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chore: import upstream snapshot with attribution
2026-07-13 13:39:25 +08:00

572 lines
21 KiB
C#

// Copyright (c) Microsoft. All rights reserved.
using Harness.ConsoleReactiveComponents;
using Harness.ConsoleReactiveFramework;
using Harness.Shared.Console.Components;
using Microsoft.Extensions.AI;
namespace Harness.Shared.Console;
/// <summary>
/// The main application component for the Harness console. Manages the scroll region
/// and bottom panel (text input, list selection, or streaming indicator). Owns the
/// <see cref="HarnessConsoleUXStateDriver"/> and routes user input events to the
/// registered <see cref="HarnessAgentRunner"/>.
/// </summary>
public class HarnessAppComponent : ConsoleReactiveComponent<ConsoleReactiveProps, HarnessAppComponentState>, IDisposable
{
private readonly TopBottomRule _rule = new();
private readonly ListSelection _listSelection = new();
private readonly TextInput _textInput = new();
private readonly TextScrollPanel _textScrollPanel = new();
private readonly TextPanel _queuedPanel = new();
private readonly AgentStatus _agentStatus = new();
private readonly AgentModeAndHelp _modeAndHelp = new();
private readonly HarnessConsoleUXStateDriver _uxDriver;
private readonly TaskCompletionSource<bool> _shutdownTcs = new(TaskCreationOptions.RunContinuationsAsynchronously);
private readonly SemaphoreSlim _followUpGate = new(1, 1);
private int _scrollRegionBottom;
private bool _resizedSinceLastRender = true;
private bool _deactivated;
private BottomPanelMode _lastRenderedBottomPanelMode;
/// <summary>
/// Initializes a new instance of the <see cref="HarnessAppComponent"/> class.
/// </summary>
/// <param name="placeholder">Placeholder text shown when the input is empty.</param>
/// <param name="initialMode">The current agent mode, used to colour the rule and prompt.</param>
/// <param name="inputEnabled">Whether the bottom-panel input accepts keystrokes during streaming.</param>
/// <param name="runnerFactory">Factory invoked with the component's <see cref="IUXStateDriver"/>
/// to construct the <see cref="HarnessAgentRunner"/> that owns the agent loop.</param>
/// <param name="modeColors">Optional mapping of mode names to console colors.</param>
public HarnessAppComponent(
string placeholder,
string? initialMode,
bool inputEnabled,
Func<IUXStateDriver, HarnessAgentRunner> runnerFactory,
IReadOnlyDictionary<string, ConsoleColor>? modeColors = null)
{
this.Props = new ConsoleReactiveProps();
this.State = new HarnessAppComponentState
{
Mode = BottomPanelMode.TextInput,
Prompt = "> ",
Placeholder = placeholder,
ModeColor = ModeColors.Get(initialMode, modeColors),
ModeText = initialMode,
InputEnabled = inputEnabled,
ConsoleWidth = System.Console.WindowWidth,
ConsoleHeight = System.Console.WindowHeight,
};
this._uxDriver = new HarnessConsoleUXStateDriver(
getState: () => this.State!,
setState: s => this.SetState(s),
requestShutdown: () => this._shutdownTcs.TrySetResult(true),
replaceSession: s => this.Runner!.ReplaceSessionAsync(s),
modeColors: modeColors);
this.Runner = runnerFactory(this._uxDriver);
// Seed help text now that the runner (which knows the registered command handlers)
// is available. Direct assignment — no Render is triggered until the caller invokes Render().
this.State = this.State with { HelpText = this.Runner.HelpText };
KeyEventListener.Instance.KeyPressed += this.OnKeyPressed;
ConsoleResizeListener.Instance.ConsoleResized += this.OnConsoleResized;
}
/// <summary>
/// Gets the agent runner that owns the agent loop. Constructed by the factory
/// passed to the component's constructor.
