Move turn_handle into MindState (behind the mutex). All Mind
methods now take &self. Mind can be shared across tasks without
Arc — it's Send + Sync and immutable from the outside.
Manual Clone impl for MindState skips turn_handle (not needed
for UI diffing).
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Mind is already Send + Sync — all fields use Arc or sync primitives.
Add compile-time assertion so it stays that way.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
The channel daemon supervisor was created in init() and immediately
dropped. Keep it on Mind so it can restart crashed daemons.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
The top-level run() that creates Mind, wires channels, spawns the
Mind event loop, and starts the UI event loop is orchestration —
it belongs with the UI entry point, not in the cognitive layer.
Renamed to event_loop::start(cli). mind/mod.rs is now purely the
Mind struct: state machine, MindCommand, and the run loop.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Mind::new() takes config + ui_tx + turn_tx, creates the agent,
conversation log, shared state internally. The top-level run()
is now just: load config, create channels, Mind::new, init, spawn,
run event_loop.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Mind::init() now handles channel daemons, observation socket, and
scoring startup. event_loop::run() creates its own idle state and
channel polling — UI concerns owned by the UI.
Startup run() is now: create agent, create Mind, init, spawn Mind,
run event_loop. Seven parameters on event_loop::run() instead of
twelve.
Remove observe_input_rx from event loop (being replaced by channel).
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Mind::init() restores conversation from log and starts scoring.
No UiMessages sent. The UI event loop reads Mind's state after
init and displays startup info (model, restored conversation)
by reading the agent directly.
mind/mod.rs has zero UiMessage imports or sends. Complete
separation between cognitive state machine and user interface.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
UserInput display moved to UI diff — when MindState.input goes from
populated to empty (consumed by a turn), the UI displays it. Mind
no longer sends any UiMessage from its event loop.
Remaining UiMessages are only in the startup function (one-time
init info).
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
dmn_sleep/dmn_wake/dmn_pause/cycle_autonomy were just setting two
fields each. Inline the assignments at call sites. cycle_autonomy
moves to event_loop since it's UI state machine logic (deciding
which label to show).
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Compaction is CPU-only on in-memory data — no reason to spawn a
task. Inline it in run_commands as a synchronous agent lock + compact.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
CycleAutonomy just flips DMN state — handled directly in event_loop
by locking shared MindState. MindCommand::Hotkey replaced with
MindCommand::Interrupt — the only command that needs Mind's async
context (abort handles, kill processes).
Remove dmn_interval() wrapper — inline self.dmn.interval().
MindCommand is now: Turn, Compact, Score, Interrupt, NewSession, None.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
These were called from handle_turn_result before the refactor but
got lost during the MindState migration. Re-add them in the turn
completion path. Delete the trivial refresh_context_state wrapper.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
MindCommand replaces both Action and MindMessage — one type for
everything: turns, compaction, scoring, hotkeys, new session.
State methods return MindCommand values. The run loop collects
commands into a Vec, then drains them through run_commands().
Compact and Score now flow through the same command path as
everything else.
Removes execute(), MindMessage from event_loop. Mind's run loop
is now: select! → collect commands → run_commands().
mind/mod.rs: 957 → 516 lines.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
UI event loop clones MindState on each render tick, diffs against
the previous copy, and generates status updates from changes. Mind
no longer sends UiMessage::StatusUpdate — state changes are detected
automatically by the UI.
Removes update_status from both Mind and event_loop. DMN state
changes, turn tracking, scoring status all flow through the diff.
Zero UiMessage sends from Mind's run loop for state changes.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Both are pure UI operations that read config/shared state and format
display messages. No Mind state mutation involved.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
/dmn, /sleep, /wake, /pause now lock MindState directly from the
UI event loop. No MindMessage roundtrip needed — they're just
state transitions + info display.
MindMessage reduced to: Hotkey (Interrupt, CycleAutonomy),
NewSession, Score. Everything else handled directly by UI.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
MindState (behind Arc<Mutex<>>) holds all cognitive state: DMN,
turn tracking, pending input, scoring, error counters. Pure state
transition methods (take_pending_input, complete_turn, dmn_tick)
return Action values instead of directly spawning turns.
Mind is now just the event loop: lock MindState, call state methods,
execute returned actions (spawn turns, send UiMessages). No state
of its own except agent handle, turn handle, and watch channel.
mind/mod.rs: 957 → 586 lines.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Add MindState behind Arc<Mutex<>> for state shared between Mind
and UI. Pending user input goes through shared state instead of
MindMessage::UserInput — UI pushes, Mind consumes.
