feat(14-03): define PhaseDispatchManager port interface
- Add QueuedPhase interface (phaseId, initiativeId, queuedAt, dependsOn) - Add PhaseDispatchResult interface (success, phaseId, reason) - Add PhaseDispatchManager interface with queue/dispatch operations - Methods mirror DispatchManager for consistency
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@@ -1,8 +1,8 @@
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/**
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/**
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* Dispatch Module Types
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* Dispatch Module Types
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*
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*
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* Port interface for task dispatch management.
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* Port interfaces for task and phase dispatch management.
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* DispatchManager is the PORT. Implementations are ADAPTERS.
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* DispatchManager and PhaseDispatchManager are PORTS. Implementations are ADAPTERS.
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*
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*
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* This follows the same hexagonal architecture pattern as EventBus and AgentManager:
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* This follows the same hexagonal architecture pattern as EventBus and AgentManager:
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* - Interface defines the contract (port)
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* - Interface defines the contract (port)
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@@ -116,3 +116,107 @@ export interface DispatchManager {
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blocked: Array<{ taskId: string; reason: string }>;
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blocked: Array<{ taskId: string; reason: string }>;
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}>;
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}>;
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}
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}
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// =============================================================================
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// Phase Dispatch Domain Types
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// =============================================================================
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/**
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* Represents a phase queued for dispatch.
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* Phases are dispatched when all dependencies complete.
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*/
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export interface QueuedPhase {
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/** Unique identifier for the phase */
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phaseId: string;
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/** Initiative this phase belongs to */
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initiativeId: string;
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/** When the phase was queued */
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queuedAt: Date;
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/** Phase IDs that must complete before this phase can be dispatched */
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dependsOn: string[];
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}
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/**
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* Result of a phase dispatch operation.
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* Success means phase was dispatched; failure means dispatch couldn't happen.
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*/
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export interface PhaseDispatchResult {
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/** Whether the phase was successfully dispatched */
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success: boolean;
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/** ID of the phase that was dispatched */
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phaseId: string;
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/** Reason why dispatch failed (only present on failure) */
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reason?: string;
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}
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// =============================================================================
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// PhaseDispatchManager Port Interface
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// =============================================================================
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/**
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* PhaseDispatchManager Port Interface
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*
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* Manages phase dispatch queue with dependency ordering.
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* Enables queuing and dispatching phases based on their dependencies.
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*
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* Follows exact patterns from DispatchManager for tasks.
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*/
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export interface PhaseDispatchManager {
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/**
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* Queue a phase for dispatch.
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* Phase will be dispatched when all dependencies complete.
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*
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* @param phaseId - ID of the phase to queue
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*/
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queuePhase(phaseId: string): Promise<void>;
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/**
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* Get next dispatchable phase.
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* Returns phase with all dependencies complete.
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* Returns null if no phases ready.
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*
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* @returns Next dispatchable phase or null
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*/
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getNextDispatchablePhase(): Promise<QueuedPhase | null>;
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/**
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* Dispatch next available phase.
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* Finds next ready phase and dispatches it.
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* Returns dispatch result.
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*
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* @returns Result of the dispatch operation
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*/
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dispatchNextPhase(): Promise<PhaseDispatchResult>;
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/**
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* Mark a phase as complete.
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* Triggers re-evaluation of dependent phases.
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*
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* @param phaseId - ID of the completed phase
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*/
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completePhase(phaseId: string): Promise<void>;
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/**
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* Mark a phase as blocked.
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* Phase will not be dispatched until unblocked.
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*
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* @param phaseId - ID of the phase to block
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* @param reason - Reason for blocking
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*/
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blockPhase(phaseId: string, reason: string): Promise<void>;
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/**
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* Get current phase queue state.
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* Returns all queued phases with their dispatch readiness.
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*
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* @returns Queue state with queued, ready, and blocked phases
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*/
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getPhaseQueueState(): Promise<{
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/** All queued phases */
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queued: QueuedPhase[];
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/** Phases ready for dispatch (all dependencies complete) */
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ready: QueuedPhase[];
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/** Phases that are blocked */
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blocked: Array<{ phaseId: string; reason: string }>;
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}>;
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}
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