pi-agent: Implement operation coordination
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@@ -0,0 +1,228 @@
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package app
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import (
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"errors"
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"fmt"
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)
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// OperationPhase describes coordination state independently of any terminal UI.
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type OperationPhase uint8
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const (
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OperationRunning OperationPhase = iota + 1
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OperationAwaitingConfirmation
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OperationSucceeded
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OperationFailed
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OperationBlocked
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)
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// StatusKind gives presentation layers semantics without requiring them to
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// inspect user-facing status text.
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type StatusKind uint8
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const (
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StatusProgress StatusKind = iota + 1
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StatusSuccess
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StatusError
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StatusBlocked
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StatusConfirmation
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)
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// OperationStatus is the current concise status plus optional expandable
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// detail. TargetID relates a result to the Target it can explicitly resolve.
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type OperationStatus struct {
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Kind StatusKind
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Summary string
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Detail string
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TargetID string
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}
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// Confirmation is a structured, safe-default decision. Presentation layers
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// render these fields but never infer confirmation state from their wording.
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type Confirmation struct {
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Title string
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Summary string
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Details []string
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ConfirmLabel string
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CancelLabel string
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HighImpact bool
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}
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// TargetProgressPhase describes one Target's part in an operation stream.
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type TargetProgressPhase uint8
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const (
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TargetProgressRunning TargetProgressPhase = iota + 1
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TargetProgressSucceeded
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TargetProgressFailed
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)
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// OperationUpdate is the common progressive contract used by interactive
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// detection, Target mutation, and Active Profile transition operations.
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type OperationUpdate struct {
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Snapshot Snapshot
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Phase OperationPhase
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Status OperationStatus
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Progress []TargetProgress
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Confirmation *Confirmation
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FirstFailedTargetID string
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Err error
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}
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// OperationStream exposes the useful initial frame synchronously and all
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// subsequent structured changes through Updates. Updates closes after a
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// terminal phase.
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type OperationStream struct {
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Snapshot Snapshot
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Updates <-chan OperationUpdate
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}
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// InteractiveModule is the presentation-independent Application seam used by
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// the TUI. Module.Dispatch remains available for synchronous callers.
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type InteractiveModule interface {
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Module
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StartOperation(Intent) OperationStream
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}
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// StartOperation rejects overlap instead of queuing hidden interactive work.
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// Synchronous Dispatch callers retain the established serialized behavior.
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func (a *Application) StartOperation(intent Intent) OperationStream {
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a.interactiveMu.Lock()
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if a.interactiveOperation {
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a.interactiveMu.Unlock()
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updates := make(chan OperationUpdate, 1)
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updates <- OperationUpdate{
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Snapshot: a.Snapshot(),
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Phase: OperationBlocked,
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Status: OperationStatus{Kind: StatusBlocked,
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Summary: "Another system operation is already in progress",
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Detail: "Wait for the current operation to finish before starting another modification."},
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}
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close(updates)
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return OperationStream{Snapshot: a.Snapshot(), Updates: updates}
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}
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a.interactiveOperation = true
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a.interactiveMu.Unlock()
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if intent.Kind == RefreshTargets {
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return a.startDetectionOperation()
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}
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initial := a.Snapshot()
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updates := make(chan OperationUpdate, 2*len(a.targets)+2)
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go func() {
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defer close(updates)
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defer a.finishInteractiveOperation()
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final := a.dispatch(intent, func(result Result) {
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updates <- operationUpdate(result, false)
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})
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updates <- operationUpdate(final, true)
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}()
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return OperationStream{Snapshot: initial, Updates: updates}
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}
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func (a *Application) startDetectionOperation() OperationStream {
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initial, detection := a.BeginTargetDetection()
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updates := make(chan OperationUpdate, len(a.targets)+1)
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go func() {
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defer close(updates)
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defer a.finishInteractiveOperation()
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var failures []error
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firstFailed := ""
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for item := range detection {
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if item.Complete {
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update := OperationUpdate{
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Snapshot: item.Snapshot,
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Phase: OperationSucceeded,
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Status: OperationStatus{Kind: StatusSuccess, Summary: "Target availability and state checks completed"},
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}
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if len(failures) > 0 {
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update.Phase = OperationFailed
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update.Err = errors.Join(failures...)
