Step 321: TaskQueue — Priority Queue with Dependencies (12/12 tests)

Ordered queue with priority scheduling and dependency resolution. Items
blocked by unsatisfied dependencies stay pending; completing an item
cascades to unblock dependents.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Bill
2026-02-15 16:23:32 -07:00
parent 25ab38d185
commit b6cdd10f6d
4 changed files with 525 additions and 0 deletions

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@@ -1921,4 +1921,9 @@ add_executable(step320_test tests/step320_test.cpp)
target_include_directories(step320_test PRIVATE src)
target_link_libraries(step320_test PRIVATE nlohmann_json::nlohmann_json)
# Step 321: TaskQueue — Priority Queue with Dependencies
add_executable(step321_test tests/step321_test.cpp)
target_include_directories(step321_test PRIVATE src)
target_link_libraries(step321_test PRIVATE nlohmann_json::nlohmann_json)
# Step 12: Dear ImGui shell scaffolding created (main.cpp exists but not built due to dependencies)

200
editor/src/TaskQueue.h Normal file
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@@ -0,0 +1,200 @@
#pragma once
// Step 321: TaskQueue — Priority Queue with Dependencies
//
// Ordered queue that respects both priority levels and dependency chains.
// Items whose dependencies are unsatisfied stay blocked; ready items are
// ordered by priority then creation time.
#include "WorkItem.h"
#include <vector>
#include <optional>
#include <algorithm>
#include <map>
class TaskQueue {
public:
// Add a work item to the queue
void enqueue(WorkItem item) {
// Set status based on whether dependencies exist
if (item.dependencies.empty()) {
if (item.status == WI_PENDING) {
transitionWorkItem(item, WI_READY);
}
}
// else stays pending until dependencies complete
items_.push_back(std::move(item));
}
// Returns items whose dependencies are all complete, ordered by priority then createdAt
std::vector<WorkItem> getReady() const {
std::vector<WorkItem> ready;
for (const auto& item : items_) {
if (item.status == WI_READY) {
ready.push_back(item);
}
}
sortByPriority(ready);
return ready;
}
// Next ready item without removing
std::optional<WorkItem> peek() const {
auto ready = getReady();
if (ready.empty()) return std::nullopt;
return ready.front();
}
// Remove and return next ready item, transition to assigned
std::optional<WorkItem> dequeue() {
auto ready = getReady();
if (ready.empty()) return std::nullopt;
std::string id = ready.front().id;
for (auto& item : items_) {
if (item.id == id) {
transitionWorkItem(item, WI_ASSIGNED);
return item;
}
}
return std::nullopt;
}
// Mark complete, trigger dependency re-evaluation
bool complete(const std::string& itemId) {
auto* item = findItem(itemId);
if (!item) return false;
// Transition through necessary states to reach complete
if (item->status == WI_IN_PROGRESS || item->status == WI_REVIEW) {
transitionWorkItem(*item, WI_COMPLETE);
} else {
return false;
}
// Re-evaluate blocked items
resolveDependencies();
return true;
}
// Mark rejected, re-enqueue as ready with feedback
bool reject(const std::string& itemId, const std::string& feedback) {
auto* item = findItem(itemId);
if (!item) return false;
if (item->status != WI_REVIEW) return false;
transitionWorkItem(*item, WI_REJECTED);
item->result.reasoning = feedback;
// Re-enqueue: rejected → ready
transitionWorkItem(*item, WI_READY);
return true;
}
// Items waiting on dependencies
std::vector<WorkItem> getBlocked() const {
std::vector<WorkItem> blocked;
for (const auto& item : items_) {
if (item.status == WI_PENDING && !item.dependencies.empty()) {
blocked.push_back(item);
}
}
return blocked;
}
// Filter by lifecycle status
std::vector<WorkItem> getByStatus(const std::string& status) const {
std::vector<WorkItem> result;
for (const auto& item : items_) {
if (item.status == status) {
result.push_back(item);
