
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output.print("\n📈 Token Usage Statistics:");
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output.print(&format!(
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" • Used Tokens: {}",
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context_window.used_tokens
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));
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output.print(&format!(
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" • Total Available: {}",
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context_window.total_tokens
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));
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output.print(&format!(
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" • Cumulative Tokens: {}",
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context_window.cumulative_tokens
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));
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output.print(&format!(
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" • Usage Percentage: {:.1}%",
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context_window.percentage_used()
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));
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// Add per-turn histogram
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output.print(&generate_turn_histogram(&turn_metrics));
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output.print(&"=".repeat(60));
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return Err(e);
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}
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_player_retry_count += 1;
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output.print(&format!(
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"⚠️ Player error (attempt {}/{}): {}",
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_player_retry_count, MAX_PLAYER_RETRIES, e
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));
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if _player_retry_count >= MAX_PLAYER_RETRIES {
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output.print(
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"🔄 Max retries reached for player, marking turn as failed...",
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);
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player_failed = true;
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break; // Exit retry loop
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}
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output.print("🔄 Retrying player implementation...");
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}
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}
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}
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// If player failed after max retries, increment turn and continue
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if player_failed {
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output.print(&format!(
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"⚠️ Player turn {} failed after max retries. Moving to next turn.",
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// Display what feedback the player is receiving
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// If there's no coach feedback on subsequent turns, this is an error
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if coach_feedback.is_empty() {
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if turn > 1 {
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return Err(anyhow::anyhow!(
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"Player mode error: No coach feedback received on turn {}",
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turn
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));
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// Record turn metrics before incrementing
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let turn_duration = turn_start_time.elapsed();
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let turn_tokens = agent.get_context_window().used_tokens.saturating_sub(turn_start_tokens);
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turn_metrics.push(TurnMetrics {
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turn_number: turn,
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tokens_used: turn_tokens,
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wall_clock_time: turn_duration,
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});
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turn += 1;
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}
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output.print("📋 Player starting initial implementation (no prior coach feedback)");
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} else {
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output.print(&format!(
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"📋 Player received coach feedback ({} chars):",
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coach_feedback.len()
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));
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output.print(&coach_feedback.to_string());
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}
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output.print(""); // Empty line for readability
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// Check if we've reached max turns
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if turn > max_turns {
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output.print("\n=== SESSION COMPLETED - MAX TURNS REACHED ===");
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output.print(&format!("⏰ Maximum turns ({}) reached", max_turns));
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// Execute player task with retry on error
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let mut _player_retry_count = 0;
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const MAX_PLAYER_RETRIES: u32 = 3;
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let mut player_failed = false;
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loop {
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match agent
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.execute_task_with_timing(
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&player_prompt,
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None,
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false,
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show_prompt,
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show_code,
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true,
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if has_discovery {
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Some(DiscoveryOptions {
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messages: &discovery_messages,
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fast_start_path: discovery_working_dir.as_deref(),
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})
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} else { None },
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)
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.await
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{
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Ok(result) => {
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// Display player's implementation result
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output.print("📝 Player implementation completed:");
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output.print_smart(&result.response);
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break;
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}
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Err(e) => {
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// Check if this is a context length exceeded error
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use g3_core::error_handling::{classify_error, ErrorType, RecoverableError};
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let error_type = classify_error(&e);
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// Continue to next iteration with empty feedback (restart from scratch)
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coach_feedback = String::new();
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continue;
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if matches!(error_type, ErrorType::Recoverable(RecoverableError::ContextLengthExceeded)) {
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output.print(&format!("⚠️ Context length exceeded in player turn: {}", e));
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output.print("📝 Logging error to session and ending current turn...");
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// Build forensic context
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let forensic_context = format!(
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"Turn: {}\n\
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Role: Player\n\
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Context tokens: {}\n\
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Total available: {}\n\
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Percentage used: {:.1}%\n\
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Prompt length: {} chars\n\
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Error occurred at: {}",
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turn,
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agent.get_context_window().used_tokens,
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agent.get_context_window().total_tokens,
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agent.get_context_window().percentage_used(),
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player_prompt.len(),
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chrono::Utc::now().to_rfc3339()
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);
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// Log to session JSON
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agent.log_error_to_session(&e, "assistant", Some(forensic_context));
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// Mark turn as failed and continue to next turn
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player_failed = true;
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break;
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} else if e.to_string().contains("panic") {
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output.print(&format!("💥 Player panic detected: {}", e));
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// Generate final report even for panic