/// </summary>
public HarnessAgentRunner Runner { get; }
/// <summary>
/// Completes when a command handler requests application shutdown (e.g. the user types <c>/exit</c>).
/// Awaited by <see cref="HarnessConsole.RunAgentAsync"/>.
/// </summary>
public Task ShutdownTask => this._shutdownTcs.Task;
/// <summary>
/// Deactivates the component, resetting the scroll region and unsubscribing from events.
/// This method is idempotent and safe to call multiple times.
/// </summary>
public void Deactivate()
{
if (this._deactivated)
{
return;
}
this._deactivated = true;
this._agentStatus.Dispose();
KeyEventListener.Instance.KeyPressed -= this.OnKeyPressed;
ConsoleResizeListener.Instance.ConsoleResized -= this.OnConsoleResized;
}
/// <inheritdoc/>
public void Dispose()
{
this.Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Releases managed resources.
/// </summary>
/// <param name="disposing"><c>true</c> to release managed resources.</param>
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
this.Deactivate();
this._followUpGate.Dispose();
this.Runner.Dispose();
}
}
private void OnKeyPressed(object? sender, KeyPressEventArgs e)
{
BottomPanelMode mode = this.State!.Mode;
if (mode == BottomPanelMode.TextInput)
{
this.HandleTextInputKey(e);
}
else if (mode == BottomPanelMode.ListSelection)
{
this.HandleListSelectionKey(e);
}
else if (mode == BottomPanelMode.Streaming && this.State.InputEnabled)
{
this.HandleStreamingInputKey(e);
}
}
private void HandleTextInputKey(KeyPressEventArgs e)
{
if (e.KeyInfo.Key == ConsoleKey.Enter)
{
string text = this.State!.InputText;
if (string.IsNullOrWhiteSpace(text))
{
return;
}
this.SetState(this.State with { InputText = "" });
this.DispatchTextInputSubmission(text);
}
else if (e.KeyInfo.Key == ConsoleKey.Backspace)
{
if (this.State!.InputText.Length > 0)
{
this.SetState(this.State with { InputText = this.State.InputText[..^1] });
}
}
else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
{
this.SetState(this.State! with { InputText = this.State.InputText + e.KeyInfo.KeyChar });
}
}
private void HandleListSelectionKey(KeyPressEventArgs e)
{
int maxIndex = this.State!.ListSelectionOptions.Count - 1;
if (this.State.ListSelectionCustomTextPlaceholder != null)
{
maxIndex = this.State.ListSelectionOptions.Count;
}
bool isOnCustomTextOption = this.State.ListSelectionCustomTextPlaceholder != null
&& this.State.ListSelectionIndex == this.State.ListSelectionOptions.Count;
if (e.KeyInfo.Key == ConsoleKey.UpArrow)
{
this.SetState(this.State with { ListSelectionIndex = Math.Max(0, this.State.ListSelectionIndex - 1) });
}
else if (e.KeyInfo.Key == ConsoleKey.DownArrow)
{
this.SetState(this.State with { ListSelectionIndex = Math.Min(maxIndex, this.State.ListSelectionIndex + 1) });
}
else if (e.KeyInfo.Key == ConsoleKey.Enter)
{
string result = isOnCustomTextOption
? this.State.ListSelectionCustomInputText
: this.State.ListSelectionOptions[this.State.ListSelectionIndex];
