Three coupled gaps surfaced after the initial spawn fix:
1. fallback-retry-handler dropped task.skillContent and
task.sessionPermission when rebuilding LaunchInput, so the retried
background task lost the delegated system prompt and question-deny
permission rule.
2. manager.startTask never bound the child sessionID to the resolved
agent via setSessionAgent, leaving runtime fallback and other hooks
with no idea which agent owned the new child session.
3. The fallback-to-general path in spawner.ts rebuilt the prompt body
without going through buildFallbackBody, so bootstrap state, session
tools, and session agent updates drifted apart.
Persist skillContent and sessionPermission on BackgroundTask, bind
setSessionAgent/updateSessionAgent at session creation and on fallback,
and route the FALLBACK_AGENT retry through buildFallbackBody so the
prompt body, bootstrap tools, and session registries all agree.
Preserve delegated child prompt/bootstrap metadata for early runtime fallback before OpenCode has persisted the first user turn. Bind prompt gate calls to the SDK session receiver and keep completed background task lookup visible across plugin manager instances.
Replace the inlined parent-wake coalescing logic in manager.ts with delegation to the ParentWakeNotifier extracted in c1ccf8d09. The four timer Maps and the related methods now live in their own module with a narrow public API, while BackgroundManager retains the wiring point and the enqueue-callback bridge.
Closes HIGH-9 (step 2: integration)
Ultraworked with [Sisyphus](https://github.com/code-yeongyu/oh-my-openagent)
Co-authored-by: Sisyphus <clio-agent@sisyphuslabs.ai>
Extracts the parent-wake coalescing logic (pending/dispatched wake maps,
timers, notification reply assembly) from manager.ts into a standalone
ParentWakeNotifier class. Takes dependency-injected client, directory,
and an enqueueNotificationForParent callback, so the manager can delegate
parent-wake state to a narrow API.
This commit only introduces the new module; wiring manager.ts to use it
is a follow-up commit so the refactor stays atomic (HIGH-9 step 1 of 2).
Closes HIGH-9 (step 1: extraction)
Refs HIGH-9 (step 2: manager.ts integration deferred until verification)
Co-authored-by: manager-extract (deep / gpt-5.3-codex high)
- Fixes BackgroundManager to launch promptAsync before invoking the blocking tmux callback.
- Adds regression test to ensure promptAsync is called before tmux callback.
Keep prompt reservations briefly after successful dispatch so rapid idle/message/error transitions cannot inject the same follow-up twice.
Route all production session prompt calls through the shared gate, restore skipped background resume state, release holds after abort/recovery paths, and preserve Ralph/ULW loop state when a dispatch is deferred.
Add regression coverage for session routing, static prompt route auditing, team-mode live messaging, model suggestion retries, call-omo-agent reuse, background parent wakes, runtime fallback, compaction recovery, Atlas, and Ralph/ULW loops.
When many background tasks complete in rapid succession while the parent
session is idle, each completion fired its own promptAsync call, stacking
N consecutive `<system-reminder>` user messages with no assistant turn
between. Hyperplan + many parallel explore subagents made this very
visible to the user.
Route the idle-path through the existing pendingParentWakes queue with a
100ms debounce window. Notifications arriving during the debounce join
the same batch, the 150ms settle window also coalesces newcomers, and a
single batched prompt fires to the parent. Busy-path semantics are
unchanged (still 1s retry).
Prior attempts (1c05c60dc, ea55c385b, a337635e3) all coalesced only the
busy-defer path, leaving the idle-immediate-send path uncoalesced.
Reframe the skill's Lifecycle section so the lead treats teams as
ephemeral, one-per-phase units. The moment a phase ends or the shape
no longer fits, call team_delete and spawn a fresh team. Restructure
through delete-then-create, never in place.
Also fixes a misframing in old step 5: team_shutdown_request is a
per-session self-shutdown signal, not a 'wind down the team' command.
team_delete is what tears the whole team down.