feat(missions): a human can finally reach the plan/roster review gate

Phase 4 of the plan, plus the PLAN_COMPLETE decision and the gitea_forge
cleanup from Phase 5.

THE REVIEW UI

mission_plan and mission_roster have been complete and reachable by curl
since they shipped, with zero frontend. That matters more than a missing
screen usually would: the decide step is not a convenience, it IS the
safety mechanism. Approving a plan replaces the mission's phases; approving
a roster flips it to the composed engine. A gate nobody can reach is a gate
that is always open or always shut.

MissionProposalDrawer, modelled on LevelUpDrawer which already does
load → review → decide. Reached from a mission's SETUP tab. Verified end to
end against the live backend, not just compiled: a model proposed a roster,
approval flipped the mission to `composed`, and approval on a non-draft
mission was refused.

The plan view shows each phase's done_when, and says plainly when one is
absent — a phase without a completion condition is never judged and reports
completed whatever it did, so its absence is the thing worth seeing.

AND THE DEFECT BUILDING IT FOUND

Every refusal path computed a precise reason — "the mission is running, not
a draft", "no node can boot that backend any more" — logged it to stderr,
and returned a bare {"error":"bad request"}. The person who needed the
sentence was the one clicking Approve; they got two words, and the reason
went to a server log they cannot read.

ApiError::Refused(String) carries it now. Same argument ApiError::Unavailable
was added for ("a 500 with 'internal error' sent them looking for a bug that
was not there"), one status code down. Live: the 400 now reads "this mission
is completed — a roster can only be approved while it is a draft, because
approving one rewrites how the mission will run".

PLAN_COMPLETE, decided

The Skill-Use measurement found that int-xx-marker-protocol documents
PLAN_COMPLETE and task_card_parser never implemented it, so an agent
following the skill exactly was silently ignored. Implemented rather than
removed from the skill: the planner needs a way to say it is done
specifying, and agents already emit it.

Marker ids are now strictly INT-<digits>. `starts_with("INT-")` accepted the
range form `INT-01..02` — observed live — which parsed into an id matching
no real item, so a task card appeared for something that did not exist while
the two items it covered stayed open. Rejecting is right: an ignored marker
is visible, a plausible row is not.

GITEA_FORGE, REMOVED

Named in nine places, defined in none. Harmless while provision_claw ignored
the bundle list; once the list was honoured, an undefined name became a
capability an agent is told it has and does not. Removed from seven team
templates, a workflow recipe, the auto-provision path, and a dropdown a user
could pick it from.

A new test asserts every bundle a template names is defined in the runtime
config — and it immediately found `web_fetch` in two templates I had missed
removing by hand. Same shape as the skill-binding test, one layer up.

Agents reach the forge through git over HTTPS with the ambient GITEA_TOKEN,
which is why nothing ever broke.

Full workspace suite green (106 binaries); frontend builds clean.

Co-Authored-By: Claude Opus 5 <[email protected]>
This commit is contained in:
Omar Sobh
2026-08-19 11:56:54 -07:00
co-authored by Claude Opus 5
parent 91a6b4e304
commit 5c2c63f8e8
22 changed files with 820 additions and 114 deletions
@@ -45,6 +45,7 @@ import { MissionLiveEvents } from "./MissionLiveEvents";
import { MissionLivePane } from "./MissionLivePane";
import { MissionOutputReader } from "./MissionOutputReader";
import { MissionTeamTab } from "./MissionTeamTab";
import { MissionProposalDrawer } from "./MissionProposalDrawer";
import { MissionWizard } from "./MissionWizard";
import { PhaseGoalStrip } from "./PhaseGoalStrip";
import { PhaseRunsList } from "./PhaseRunsList";
@@ -127,6 +128,9 @@ export function MissionCanvas({
const [loading, setLoading] = useState(false);
const [error, setError] = useState<string | null>(null);
const [tab, setTab] = useState<Tab>("run");
// The propose→review→approve gate. Backend has been complete since it
// shipped; this is the first way for a human to reach the review step.
const [proposalsOpen, setProposalsOpen] = useState(false);
const [runSub, setRunSub] = useState<RunSub>("phases");
const [outputSub, setOutputSub] = useState<OutputSub>("documents");
const [setupSub, setSetupSub] = useState<SetupSub>("overview");
@@ -977,11 +981,27 @@ export function MissionCanvas({
)}
{tab === "setup" && setupSub === "team" && (
<MissionTeamTab
missionId={mission.id}
teamId={mission.team_id}
onOpenClaw={onOpenClaw}
/>
<div style={{ display: "flex", flexDirection: "column", gap: 10 }}>
<div style={{ display: "flex", alignItems: "center", gap: 10 }}>
<button
onClick={() => setProposalsOpen(true)}
style={secondaryBtn}
title="Review a model-proposed plan or roster before it is applied"
>
Review proposals
</button>
<span style={{ fontSize: 11, color: "#8b8b96" }}>
{mission.status === "draft"
? "a proposed plan or roster can be approved while this mission is a draft"
: `approval applies to drafts only — this mission is ${mission.status}`}
</span>
</div>
<MissionTeamTab
missionId={mission.id}
teamId={mission.team_id}
onOpenClaw={onOpenClaw}
/>
</div>
)}
{tab === "run" && runSub === "live" && (
@@ -1132,6 +1152,15 @@ export function MissionCanvas({
)}
</MissionTabScroller>
)}
{proposalsOpen && (
<MissionProposalDrawer
missionId={mission.id}
missionStatus={mission.status}
onClose={() => setProposalsOpen(false)}
onChanged={onChanged}
/>
)}
</div>
);
}