this.SetState(this.State with { ListSelectionCustomInputText = "", ListSelectionIndex = 0 });
this.DispatchListSelectionSubmission(result);
}
else if (isOnCustomTextOption)
{
if (e.KeyInfo.Key == ConsoleKey.Backspace)
{
if (this.State.ListSelectionCustomInputText.Length > 0)
{
this.SetState(this.State with { ListSelectionCustomInputText = this.State.ListSelectionCustomInputText[..^1] });
}
}
else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
{
this.SetState(this.State with { ListSelectionCustomInputText = this.State.ListSelectionCustomInputText + e.KeyInfo.KeyChar });
}
}
}
private void HandleStreamingInputKey(KeyPressEventArgs e)
{
if (e.KeyInfo.Key == ConsoleKey.Enter)
{
string text = this.State!.InputText;
if (string.IsNullOrWhiteSpace(text))
{
return;
}
this.SetState(this.State with { InputText = "" });
_ = this.Runner.OnStreamingInputAsync(text);
}
else if (e.KeyInfo.Key == ConsoleKey.Backspace)
{
if (this.State!.InputText.Length > 0)
{
this.SetState(this.State with { InputText = this.State.InputText[..^1] });
}
}
else if (e.KeyInfo.KeyChar != '\0' && !char.IsControl(e.KeyInfo.KeyChar))
{
this.SetState(this.State! with { InputText = this.State.InputText + e.KeyInfo.KeyChar });
}
}
private void DispatchTextInputSubmission(string text)
{
if (this.State!.PendingQuestions.Count > 0)
{
_ = this.HandleFollowUpAnswerAsync(text);
}
else
{
_ = this.Runner.OnUserInputAsync(text);
}
}
private void DispatchListSelectionSubmission(string text)
{
// List selection is only used to answer FollowUpQuestions.
_ = this.HandleFollowUpAnswerAsync(text);
}
/// <summary>
/// Handles a user answer to the head of the pending follow-up question queue:
/// awaits the question's continuation (which is responsible for echoing both the
/// question and answer to the scroll area as it sees fit), appends any returned
/// chat message to the response accumulator, advances the queue, and — when the
/// queue empties — drains the accumulator and resumes the runner.
/// </summary>
private async Task HandleFollowUpAnswerAsync(string text)
{
IReadOnlyList<ChatMessage>? messagesToSend = null;
await this._followUpGate.WaitAsync().ConfigureAwait(false);
try
{
HarnessConsoleUXStateDriver ux = this._uxDriver;
IReadOnlyList<FollowUpQuestion> queue = this.State!.PendingQuestions;
if (queue.Count == 0)
{
return;
}
FollowUpQuestion head = queue[0];
ChatMessage? response;
try
{
response = await head.Continuation(text, ux).ConfigureAwait(false);
}
catch (Exception ex)
{
await ux.WriteInfoLineAsync($"❌ Follow-up handler error: {ex.GetType().Name}: {ex.Message}", ConsoleColor.Red).ConfigureAwait(false);
response = null;
}
if (response is not null)
{
ux.AddFollowUpResponse(response);
}
ux.AdvanceFollowUpQuestion();
if (this.State!.PendingQuestions.Count == 0)
{
messagesToSend = ux.TakeFollowUpResponses();
}
}
finally
{
this._followUpGate.Release();
}
// Resume the agent outside the gate — StartAgentTurnAsync runs the full agent
// loop which may queue new follow-up questions (re-entering this method).
