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* fix(code-mode): make packaged code mode work via on-demand engine provisioning Packaged builds could never run code mode: the Claude/Codex ACP adapters are spawned as separate `node <entry>` processes resolved at runtime, but esbuild can't inline a dynamic spawn target and Forge strips the workspace node_modules, so every release threw `Cannot find module '@agentclientprotocol/...'`. Dev worked only because of the pnpm symlink. Rather than bundle the ~400 MB of native engines (one claude + one codex binary per OS), provision them on demand: - forge.config.cjs: stage the two ACP adapters + their JS dependency closure into .package/acp/node_modules (npm-style nested layout, native engines skipped), exempt .package from the node_modules ignore rule, and only sign/notarize when APPLE_ID is set so unsigned local/CI builds can package. - agents.ts: resolve the adapter from the staged location first (node_modules fallback in dev); provision the pinned engine and point the adapter at it via CLAUDE_CODE_EXECUTABLE / CODEX_PATH. No dependence on a user's global install. - engine-provisioner.ts: ensureEngine() downloads the per-platform engine package from npm AT THE EXACT VERSION THE ADAPTER WAS BUILT AGAINST, verifies its sha512 integrity, extracts atomically into ~/.rowboat/engines/<agent>/<version>/, and caches it. Version-pinning keeps the ACP handshake compatible. - engine-manifest.ts + scripts/gen-engine-manifest.mjs: committed manifest of tarball URLs + integrity for all platforms, regenerated from the adapters' pinned versions on a bump. Verified on macOS arm64: both engines provision and run, and both adapters complete the ACP initialize handshake from the packaged .app against the provisioned engines. Installer drops from ~790 MB to 390 MB. * feat(code-mode): explicit per-agent Enable in Settings; no silent chat download Code mode now requires the user to explicitly enable an agent before use, instead of silently downloading a ~200 MB engine on the first chat message. - Settings → Code Mode: each agent shows "Not enabled" + an Enable button that downloads its engine with a live progress indicator (download % → verify → install), then flips to "Engine ready". Driven by a new codeMode:provisionEngine IPC call + a codeMode:engineProgress push channel. The section now states the prerequisite explicitly: the agent must be installed (Enable) and logged in (claude login / codex login — code mode reuses that saved credential). - Chat path no longer auto-downloads: getProvisionedEnginePath() returns the enabled engine or throws a clear "enable it in Settings → Code Mode" error, so there's never a surprise mid-conversation download. getAgentLaunchSpec is sync again. - Agent status: `installed` now means "engine provisioned" (downloaded), driving the Enable/Ready state; the new-session dialog shows "Enable in Settings" and disables un-enabled agents. Dropped the dead PATH-probing for a global CLI. Verified: empty cache -> status installed=false and the chat path throws the enable-in-Settings error (no download); core, renderer, and main typecheck/build; no new lint errors. * fix(code-mode): show only percentage during engine download in Settings * feat(code-mode): prune superseded engine versions after install After a successful provision, remove any other version dirs (and their .meta) for that agent so old ~200 MB engines don't accumulate across version bumps. Best-effort; never fails a good install. Verified: a planted stale version dir + meta are both removed after provisioning the current version. * fix(code-mode): keep showing engine download % after reopening Settings Provisioning state lived in the row component, which unmounts when the Settings dialog closes — so reopening mid-download showed the Enable button again even though the download was still running in the main process. Move provisioning state to a module-level store with one persistent listener on codeMode:engineProgress, so a row remounting (dialog reopened) reflects the live % and resolves to Ready on completion. * fix(code-mode): flip Enable row straight to Ready after install (no Enable flash) On successful provision the in-flight flag was cleared before the async status refresh completed, so the row briefly (or until reopen) showed the Enable button again. Await the status refresh before clearing the flag so it transitions directly to Ready. * fix(code-mode): optimistically show Ready right after Enable completes Awaiting the status refresh wasn't enough — setStatus re-renders the parent separately from the row, leaving a window where the in-flight flag was cleared but the status prop was stale, so the row flashed/stuck on the Enable button until reopen. Track just-enabled agents in a module-level set and treat them as installed immediately; loadStatus still syncs the real status in the background. * fix(code-mode): graft login-shell PATH + add startup deadline #1 (the gh/git "command not found" in packaged builds): GUI/Finder launches inherit launchd's stripped PATH (/usr/bin:/bin:...), so tools the engine spawns — gh, git, rg, bash — fail even though they work from a terminal (e.g. Homebrew's /opt/homebrew/bin/gh). Probe the user's login-shell PATH and graft it onto the engine's env before spawn (shell-env.ts; no-op on Windows / probe failure). #2: add a 60s startup deadline (initialize / session create+load) so a wedged engine fails with a clear, stderr-enriched error instead of an infinite "(pending...)". Overridable via ROWBOAT_ACP_STARTUP_TIMEOUT_MS. Manager now disposes the client on startup failure so the spawned adapter doesn't leak. Verified: getAgentLaunchSpec's env.PATH now includes /opt/homebrew/bin (where gh lives); core builds; no new lint errors. * chore(code-mode): comment out signing/notarization for local builds Revert to the explicit comment-out approach for osxSign/osxNotarize: uncomment them (with APPLE_ID/APPLE_PASSWORD/APPLE_TEAM_ID) for a signed release build. * chore(code-mode): keep signing/notarization active in committed config The repo's forge.config ships with osxSign/osxNotarize enabled (release-ready). Developers comment them out locally for unsigned test builds and don't commit that. * chore: approve workspace build scripts so packaging runs non-interactively The allowBuilds entries were left as "set this to true or false" placeholders, so `pnpm install` / the pre-build deps check aborted with ERR_PNPM_IGNORED_BUILDS and `npm run package` failed. Set them to true (and add node-pty, used by the code-mode embedded terminal) so build scripts are approved and packaging works without a manual `pnpm approve-builds`. |
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