Add comprehensive frontend UI and distributed infrastructure

Frontend Enhancements:
- Complete React TypeScript frontend with modern UI components
- Distributed workflows management interface with real-time updates
- Socket.IO integration for live agent status monitoring
- Agent management dashboard with cluster visualization
- Project management interface with metrics and task tracking
- Responsive design with proper error handling and loading states

Backend Infrastructure:
- Distributed coordinator for multi-agent workflow orchestration
- Cluster management API with comprehensive agent operations
- Enhanced database models for agents and projects
- Project service for filesystem-based project discovery
- Performance monitoring and metrics collection
- Comprehensive API documentation and error handling

Documentation:
- Complete distributed development guide (README_DISTRIBUTED.md)
- Comprehensive development report with architecture insights
- System configuration templates and deployment guides

The platform now provides a complete web interface for managing the distributed AI cluster
with real-time monitoring, workflow orchestration, and agent coordination capabilities.

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
anthonyrawlins
2025-07-10 08:41:59 +10:00
parent fc0eec91ef
commit 85bf1341f3
28348 changed files with 2646896 additions and 69 deletions

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import { createRenderStep } from './render-step.mjs';
const stepsOrder = [
"prepare",
"read",
"update",
"preRender",
"render",
"postRender",
];
const maxElapsed = 40;
function createRenderBatcher(scheduleNextBatch, allowKeepAlive) {
let runNextFrame = false;
let useDefaultElapsed = true;
const state = {
delta: 0,
timestamp: 0,
isProcessing: false,
};
const steps = stepsOrder.reduce((acc, key) => {
acc[key] = createRenderStep(() => (runNextFrame = true));
return acc;
}, {});
const processStep = (stepId) => steps[stepId].process(state);
const processBatch = () => {
const timestamp = performance.now();
runNextFrame = false;
state.delta = useDefaultElapsed
? 1000 / 60
: Math.max(Math.min(timestamp - state.timestamp, maxElapsed), 1);
state.timestamp = timestamp;
state.isProcessing = true;
stepsOrder.forEach(processStep);
state.isProcessing = false;
if (runNextFrame && allowKeepAlive) {
useDefaultElapsed = false;
scheduleNextBatch(processBatch);
}
};
const wake = () => {
runNextFrame = true;
useDefaultElapsed = true;
if (!state.isProcessing) {
scheduleNextBatch(processBatch);
}
};
const schedule = stepsOrder.reduce((acc, key) => {
const step = steps[key];
acc[key] = (process, keepAlive = false, immediate = false) => {
if (!runNextFrame)
wake();
return step.schedule(process, keepAlive, immediate);
};
return acc;
}, {});
const cancel = (process) => stepsOrder.forEach((key) => steps[key].cancel(process));
return { schedule, cancel, state, steps };
}
export { createRenderBatcher, stepsOrder };

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import { noop } from '../utils/noop.mjs';
import { createRenderBatcher } from './batcher.mjs';
const { schedule: frame, cancel: cancelFrame, state: frameData, steps, } = createRenderBatcher(typeof requestAnimationFrame !== "undefined" ? requestAnimationFrame : noop, true);
export { cancelFrame, frame, frameData, steps };

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import { stepsOrder } from './batcher.mjs';
import { frame, cancelFrame } from './frame.mjs';
/**
* @deprecated
*
* Import as `frame` instead.
*/
const sync = frame;
/**
* @deprecated
*
* Use cancelFrame(callback) instead.
*/
const cancelSync = stepsOrder.reduce((acc, key) => {
acc[key] = (process) => cancelFrame(process);
return acc;
}, {});
export { cancelSync, sync };

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class Queue {
constructor() {
this.order = [];
this.scheduled = new Set();
}
add(process) {
if (!this.scheduled.has(process)) {
this.scheduled.add(process);
this.order.push(process);
return true;
}
}
remove(process) {
const index = this.order.indexOf(process);
if (index !== -1) {
this.order.splice(index, 1);
this.scheduled.delete(process);
}
}
clear() {
this.order.length = 0;
this.scheduled.clear();
}
}
function createRenderStep(runNextFrame) {
/**
* We create and reuse two queues, one to queue jobs for the current frame
* and one for the next. We reuse to avoid triggering GC after x frames.
*/
let thisFrame = new Queue();
let nextFrame = new Queue();
let numToRun = 0;
/**
* Track whether we're currently processing jobs in this step. This way
* we can decide whether to schedule new jobs for this frame or next.
*/
let isProcessing = false;
let flushNextFrame = false;
/**
* A set of processes which were marked keepAlive when scheduled.
*/
const toKeepAlive = new WeakSet();
const step = {
/**
* Schedule a process to run on the next frame.
*/
schedule: (callback, keepAlive = false, immediate = false) => {
const addToCurrentFrame = immediate && isProcessing;
const queue = addToCurrentFrame ? thisFrame : nextFrame;
if (keepAlive)
toKeepAlive.add(callback);
if (queue.add(callback) && addToCurrentFrame && isProcessing) {
// If we're adding it to the currently running queue, update its measured size
numToRun = thisFrame.order.length;
}
return callback;
},
/**
* Cancel the provided callback from running on the next frame.
*/
cancel: (callback) => {
nextFrame.remove(callback);
toKeepAlive.delete(callback);
},
/**
* Execute all schedule callbacks.
*/
process: (frameData) => {
/**
* If we're already processing we've probably been triggered by a flushSync
* inside an existing process. Instead of executing, mark flushNextFrame
* as true and ensure we flush the following frame at the end of this one.
*/
if (isProcessing) {
flushNextFrame = true;
return;
}
isProcessing = true;
[thisFrame, nextFrame] = [nextFrame, thisFrame];
// Clear the next frame queue
nextFrame.clear();
// Execute this frame
numToRun = thisFrame.order.length;
if (numToRun) {
for (let i = 0; i < numToRun; i++) {
const callback = thisFrame.order[i];
callback(frameData);
if (toKeepAlive.has(callback)) {
step.schedule(callback);
runNextFrame();
}
}
}
isProcessing = false;
if (flushNextFrame) {
flushNextFrame = false;
step.process(frameData);
}
},
};
return step;
}
export { createRenderStep };