if (messagesToSend is not null)
{
try
{
await this.Runner.StartAgentTurnAsync([.. messagesToSend]).ConfigureAwait(false);
}
catch (Exception ex)
{
await this._uxDriver.WriteInfoLineAsync($"❌ Agent error: {ex.GetType().Name}: {ex.Message}", ConsoleColor.Red).ConfigureAwait(false);
}
}
}
private void OnConsoleResized(object? sender, ConsoleResizeEventArgs e)
{
this._resizedSinceLastRender = true;
this.SetState(this.State! with
{
ConsoleWidth = e.NewWidth,
ConsoleHeight = e.NewHeight,
});
}
/// <inheritdoc />
public override void RenderCore(ConsoleReactiveProps props, HarnessAppComponentState state)
{
if (this._deactivated)
{
return;
}
// Calculate queued items panel height
int queuedPanelHeight = TextPanel.CalculateHeight(state.QueuedItems, state.ConsoleWidth);
// Build the bottom panel child based on mode
ConsoleReactiveComponent bottomChild;
int bottomChildHeight;
if (state.Mode == BottomPanelMode.ListSelection)
{
var listProps = new ListSelectionProps
{
Title = state.ListSelectionTitle,
Items = state.ListSelectionOptions,
SelectedIndex = state.ListSelectionIndex,
HighlightColor = state.ListHighlightColor,
CustomTextPlaceholder = state.ListSelectionCustomTextPlaceholder,
CustomText = state.ListSelectionCustomInputText,
};
bottomChildHeight = ListSelection.CalculateHeight(listProps);
listProps = listProps with { Height = bottomChildHeight };
this._listSelection.Props = listProps;
bottomChild = this._listSelection;
}
else if (state.Mode == BottomPanelMode.Streaming)
{
TextInputProps textInputProps;
if (state.InputEnabled)
{
textInputProps = new TextInputProps
{
Prompt = state.Prompt,
Text = state.InputText,
Placeholder = state.Placeholder,
};
}
else
{
textInputProps = new TextInputProps
{
Prompt = state.Prompt,
Text = "",
Placeholder = state.StreamingPrompt,
};
}
bottomChildHeight = TextInput.CalculateHeight(textInputProps, state.ConsoleWidth);
textInputProps = textInputProps with { Width = state.ConsoleWidth, Height = bottomChildHeight };
this._textInput.Props = textInputProps;
bottomChild = this._textInput;
}
else
{
var textInputProps = new TextInputProps
{
Prompt = state.Prompt,
Text = state.InputText,
Placeholder = state.Placeholder,
};
bottomChildHeight = TextInput.CalculateHeight(textInputProps, state.ConsoleWidth);
textInputProps = textInputProps with { Width = state.ConsoleWidth, Height = bottomChildHeight };
this._textInput.Props = textInputProps;
bottomChild = this._textInput;
}
// When the bottom panel mode changes, the new child must repaint even if its
// props haven't changed — the screen area was overwritten by the previous child.
if (state.Mode != this._lastRenderedBottomPanelMode)
{
bottomChild.Invalidate();
this._lastRenderedBottomPanelMode = state.Mode;
}
var ruleProps = new TopBottomRuleProps
{
Width = state.ConsoleWidth,
Color = state.ModeColor,
Children = [bottomChild],
};
var agentStatusProps = new AgentStatusProps
{
ShowSpinner = state.ShowSpinner,
UsageText = state.UsageText,
};
var modeAndHelpProps = new AgentModeAndHelpProps
{
Mode = state.ModeText,
ModeColor = state.ModeColor,
HelpText = state.HelpText,
};
// Hide agent status and mode/help during follow-up questions (ListSelection mode)
// as they clutter the UI and aren't relevant.
bool showStatusAndHelp = state.Mode != BottomPanelMode.ListSelection;
int agentStatusHeight = showStatusAndHelp ? AgentStatus.CalculateHeight(agentStatusProps) : 0;
int modeAndHelpHeight = showStatusAndHelp ? AgentModeAndHelp.CalculateHeight(modeAndHelpProps) : 0;
int ruleHeight = TopBottomRule.CalculateHeight(ruleProps);
int nonScrollHeight = ruleHeight + agentStatusHeight + queuedPanelHeight + modeAndHelpHeight + 1; // +1 for bottom padding
int scrollBottom = Math.Max(1, state.ConsoleHeight - nonScrollHeight);
// If scroll region changed or a clear is needed, reset everything
if (this._resizedSinceLastRender || (this._scrollRegionBottom != 0 && scrollBottom != this._scrollRegionBottom))
{
// Reset scroll region to full screen before erasing so the erase covers all rows —
// some terminals only erase within the active DECSTBM region.