}
}
return result;
}
int size() const { return static_cast<int>(items_.size()); }
int readyCount() const {
int count = 0;
for (const auto& item : items_) {
if (item.status == WI_READY) ++count;
}
return count;
}
int blockedCount() const {
int count = 0;
for (const auto& item : items_) {
if (item.status == WI_PENDING && !item.dependencies.empty()) ++count;
}
return count;
}
// Lookup by ID
std::optional<WorkItem> getItem(const std::string& itemId) const {
for (const auto& item : items_) {
if (item.id == itemId) return item;
}
return std::nullopt;
}
// Replace item (for external status updates)
bool updateItem(const std::string& itemId, const WorkItem& updated) {
for (auto& item : items_) {
if (item.id == itemId) {
item = updated;
return true;
}
}
return false;
}
private:
std::vector<WorkItem> items_;
WorkItem* findItem(const std::string& id) {
for (auto& item : items_) {
if (item.id == id) return &item;
}
return nullptr;
}
// Check if a given item ID is complete
bool isComplete(const std::string& id) const {
for (const auto& item : items_) {
if (item.id == id) return item.status == WI_COMPLETE;
}
// Dependency not in queue — treat as satisfied
return true;
}
// Scan blocked items and promote to ready if all deps complete
void resolveDependencies() {
for (auto& item : items_) {
if (item.status != WI_PENDING) continue;
if (item.dependencies.empty()) continue;
bool allComplete = true;
for (const auto& dep : item.dependencies) {
if (!isComplete(dep)) {
allComplete = false;
break;
}
}
if (allComplete) {
transitionWorkItem(item, WI_READY);
}
}
}
// Sort by priority (lower int = higher priority), then by createdAt
static void sortByPriority(std::vector<WorkItem>& items) {
std::sort(items.begin(), items.end(), [](const WorkItem& a, const WorkItem& b) {
int pa = priorityToInt(a.priority);
int pb = priorityToInt(b.priority);
if (pa != pb) return pa < pb;
return a.createdAt < b.createdAt;
});
}
};

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@@ -0,0 +1,301 @@
// Step 321: TaskQueue — Priority Queue with Dependencies (12 tests)
// Tests enqueue/dequeue ordering, dependency blocking, reject/re-enqueue,
// size tracking, completion cascading, mixed priorities with dependencies.
#include "TaskQueue.h"
#include <iostream>
#include <string>
#include <thread>
#include <chrono>
static int passed = 0, failed = 0;
#define TEST(name) { std::cout << " " << #name << "... "; }
#define PASS() { std::cout << "PASS\n"; ++passed; }
#define FAIL(msg) { std::cout << "FAIL: " << msg << "\n"; ++failed; }
#define CHECK(cond, msg) if (!(cond)) { FAIL(msg); return; } else {}
// Helper: create a WorkItem with given id, priority, and optional dependencies
static WorkItem makeItem(const std::string& id, const std::string& priority,
const std::vector<std::string>& deps = {}) {
WorkItem wi;
wi.id = id;
wi.nodeId = "node_" + id;
wi.nodeName = "func_" + id;
wi.nodeType = "Function";
wi.bufferId = "buf";
wi.contextWidth = "local";
wi.workerType = "llm";
wi.priority = priority;
wi.dependencies = deps;
wi.status = WI_PENDING;
wi.createdAt = workItemTimestamp();
return wi;
}
// 1. Enqueue/dequeue basic ordering
void test_enqueue_dequeue() {
TEST(enqueue_dequeue);
TaskQueue q;
q.enqueue(makeItem("a", "medium"));
q.enqueue(makeItem("b", "medium"));
CHECK(q.size() == 2, "size=2");
auto item = q.dequeue();
CHECK(item.has_value(), "dequeue returns item");
CHECK(item->id == "a", "FIFO for same priority: got " + item->id);
PASS();
}
// 2. Priority ordering — critical before low
void test_priority_ordering() {
TEST(priority_ordering);
TaskQueue q;
q.enqueue(makeItem("low1", "low"));
q.enqueue(makeItem("crit1", "critical"));
q.enqueue(makeItem("med1", "medium"));
q.enqueue(makeItem("high1", "high"));
auto ready = q.getReady();
CHECK(ready.size() == 4, "4 ready");
CHECK(ready[0].id == "crit1", "first=critical");