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update.FirstFailedTargetID = firstFailed
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update.Status = OperationStatus{Kind: StatusError, Summary: "Some Target checks failed", Detail: update.Err.Error(), TargetID: firstFailed}
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}
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updates <- update
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continue
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}
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targetSnapshot, name := targetByID(item.Snapshot, item.TargetID)
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progress := TargetProgress{TargetID: item.TargetID, State: targetSnapshot.State, Evidence: targetSnapshot.Evidence, Phase: TargetProgressSucceeded}
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status := OperationStatus{Kind: StatusProgress, Summary: "Checked " + name + " Target", TargetID: item.TargetID}
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if targetSnapshot.DetectionPhase == TargetDetectionFailed {
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progress.Phase = TargetProgressFailed
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progress.Err = targetSnapshot.DetectionErr
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status = OperationStatus{Kind: StatusError, Summary: "Could not check " + name + " Target", TargetID: item.TargetID}
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if targetSnapshot.DetectionErr != nil {
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status.Detail = targetSnapshot.DetectionErr.Error()
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failures = append(failures, fmt.Errorf("%s Target: %w", name, targetSnapshot.DetectionErr))
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}
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if firstFailed == "" {
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firstFailed = item.TargetID
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}
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}
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updates <- OperationUpdate{Snapshot: item.Snapshot, Phase: OperationRunning, Status: status, Progress: []TargetProgress{progress}, Err: progress.Err}
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}
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}()
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return OperationStream{Snapshot: initial, Updates: updates}
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}
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func (a *Application) finishInteractiveOperation() {
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a.interactiveMu.Lock()
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a.interactiveOperation = false
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a.interactiveMu.Unlock()
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}
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func targetByID(snapshot Snapshot, id string) (TargetSnapshot, string) {
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for _, item := range snapshot.Targets {
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if item.ID == id {
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name := item.Description.Name
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if name == "" {
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name = id
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}
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return item, name
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}
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}
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return TargetSnapshot{ID: id}, id
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}
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func operationUpdate(result Result, terminal bool) OperationUpdate {
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update := OperationUpdate{
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Snapshot: result.Snapshot,
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Phase: OperationRunning,
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Status: result.Status,
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Progress: result.Progress,
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Confirmation: result.ConfirmationRequest,
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FirstFailedTargetID: result.FirstFailedTargetID,
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Err: result.Err,
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}
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if result.ConfirmationRequest != nil {
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update.Phase = OperationAwaitingConfirmation
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if update.Status.Kind == 0 {
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update.Status = OperationStatus{Kind: StatusConfirmation, Summary: result.ConfirmationRequest.Title, Detail: result.ConfirmationRequest.Summary}
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}
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return update
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}
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if update.Status.Kind == 0 {
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switch {
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case result.Err != nil:
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update.Status = OperationStatus{Kind: StatusError, Summary: "Operation failed", Detail: result.Err.Error()}
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case result.Notice != "":
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update.Status = OperationStatus{Kind: StatusSuccess, Summary: result.Notice}
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}
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}
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if !terminal {
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return update
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}
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if result.Err != nil {
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update.Phase = OperationFailed
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if update.Status.Kind != StatusError {
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update.Status = OperationStatus{Kind: StatusError, Summary: "Operation failed", Detail: result.Err.Error(), TargetID: update.Status.TargetID}
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}
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} else {
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update.Phase = OperationSucceeded
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if update.Status.Kind == StatusProgress || update.Status.Kind == 0 {
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update.Status.Kind = StatusSuccess
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}
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}
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return update
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}
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