Files
gastown/internal/deacon/stuck.go
gastown/crew/gus e0858096f6 fix(zfc): move stuck detection thresholds to agent-controlled config
Per ZFC principle: 'Let agents decide thresholds. Stuck is a judgment call.'

Changes:
- Add health check threshold fields to RoleConfig (ping_timeout,
  consecutive_failures, kill_cooldown, stuck_threshold)
- Add LoadStuckConfig() to read thresholds from hq-deacon-role bead
- Update patrol_check.go to use configurable stuck threshold
- Defaults remain as fallbacks when no role bead config exists

Agents can now configure their stuck detection by adding fields to their
role bead, e.g.:
  ping_timeout: 45s
  consecutive_failures: 5
  kill_cooldown: 10m
  stuck_threshold: 2h

Fixes: hq-2355b
2026-01-09 22:07:35 -08:00

233 lines
7.4 KiB
Go

// Package deacon provides the Deacon agent infrastructure.
package deacon
import (
"encoding/json"
"errors"
"fmt"
"os"
"path/filepath"
"time"
"github.com/steveyegge/gastown/internal/beads"
)
// Default parameters for stuck-session detection.
// These are fallbacks when no role bead config exists.
// Per ZFC: "Let agents decide thresholds. 'Stuck' is a judgment call."
const (
DefaultPingTimeout = 30 * time.Second // How long to wait for response
DefaultConsecutiveFailures = 3 // Failures before force-kill
DefaultCooldown = 5 * time.Minute // Minimum time between force-kills
)
// StuckConfig holds configurable parameters for stuck-session detection.
type StuckConfig struct {
PingTimeout time.Duration `json:"ping_timeout"`
ConsecutiveFailures int `json:"consecutive_failures"`
Cooldown time.Duration `json:"cooldown"`
}
// DefaultStuckConfig returns the default stuck detection config.
func DefaultStuckConfig() *StuckConfig {
return &StuckConfig{
PingTimeout: DefaultPingTimeout,
ConsecutiveFailures: DefaultConsecutiveFailures,
Cooldown: DefaultCooldown,
}
}
// LoadStuckConfig loads stuck detection config from the Deacon's role bead.
// Returns defaults if no role bead exists or if fields aren't configured.
// Per ZFC: agents control their own thresholds via their role beads.
func LoadStuckConfig(townRoot string) *StuckConfig {
config := DefaultStuckConfig()
// Load from hq-deacon-role bead
bd := beads.NewWithBeadsDir(townRoot, beads.ResolveBeadsDir(townRoot))
roleConfig, err := bd.GetRoleConfig(beads.RoleBeadIDTown("deacon"))
if err != nil || roleConfig == nil {
return config
}
// Override defaults with role bead values
if roleConfig.PingTimeout != "" {
if d, err := time.ParseDuration(roleConfig.PingTimeout); err == nil {
config.PingTimeout = d
}
}
if roleConfig.ConsecutiveFailures > 0 {
config.ConsecutiveFailures = roleConfig.ConsecutiveFailures
}
if roleConfig.KillCooldown != "" {
if d, err := time.ParseDuration(roleConfig.KillCooldown); err == nil {
config.Cooldown = d
}
}
return config
}
// AgentHealthState tracks the health check state for a single agent.
type AgentHealthState struct {
// AgentID is the identifier (e.g., "gastown/polecats/max" or "deacon")
AgentID string `json:"agent_id"`
// LastPingTime is when we last sent a HEALTH_CHECK nudge
LastPingTime time.Time `json:"last_ping_time,omitempty"`
// LastResponseTime is when the agent last updated their activity
LastResponseTime time.Time `json:"last_response_time,omitempty"`
// ConsecutiveFailures counts how many health checks failed in a row
ConsecutiveFailures int `json:"consecutive_failures"`
// LastForceKillTime is when we last force-killed this agent
LastForceKillTime time.Time `json:"last_force_kill_time,omitempty"`
// ForceKillCount is total number of force-kills for this agent
ForceKillCount int `json:"force_kill_count"`
}
// HealthCheckState holds health check state for all monitored agents.
type HealthCheckState struct {
// Agents maps agent ID to their health state
Agents map[string]*AgentHealthState `json:"agents"`
// LastUpdated is when this state was last written
LastUpdated time.Time `json:"last_updated"`
}
// HealthCheckStateFile returns the path to the health check state file.