CHECK(ready[1].id == "high1", "second=high");
CHECK(ready[2].id == "med1", "third=medium");
CHECK(ready[3].id == "low1", "fourth=low");
PASS();
}
// 3. Dependency blocking — B blocked by A, A completes → B becomes ready
void test_dependency_blocking() {
TEST(dependency_blocking);
TaskQueue q;
q.enqueue(makeItem("A", "medium"));
q.enqueue(makeItem("B", "medium", {"A"}));
CHECK(q.readyCount() == 1, "1 ready (A)");
CHECK(q.blockedCount() == 1, "1 blocked (B)");
// Dequeue A, progress it through to complete
auto a = q.dequeue();
CHECK(a.has_value(), "dequeued A");
// Manually transition: assigned → in-progress → complete
auto aItem = q.getItem("A");
CHECK(aItem.has_value(), "A still in queue");
WorkItem updated = *aItem;
transitionWorkItem(updated, WI_IN_PROGRESS);
q.updateItem("A", updated);
q.complete("A");
CHECK(q.readyCount() == 1, "B now ready");
CHECK(q.blockedCount() == 0, "0 blocked");
auto b = q.peek();
CHECK(b.has_value() && b->id == "B", "B is next");
PASS();
}
// 4. Reject and re-enqueue
void test_reject_reenqueue() {
TEST(reject_reenqueue);
TaskQueue q;
q.enqueue(makeItem("X", "high"));
auto x = q.dequeue();
CHECK(x.has_value(), "dequeued X");
// Move to in-progress → review
WorkItem updated = *q.getItem("X");
transitionWorkItem(updated, WI_IN_PROGRESS);
q.updateItem("X", updated);
updated = *q.getItem("X");
transitionWorkItem(updated, WI_REVIEW);
q.updateItem("X", updated);
bool rejected = q.reject("X", "needs better error handling");
CHECK(rejected, "reject succeeded");
auto xNow = q.getItem("X");
CHECK(xNow.has_value(), "X still exists");
CHECK(xNow->status == WI_READY, "X is ready again");
CHECK(xNow->result.reasoning == "needs better error handling", "feedback preserved");
PASS();
}
// 5. getReady returns only unblocked items
void test_get_ready_filtering() {
TEST(get_ready_filtering);
TaskQueue q;
q.enqueue(makeItem("r1", "medium"));
q.enqueue(makeItem("r2", "medium"));
q.enqueue(makeItem("b1", "medium", {"r1"}));
q.enqueue(makeItem("b2", "medium", {"r2"}));
auto ready = q.getReady();
CHECK(ready.size() == 2, "2 ready, got " + std::to_string(ready.size()));
// blocked items should not appear
for (const auto& r : ready) {
CHECK(r.id == "r1" || r.id == "r2", "only r1/r2 in ready");
}
PASS();
}
// 6. Empty queue behavior
void test_empty_queue() {
TEST(empty_queue);
TaskQueue q;
CHECK(q.size() == 0, "empty size");
CHECK(q.readyCount() == 0, "empty readyCount");
CHECK(q.blockedCount() == 0, "empty blockedCount");
CHECK(!q.peek().has_value(), "peek returns nullopt");
CHECK(!q.dequeue().has_value(), "dequeue returns nullopt");
CHECK(!q.getItem("nonexistent").has_value(), "getItem returns nullopt");
PASS();
}
// 7. getByStatus filtering
void test_get_by_status() {
TEST(get_by_status);
TaskQueue q;
q.enqueue(makeItem("s1", "medium"));
q.enqueue(makeItem("s2", "medium"));
q.enqueue(makeItem("s3", "medium", {"s1"}));
auto ready = q.getByStatus(WI_READY);
CHECK(ready.size() == 2, "2 ready");
auto pending = q.getByStatus(WI_PENDING);
CHECK(pending.size() == 1, "1 pending");
q.dequeue(); // assign s1
auto assigned = q.getByStatus(WI_ASSIGNED);
CHECK(assigned.size() == 1, "1 assigned");
PASS();
}
// 8. Size tracking after operations
void test_size_tracking() {
TEST(size_tracking);
TaskQueue q;
q.enqueue(makeItem("t1", "low"));
q.enqueue(makeItem("t2", "high"));
q.enqueue(makeItem("t3", "medium", {"t1"}));
CHECK(q.size() == 3, "size=3");
CHECK(q.readyCount() == 2, "readyCount=2");
CHECK(q.blockedCount() == 1, "blockedCount=1");
q.dequeue(); // dequeue t2 (highest priority)
CHECK(q.readyCount() == 1, "readyCount=1 after dequeue");
PASS();
}
// 9. Completion cascading (A → B → C chain)
void test_completion_cascade() {
TEST(completion_cascade);
TaskQueue q;
q.enqueue(makeItem("c1", "high"));
q.enqueue(makeItem("c2", "high", {"c1"}));
q.enqueue(makeItem("c3", "high", {"c2"}));