Mind checks for pending input after every event (message received,
turn completed, DMN tick). User input is prioritized over DMN ticks.
This enables the UI to display/edit/cancel queued messages, and
removes the last MindMessage variant that carried data.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
cycle_reasoning, kill_processes, and AdjustSampling only need the
Agent lock — they're pure Agent operations. Handle them directly
in the UI event loop instead of routing through Mind.
Mind now only receives Interrupt and CycleAutonomy as hotkeys,
which genuinely need Mind state (turn handles, DMN state).
mind/mod.rs: 957 → 688 lines across the session.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
All slash command routing now lives in user/event_loop.rs. Mind
receives typed messages (NewSession, Score, DmnSleep, etc.) and
handles them as named methods. No more handle_command() dispatch
table or Command enum.
Commands that only need Agent state (/model, /retry) run directly
in the UI task. Commands that need Mind state (/new, /score, /dmn,
/sleep, /wake, /pause) send a MindMessage.
Mind is now purely: turn lifecycle, DMN state machine, and the
named handlers for each message type.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Add tokio::sync::watch for turn_in_progress state. Commands in the
UI event loop can wait for turns to complete via wait_for() instead
of checking-and-bailing.
Move /retry to event_loop: waits for turn completion, pops agent
history, sends retried text as MindMessage::UserInput. Mind doesn't
need to know about retry — it just sees a new input message.
Make agent field pub on Mind for UI access.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
/quit, /help, /save handled directly in the UI event loop.
/model and /model <name> moved to event_loop as cmd_switch_model().
Mind no longer needs tui::App for any command handling.
Mind's handle_command now only has commands that genuinely need
Mind state: /new, /retry, /score (turn_in_progress, DMN, scoring).
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Mind::run() owns the cognitive event loop: user input, turn results,
DMN ticks, hotkey actions. The UI event loop (user/event_loop.rs) owns
the terminal: key events, render ticks, channel status display.
They communicate through channels: UI sends MindMessage (user input,
hotkey actions) to Mind. Mind sends UiMessage (status, info) to UI.
UI reads shared state (active tools, context) directly for rendering.
Removes direct coupling between Mind and App:
- cycle_reasoning no longer takes &mut App
- AdjustSampling updates agent only, UI reads from shared state
- /quit handled by UI directly, not routed through Mind
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
The cognitive state machine is a Mind, not a Session. This is the
struct that AgentCycle will hang off of when we add subagent forking.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
Memory scoring now uses the graph as source of truth:
- last_scored timestamp on each node (new capnp field @22)
- Nodes scored when older than scoring_interval_secs (default 1hr)
- Oldest-scored-first ordering
- Window: scoring_response_window assistant responses (default 100)
- First-quarter memories scored even without full window
- Per-response normalization (raw divergence / response count)
- Asymmetric weight update: alpha=0.5 up, alpha=0.1 down
(responds fast to importance, decays slowly — memories stay
surfaced even if only useful 1/4 of the time)
Graph writes disabled pending normalization calibration.
Also: configurable scoring_interval_secs and scoring_response_window.
Co-Authored-By: Proof of Concept <poc@bcachefs.org>
Disables memory scoring, surface, and observe agents when set.
Useful for testing with external backends (e.g. OpenRouter) where
background agent traffic would be slow and unnecessary.
Co-Authored-By: Kent Overstreet <kent.overstreet@linux.dev>
F5 screen now shows temperature, top_p, top_k with interactive
adjustment:
- Up/down: select parameter
- Left/right: adjust value (0.05 steps for temp/top_p, 5 for top_k)
- Updates Agent and display immediately via HotkeyAction
Co-Authored-By: Proof of Concept <poc@bcachefs.org>
The agent lock was held for the entire duration of turn() — including
API streaming and tool dispatch awaits. This blocked the UI thread
whenever it needed the lock (render tick, compaction check, etc.),
causing 20+ second freezes.
Fix: turn() takes Arc<Mutex<Agent>> and manages locking internally.
Lock is held briefly for prepare/process phases, released during all
I/O (streaming, tool awaits, sleep retries). Also:
- check_compaction: spawns task instead of awaiting on event loop
- start_memory_scoring: already spawned, no change needed
- dispatch_tool_call_unlocked: drops lock before tool handle await
- Subconscious screen: renders all agents from state dynamically
(no more hardcoded SUBCONSCIOUS_AGENTS list)
- Memory scoring shows n/m progress in snapshots
Co-Authored-By: Proof of Concept <poc@bcachefs.org>