Files
codex/codex-rs/tui/src/app_event.rs
Matthew Zeng 45b7763c3f [apps] Improve app loading. (#10994)
There are two concepts of apps that we load in the harness:

- Directory apps, which is all the apps that the user can install.
- Accessible apps, which is what the user actually installed and can be
$ inserted and be used by the model. These are extracted from the tools
that are loaded through the gateway MCP.

Previously we wait for both sets of apps before returning the full apps
list. Which causes many issues because accessible apps won't be
available to the UI or the model if directory apps aren't loaded or
failed to load.

In this PR we are separating them so that accessible apps can be loaded
separately and are instantly available to be shown in the UI and to be
provided in model context. We also added an app-server event so that
clients can subscribe to also get accessible apps without being blocked
on the full app list.

- [x] Separate accessible apps and directory apps loading.
- [x] `app/list` request will also emit `app/list/updated` notifications
that app-server clients can subscribe. Which allows clients to get
accessible apps list to render in the $ menu without being blocked by
directory apps.
- [x] Cache both accessible and directory apps with 1 hour TTL to avoid
reloading them when creating new threads.
- [x] TUI improvements to redraw $ menu and /apps menu when app list is
updated.
2026-02-08 15:24:56 -08:00

336 lines
11 KiB
Rust

//! Application-level events used to coordinate UI actions.
//!
//! `AppEvent` is the internal message bus between UI components and the top-level `App` loop.
//! Widgets emit events to request actions that must be handled at the app layer (like opening
//! pickers, persisting configuration, or shutting down the agent), without needing direct access to
//! `App` internals.
//!
//! Exit is modelled explicitly via `AppEvent::Exit(ExitMode)` so callers can request shutdown-first
//! quits without reaching into the app loop or coupling to shutdown/exit sequencing.
use std::path::PathBuf;
use codex_chatgpt::connectors::AppInfo;
use codex_common::approval_presets::ApprovalPreset;
use codex_core::protocol::Event;
use codex_core::protocol::RateLimitSnapshot;
use codex_file_search::FileMatch;
use codex_protocol::ThreadId;
use codex_protocol::openai_models::ModelPreset;
use crate::bottom_pane::ApprovalRequest;
use crate::bottom_pane::StatusLineItem;
use crate::history_cell::HistoryCell;
use codex_core::features::Feature;
use codex_core::protocol::AskForApproval;
use codex_core::protocol::SandboxPolicy;
use codex_protocol::config_types::CollaborationModeMask;
use codex_protocol::config_types::Personality;
use codex_protocol::openai_models::ReasoningEffort;
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
pub(crate) enum WindowsSandboxEnableMode {
Elevated,
Legacy,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
pub(crate) enum WindowsSandboxFallbackReason {
ElevationFailed,
}
#[derive(Debug, Clone)]
pub(crate) struct ConnectorsSnapshot {
pub(crate) connectors: Vec<AppInfo>,
}
#[allow(clippy::large_enum_variant)]
#[derive(Debug)]
pub(crate) enum AppEvent {
CodexEvent(Event),
/// Open the agent picker for switching active threads.
OpenAgentPicker,
/// Switch the active thread to the selected agent.
SelectAgentThread(ThreadId),
/// Start a new session.
NewSession,
/// Open the resume picker inside the running TUI session.
OpenResumePicker,
/// Fork the current session into a new thread.
ForkCurrentSession,
/// Request to exit the application.
///
/// Use `ShutdownFirst` for user-initiated quits so core cleanup runs and the
/// UI exits only after `ShutdownComplete`. `Immediate` is a last-resort
/// escape hatch that skips shutdown and may drop in-flight work (e.g.,
/// background tasks, rollout flush, or child process cleanup).
Exit(ExitMode),
/// Request to exit the application due to a fatal error.
FatalExitRequest(String),
/// Forward an `Op` to the Agent. Using an `AppEvent` for this avoids
/// bubbling channels through layers of widgets.
CodexOp(codex_core::protocol::Op),
/// Kick off an asynchronous file search for the given query (text after
/// the `@`). Previous searches may be cancelled by the app layer so there
/// is at most one in-flight search.
StartFileSearch(String),
/// Result of a completed asynchronous file search. The `query` echoes the
/// original search term so the UI can decide whether the results are
/// still relevant.
FileSearchResult {
query: String,
matches: Vec<FileMatch>,
},
/// Result of refreshing rate limits
RateLimitSnapshotFetched(RateLimitSnapshot),
/// Result of prefetching connectors.
ConnectorsLoaded {
result: Result<ConnectorsSnapshot, String>,
is_final: bool,
},
/// Result of computing a `/diff` command.
DiffResult(String),
/// Open the app link view in the bottom pane.
OpenAppLink {
title: String,
description: Option<String>,
instructions: String,
url: String,
is_installed: bool,
},
InsertHistoryCell(Box<dyn HistoryCell>),
StartCommitAnimation,
StopCommitAnimation,
CommitTick,
/// Update the current reasoning effort in the running app and widget.
UpdateReasoningEffort(Option<ReasoningEffort>),
/// Update the current model slug in the running app and widget.
UpdateModel(String),
/// Update the active collaboration mask in the running app and widget.
UpdateCollaborationMode(CollaborationModeMask),
/// Update the current personality in the running app and widget.
UpdatePersonality(Personality),
/// Persist the selected model and reasoning effort to the appropriate config.
PersistModelSelection {
model: String,
effort: Option<ReasoningEffort>,
},
/// Persist the selected personality to the appropriate config.
PersistPersonalitySelection {
personality: Personality,
},
/// Open the reasoning selection popup after picking a model.