func HealthCheckStateFile(townRoot string) string {
return filepath.Join(townRoot, "deacon", "health-check-state.json")
}
// LoadHealthCheckState loads the health check state from disk.
// Returns empty state if file doesn't exist.
func LoadHealthCheckState(townRoot string) (*HealthCheckState, error) {
stateFile := HealthCheckStateFile(townRoot)
data, err := os.ReadFile(stateFile) //nolint:gosec // G304: path is constructed from trusted townRoot
if err != nil {
if os.IsNotExist(err) {
// Return empty state
return &HealthCheckState{
Agents: make(map[string]*AgentHealthState),
}, nil
}
return nil, fmt.Errorf("reading health check state: %w", err)
}
var state HealthCheckState
if err := json.Unmarshal(data, &state); err != nil {
return nil, fmt.Errorf("parsing health check state: %w", err)
}
if state.Agents == nil {
state.Agents = make(map[string]*AgentHealthState)
}
return &state, nil
}
// SaveHealthCheckState saves the health check state to disk.
func SaveHealthCheckState(townRoot string, state *HealthCheckState) error {
stateFile := HealthCheckStateFile(townRoot)
// Ensure directory exists
if err := os.MkdirAll(filepath.Dir(stateFile), 0755); err != nil {
return fmt.Errorf("creating deacon directory: %w", err)
}
state.LastUpdated = time.Now().UTC()
data, err := json.MarshalIndent(state, "", " ")
if err != nil {
return fmt.Errorf("marshaling health check state: %w", err)
}
return os.WriteFile(stateFile, data, 0600)
}
// GetAgentState returns the health state for an agent, creating if needed.
func (s *HealthCheckState) GetAgentState(agentID string) *AgentHealthState {
if s.Agents == nil {
s.Agents = make(map[string]*AgentHealthState)
}
state, ok := s.Agents[agentID]
if !ok {
state = &AgentHealthState{AgentID: agentID}
s.Agents[agentID] = state
}
return state
}
// HealthCheckResult represents the outcome of a health check.
type HealthCheckResult struct {
AgentID string `json:"agent_id"`
Responded bool `json:"responded"`
ResponseTime time.Duration `json:"response_time,omitempty"`
ConsecutiveFailures int `json:"consecutive_failures"`
ShouldForceKill bool `json:"should_force_kill"`
InCooldown bool `json:"in_cooldown"`
CooldownRemaining time.Duration `json:"cooldown_remaining,omitempty"`
}
// Common errors for stuck-session detection.
var (
ErrAgentInCooldown = errors.New("agent is in cooldown period after recent force-kill")
ErrAgentNotFound = errors.New("agent not found or session doesn't exist")
ErrAgentResponsive = errors.New("agent is responsive, no action needed")
)
// RecordPing records that a health check ping was sent to an agent.
func (s *AgentHealthState) RecordPing() {
s.LastPingTime = time.Now().UTC()
}
// RecordResponse records that an agent responded to a health check.
// This resets the consecutive failure counter.
func (s *AgentHealthState) RecordResponse() {
s.LastResponseTime = time.Now().UTC()
s.ConsecutiveFailures = 0
}
// RecordFailure records that an agent failed to respond to a health check.
func (s *AgentHealthState) RecordFailure() {
s.ConsecutiveFailures++
}
// RecordForceKill records that an agent was force-killed.
func (s *AgentHealthState) RecordForceKill() {
s.LastForceKillTime = time.Now().UTC()
s.ForceKillCount++
s.ConsecutiveFailures = 0 // Reset after kill
}
// IsInCooldown returns true if the agent was recently force-killed.
func (s *AgentHealthState) IsInCooldown(cooldown time.Duration) bool {
if s.LastForceKillTime.IsZero() {
return false
}
return time.Since(s.LastForceKillTime) < cooldown
}
// CooldownRemaining returns how long until cooldown expires.
func (s *AgentHealthState) CooldownRemaining(cooldown time.Duration) time.Duration {
if s.LastForceKillTime.IsZero() {
return 0
}
remaining := cooldown - time.Since(s.LastForceKillTime)
if remaining < 0 {
return 0
}
return remaining
}
// ShouldForceKill returns true if the agent has exceeded the failure threshold.
func (s *AgentHealthState) ShouldForceKill(threshold int) bool {
return s.ConsecutiveFailures >= threshold
}