System.Console.Write(AnsiEscapes.ResetScrollRegion);
System.Console.Write(AnsiEscapes.EraseEntireScreen);
System.Console.Write(AnsiEscapes.EraseScrollbackBuffer);
// Invalidate all children so they re-render even if props haven't changed
this._rule.Invalidate();
this._textScrollPanel.Invalidate();
this._queuedPanel.Invalidate();
this._agentStatus.Invalidate();
this._modeAndHelp.Invalidate();
this._textInput.Invalidate();
this._listSelection.Invalidate();
this._resizedSinceLastRender = false;
}
this._scrollRegionBottom = scrollBottom;
System.Console.Write(AnsiEscapes.SetScrollRegion(scrollBottom));
// Render text scroll panel in the scroll area
this._textScrollPanel.Props = new TextScrollPanelProps
{
X = 1,
Y = 1,
Width = state.ConsoleWidth,
Height = scrollBottom,
Items = state.ScrollAreaContentItems,
};
this._textScrollPanel.Render();
// Render queued input items between scroll area and agent status
int queuedPanelY = scrollBottom + 1;
this._queuedPanel.Props = new TextPanelProps
{
X = 1,
Y = queuedPanelY,
Width = state.ConsoleWidth,
Height = queuedPanelHeight,
Items = state.QueuedItems,
};
this._queuedPanel.Render();
// Render the agent status line between queued items and rule
int agentStatusY = queuedPanelY + queuedPanelHeight;
if (showStatusAndHelp)
{
this._agentStatus.Props = agentStatusProps with
{
X = 1,
Y = agentStatusY,
Width = state.ConsoleWidth,
Height = agentStatusHeight,
};
this._agentStatus.Render();
}
// Render the bottom rule + child below the agent status
this._rule.Props = ruleProps with
{
X = 1,
Y = agentStatusY + agentStatusHeight,
};
this._rule.Render();
// Render the mode-and-help line below the bottom rule
if (showStatusAndHelp)
{
int modeAndHelpY = agentStatusY + agentStatusHeight + ruleHeight;
this._modeAndHelp.Props = modeAndHelpProps with
{
X = 1,
Y = modeAndHelpY,
Width = state.ConsoleWidth,
Height = modeAndHelpHeight,
};
this._modeAndHelp.Render();
}
// Clear the bottom padding line
System.Console.Write(AnsiEscapes.MoveAndEraseLine(state.ConsoleHeight));
// Position cursor for natural typing appearance
this.PositionCursor(state);
}
private void PositionCursor(HarnessAppComponentState state)
{
if (state.Mode == BottomPanelMode.TextInput
|| (state.Mode == BottomPanelMode.Streaming && state.InputEnabled))
{
int promptLength = state.Prompt.Length;
int textWidth = state.ConsoleWidth - promptLength;
int textLength = state.InputText.Length;
int textInputY = (this._rule.Props?.Y ?? 0) + 1;
if (textWidth <= 0 || textLength == 0)
{
System.Console.Write(AnsiEscapes.MoveCursor(textInputY, promptLength + 1));
}
else
{
int cursorRow = textLength < textWidth ? 0 : 1 + ((textLength - textWidth) / textWidth);
int cursorCol = textLength < textWidth ? textLength : (textLength - textWidth) % textWidth;
System.Console.Write(AnsiEscapes.MoveCursor(textInputY + cursorRow, promptLength + cursorCol + 1));
}
}
else if (state.Mode == BottomPanelMode.ListSelection
&& state.ListSelectionCustomTextPlaceholder != null
&& state.ListSelectionIndex == state.ListSelectionOptions.Count)
{
int titleLines = state.ListSelectionTitle?.Split('\n').Length ?? 0;
int customOptionY = (this._rule.Props?.Y ?? 0) + 1 + titleLines + state.ListSelectionOptions.Count;
int cursorCol = 2 + state.ListSelectionCustomInputText.Length + 1;
System.Console.Write(AnsiEscapes.MoveCursor(customOptionY, cursorCol));
}
}
}