OpenReasoningPopup {
model: ModelPreset,
},
/// Open the full model picker (non-auto models).
OpenAllModelsPopup {
models: Vec<ModelPreset>,
},
/// Open the confirmation prompt before enabling full access mode.
OpenFullAccessConfirmation {
preset: ApprovalPreset,
return_to_permissions: bool,
},
/// Open the Windows world-writable directories warning.
/// If `preset` is `Some`, the confirmation will apply the provided
/// approval/sandbox configuration on Continue; if `None`, it performs no
/// policy change and only acknowledges/dismisses the warning.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWorldWritableWarningConfirmation {
preset: Option<ApprovalPreset>,
/// Up to 3 sample world-writable directories to display in the warning.
sample_paths: Vec<String>,
/// If there are more than `sample_paths`, this carries the remaining count.
extra_count: usize,
/// True when the scan failed (e.g. ACL query error) and protections could not be verified.
failed_scan: bool,
},
/// Prompt to enable the Windows sandbox feature before using Agent mode.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWindowsSandboxEnablePrompt {
preset: ApprovalPreset,
},
/// Open the Windows sandbox fallback prompt after declining or failing elevation.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
OpenWindowsSandboxFallbackPrompt {
preset: ApprovalPreset,
reason: WindowsSandboxFallbackReason,
},
/// Begin the elevated Windows sandbox setup flow.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
BeginWindowsSandboxElevatedSetup {
preset: ApprovalPreset,
},
/// Enable the Windows sandbox feature and switch to Agent mode.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
EnableWindowsSandboxForAgentMode {
preset: ApprovalPreset,
mode: WindowsSandboxEnableMode,
},
/// Update the Windows sandbox feature mode without changing approval presets.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
/// Update the current approval policy in the running app and widget.
UpdateAskForApprovalPolicy(AskForApproval),
/// Update the current sandbox policy in the running app and widget.
UpdateSandboxPolicy(SandboxPolicy),
/// Update feature flags and persist them to the top-level config.
UpdateFeatureFlags {
updates: Vec<(Feature, bool)>,
},
/// Update whether the full access warning prompt has been acknowledged.
UpdateFullAccessWarningAcknowledged(bool),
/// Update whether the world-writable directories warning has been acknowledged.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
UpdateWorldWritableWarningAcknowledged(bool),
/// Update whether the rate limit switch prompt has been acknowledged for the session.
UpdateRateLimitSwitchPromptHidden(bool),
/// Persist the acknowledgement flag for the full access warning prompt.
PersistFullAccessWarningAcknowledged,
/// Persist the acknowledgement flag for the world-writable directories warning.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
PersistWorldWritableWarningAcknowledged,
/// Persist the acknowledgement flag for the rate limit switch prompt.
PersistRateLimitSwitchPromptHidden,
/// Persist the acknowledgement flag for the model migration prompt.
PersistModelMigrationPromptAcknowledged {
from_model: String,
to_model: String,
},
/// Skip the next world-writable scan (one-shot) after a user-confirmed continue.
#[cfg_attr(not(target_os = "windows"), allow(dead_code))]
SkipNextWorldWritableScan,
/// Re-open the approval presets popup.
OpenApprovalsPopup,
/// Open the skills list popup.
OpenSkillsList,
/// Open the skills enable/disable picker.
OpenManageSkillsPopup,
/// Enable or disable a skill by path.
SetSkillEnabled {
path: PathBuf,
enabled: bool,
},
/// Notify that the manage skills popup was closed.
ManageSkillsClosed,
/// Re-open the permissions presets popup.
OpenPermissionsPopup,
/// Open the branch picker option from the review popup.
OpenReviewBranchPicker(PathBuf),
/// Open the commit picker option from the review popup.
OpenReviewCommitPicker(PathBuf),
/// Open the custom prompt option from the review popup.
OpenReviewCustomPrompt,
/// Submit a user message with an explicit collaboration mask.
SubmitUserMessageWithMode {
text: String,
collaboration_mode: CollaborationModeMask,
},
/// Open the approval popup.
FullScreenApprovalRequest(ApprovalRequest),
/// Open the feedback note entry overlay after the user selects a category.
OpenFeedbackNote {
category: FeedbackCategory,
include_logs: bool,
},
/// Open the upload consent popup for feedback after selecting a category.
OpenFeedbackConsent {
category: FeedbackCategory,
},
/// Launch the external editor after a normal draw has completed.
LaunchExternalEditor,
/// Async update of the current git branch for status line rendering.
StatusLineBranchUpdated {
cwd: PathBuf,
branch: Option<String>,
},
/// Apply a user-confirmed status-line item ordering/selection.
StatusLineSetup {
items: Vec<StatusLineItem>,
},
/// Dismiss the status-line setup UI without changing config.
StatusLineSetupCancelled,
}
/// The exit strategy requested by the UI layer.
///
/// Most user-initiated exits should use `ShutdownFirst` so core cleanup runs and the UI exits only
/// after core acknowledges completion. `Immediate` is an escape hatch for cases where shutdown has
/// already completed (or is being bypassed) and the UI loop should terminate right away.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum ExitMode {
/// Shutdown core and exit after completion.
ShutdownFirst,
/// Exit the UI loop immediately without waiting for shutdown.
///
/// This skips `Op::Shutdown`, so any in-flight work may be dropped and
/// cleanup that normally runs before `ShutdownComplete` can be missed.
Immediate,
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub(crate) enum FeedbackCategory {
BadResult,
GoodResult,
Bug,
Other,
}