CHECK(q.readyCount() == 1, "only c1 ready");
CHECK(q.blockedCount() == 2, "c2, c3 blocked");
// Complete c1
q.dequeue(); // assign c1
WorkItem u = *q.getItem("c1");
transitionWorkItem(u, WI_IN_PROGRESS);
q.updateItem("c1", u);
q.complete("c1");
CHECK(q.readyCount() == 1, "c2 now ready");
CHECK(q.blockedCount() == 1, "c3 still blocked");
// Complete c2
q.dequeue(); // assign c2
u = *q.getItem("c2");
transitionWorkItem(u, WI_IN_PROGRESS);
q.updateItem("c2", u);
q.complete("c2");
CHECK(q.readyCount() == 1, "c3 now ready");
CHECK(q.blockedCount() == 0, "none blocked");
PASS();
}
// 10. Mixed priorities with dependencies
void test_mixed_priorities_deps() {
TEST(mixed_priorities_deps);
TaskQueue q;
q.enqueue(makeItem("lo", "low"));
q.enqueue(makeItem("hi", "critical", {"lo"}));
// hi is critical but blocked, lo is low but ready
auto ready = q.getReady();
CHECK(ready.size() == 1, "1 ready");
CHECK(ready[0].id == "lo", "lo is ready despite lower priority");
// Complete lo → hi becomes ready
q.dequeue();
WorkItem u = *q.getItem("lo");
transitionWorkItem(u, WI_IN_PROGRESS);
q.updateItem("lo", u);
q.complete("lo");
ready = q.getReady();
CHECK(ready.size() == 1, "hi now ready");
CHECK(ready[0].id == "hi", "hi unblocked");
PASS();
}
// 11. Peek does not remove
void test_peek_no_remove() {
TEST(peek_no_remove);
TaskQueue q;
q.enqueue(makeItem("p1", "medium"));
auto first = q.peek();
CHECK(first.has_value(), "peek returns value");
auto second = q.peek();
CHECK(second.has_value(), "peek still returns value");
CHECK(first->id == second->id, "same item");
CHECK(q.readyCount() == 1, "still 1 ready");
PASS();
}
// 12. updateItem replaces item data
void test_update_item() {
TEST(update_item);
TaskQueue q;
q.enqueue(makeItem("u1", "medium"));
auto item = *q.getItem("u1");
item.assignee = "worker-42";
item.workerType = "deterministic";
q.updateItem("u1", item);
auto updated = q.getItem("u1");
CHECK(updated.has_value(), "item exists");
CHECK(updated->assignee == "worker-42", "assignee updated");
CHECK(updated->workerType == "deterministic", "workerType updated");
PASS();
}
int main() {
std::cout << "=== Step 321: TaskQueue Priority Queue with Dependencies ===\n";
try {
test_enqueue_dequeue();
test_priority_ordering();
test_dependency_blocking();
test_reject_reenqueue();
test_get_ready_filtering();
test_empty_queue();
test_get_by_status();
test_size_tracking();
test_completion_cascade();
test_mixed_priorities_deps();
test_peek_no_remove();
test_update_item();
} catch (const std::exception& e) {
std::cout << "EXCEPTION: " << e.what() << "\n";
++failed;
}
std::cout << "\nResults: " << passed << "/" << (passed + failed) << " passed\n";
return failed > 0 ? 1 : 0;
}

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@@ -1226,6 +1226,25 @@ work that flows through the routing engine.
**State machine:** pending→ready→assigned→in-progress→(review→complete|rejected OR complete); rejected→ready
### Step 321: TaskQueue — Priority Queue with Dependencies
**Status:** PASS (12/12 tests)
Ordered queue that respects both priority levels and dependency chains.
Items whose dependencies are unsatisfied stay blocked; ready items are ordered
by priority (critical first) then creation time.
**Files created:**
- `editor/src/TaskQueue.h` — TaskQueue class with enqueue, dequeue, peek,
complete, reject, getReady, getBlocked, getByStatus, getItem, updateItem;
dependency resolution on completion, priority-based sorting
- `editor/tests/step321_test.cpp` — 12 tests: enqueue/dequeue ordering,
priority ordering, dependency blocking, reject/re-enqueue, getReady
filtering, empty queue, getByStatus, size tracking, completion cascading
(A→B→C chain), mixed priorities with deps, peek no-remove, updateItem
**Files modified:**
- `editor/CMakeLists.txt` — step321_test target
---
# Roadmap Planning — Sprints 12-25+