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let elapsed = start_time.elapsed();
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let context_window = agent.get_context_window();
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output.print(&format!("\n{}", "=".repeat(60)));
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output.print("📊 AUTONOMOUS MODE SESSION REPORT");
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output.print(&"=".repeat(60));
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output.print(&format!(
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"⏱️ Total Duration: {:.2}s",
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elapsed.as_secs_f64()
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));
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output.print(&format!("🔄 Turns Taken: {}/{}", turn, max_turns));
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output.print("📝 Final Status: 💥 PLAYER PANIC");
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output.print("\n📈 Token Usage Statistics:");
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output.print(&format!(
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" • Used Tokens: {}",
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context_window.used_tokens
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));
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output.print(&format!(
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" • Total Available: {}",
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context_window.total_tokens
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));
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output.print(&format!(
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" • Cumulative Tokens: {}",
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context_window.cumulative_tokens
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));
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output.print(&format!(
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" • Usage Percentage: {:.1}%",
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context_window.percentage_used()
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));
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// Add per-turn histogram
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output.print(&generate_turn_histogram(&turn_metrics));
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output.print(&"=".repeat(60));
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return Err(e);
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}
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_player_retry_count += 1;
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output.print(&format!(
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"⚠️ Player error (attempt {}/{}): {}",
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_player_retry_count, MAX_PLAYER_RETRIES, e
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));
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if _player_retry_count >= MAX_PLAYER_RETRIES {
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output.print(
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"🔄 Max retries reached for player, marking turn as failed...",
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);
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player_failed = true;
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break; // Exit retry loop
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}
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output.print("🔄 Retrying player implementation...");
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}
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}
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}
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// If player failed after max retries, increment turn and continue
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if player_failed {
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output.print(&format!(
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"⚠️ Player turn {} failed after max retries. Moving to next turn.",
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turn
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));
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// Record turn metrics before incrementing
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let turn_duration = turn_start_time.elapsed();
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let turn_tokens = agent.get_context_window().used_tokens.saturating_sub(turn_start_tokens);
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turn_metrics.push(TurnMetrics {
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turn_number: turn,
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tokens_used: turn_tokens,
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wall_clock_time: turn_duration,
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});
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turn += 1;
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// Check if we've reached max turns
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if turn > max_turns {
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output.print("\n=== SESSION COMPLETED - MAX TURNS REACHED ===");
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output.print(&format!("⏰ Maximum turns ({}) reached", max_turns));
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break;
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}
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// Give some time for file operations to complete
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tokio::time::sleep(tokio::time::Duration::from_millis(500)).await;
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// Continue to next iteration with empty feedback (restart from scratch)
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coach_feedback = String::new();
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continue;
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}
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// Give some time for file operations to complete
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tokio::time::sleep(tokio::time::Duration::from_millis(500)).await;
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// Create a new agent instance for coach mode to ensure fresh context
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// Use the same config with overrides that was passed to the player agent
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let base_config = agent.get_config().clone();
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@@ -98,49 +98,6 @@ impl Project {
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self.requirements_text.is_some() || self.requirements_path.is_some()
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}
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/// Check if implementation files exist in the workspace
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pub fn has_implementation_files(&self) -> bool {
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self.check_dir_for_implementation_files(&self.workspace_dir)
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}
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/// Recursively check a directory for implementation files
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#[allow(clippy::only_used_in_recursion)]
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fn check_dir_for_implementation_files(&self, dir: &Path) -> bool {
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// Common source file extensions
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let extensions = vec![
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"swift", "rs", "py", "js", "ts", "java", "cpp", "c",
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"go", "rb", "php", "cs", "kt", "scala", "m", "h"
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];
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if let Ok(entries) = std::fs::read_dir(dir) {
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for entry in entries.flatten() {
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let path = entry.path();
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if path.is_file() {
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// Check if it's a source file
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if let Some(ext) = path.extension() {
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if let Some(ext_str) = ext.to_str() {
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if extensions.contains(&ext_str) {
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return true;
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}
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}
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}
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} else if path.is_dir() {
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// Skip hidden directories and common non-source directories
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if let Some(name) = path.file_name().and_then(|n| n.to_str()) {
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if !name.starts_with('.') && name != "logs" && name != "target" && name != "node_modules" {
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// Recursively check subdirectories
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if self.check_dir_for_implementation_files(&path) {
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return true;
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}
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}
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}
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}
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}
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}
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false
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}
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/// Read the requirements file content
|
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pub fn read_requirements(&self) -> Result<Option<String>> {
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// Prioritize requirements text override
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@@ -181,4 +138,4 @@ impl Project {
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}
|
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Ok(())
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}
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}
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}
|
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|
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Reference in New Issue
Block a user