apply_attach_decky requires an existing decky, so the MazeNET editor
had no way to grow a live topology: creating a new decky on active
topologies 409'd on the direct-CRUD createDecky call.
- Backend: new apply_add_decky that creates the decky row + its
home-LAN edge atomically, auto-allocating an IP if none pinned.
Post-apply validation still runs. Added to DISPATCH + _MUTATION_OPS
Literal + CLI help text.
- Tests: 3 new ops tests (happy path, duplicate-name rejection,
missing-LAN rejection) plus dispatch coverage update.
- Frontend: useTopologyEditor gains addDeckyToLan() composite. Pending
routes through createDecky + attachEdge as before; active routes
through a single add_decky enqueue. MazeNET.tsx drag-archetype,
duplicate, DMZ-gateway, and ctx-menu add-decky paths all use the
composite so active topologies stop 409'ing on new-decky drops.
useTopologyEditor now branches on topoStatus: pending keeps direct CRUD,
active/degraded routes through enqueueMutation with expected_version.
Every primitive returns a tagged PrimitiveResult; callers skip local
state updates on enqueued and wait for the SSE mutation.applied refetch
to reflect DB truth.
- remove_lan/remove_decky/detach_decky: direct name-keyed enqueues.
- update_decky/update_lan: services/x/y lifted to top-level payload keys,
remainder placed under patch (matches apply_update_* contract).
- attach_decky: enqueued with decky+lan names; requires the decky to
already exist (Phase B step 3 adds the create+attach composite).
- createDecky stays direct-CRUD this pass — no add_decky op yet, so
new-decky drag will 409 on active until a follow-up commit.
- MazeNET surfaces mutation.failed payload.reason/error into actionErr
so the status bar tells the user WHY a queue op was rejected.
Phase B step 1 of DEBT-030: introduce a status-aware editor hook that
wraps useMazeApi. Every primitive currently pass-throughs to direct
CRUD and returns {kind: 'applied', data} — behavior is unchanged.
Follow-up commits route active/degraded topologies through
enqueueMutation when status != pending.
Also tighten the SSE LIVE indicator: flip setStreamLive(true) only on
snapshot, mutation.*, or status events, not on any incidental frame.
Wire the MazeNET editor to the new /topologies/{id}/events SSE route
so live (active|degraded) topologies reflect mutator state transitions
without reload:
- useTopologyStream hook opens an EventSource against
/topologies/{id}/events?token=<jwt>, with 3s reconnect matching the
dashboard's /stream consumer. Callback refs avoid tearing down the
connection on consumer rerenders.
- useMazeApi gains enqueueMutation(topologyId, op, payload,
expectedVersion?) — thin wrapper over POST /mutations.
- MazeNET.tsx opens the stream only when topoStatus is active|degraded
(pending editors have nothing to stream) and refetches on
mutation.applied|failed|status events. Header shows a LIVE /
CONNECTING… indicator.
Phase A slice — Apply (N changes) with an optimistic staged buffer
lands in a follow-up; the hooks + API method it'll need are already
here.
Dragging a LAN or decky, or resizing a NetBox, updates React state
but previously vanished on reload because the grid-layout adapter
rewrote everything from the graph. Add a per-topology localStorage
snapshot (key: mazenet.layout.<topologyId>) that captures net
x/y/w/h and decky x/y; useLayoutPersistor writes it debounced, and
getTopology merges it over adaptTopology's grid so entities without
a stored entry still fall back to a clean auto-layout. Deleting a
topology calls clearLayout to drop its snapshot.
Dropping more than one LAN near the same spot stacked the NetBox
rectangles on top of each other, and multiple deckies in a LAN
landed on identical per-LAN coordinates. Since canvas position
persistence is deferred (localStorage pass), the stored x/y are
not load-bearing — compute layout from the topology graph instead.
adaptTopology now lays LANs out in a 3-col grid with the DMZ first
and stacks deckies 2-wide inside their home LAN. New LAN palette
drops append to the same grid, ignoring the raw drop point.
Rebuild the inspector panel to match the handoff mock: crosshair-titled
header with dim type label and close X, status-dot + archetype-chip
head rows, connection list with directional arrows, member list with
click-to-select, and a pending-diff block at the foot. Carry the
gateway/observed disable titles over from the ctx menu so the 'remove'
action stays honest.
Also prefix the subtitle with 'NETWORK OF NETWORKS' so the purpose of
this editor reads at a glance.
Gateway detection in the editor previously matched
archetype === 'host-gateway' (a fictional archetype that never
existed in decnet/archetypes.py). Switch to
decky_config.forwards_l3 — the real runtime marker the composer
already reads — so deletion guards, drag-pinning, context menu
locking, and NodeCard DMZ-gateway styling all line up with what
actually ships at deploy time.
On DMZ palette drop, create the gateway with archetype=deaddeck,
services=['ssh'], forwards_l3=true, and mark the edge
is_bridge=true, forwards_l3=true. attachEdge now accepts those
flags so callers can seed a real bridge attachment.