'Capstone/orchestration skill — build an M-Agent + N-Human cooperative IDE in Rust gpui (the Harbor): many agents and humans co-editing the same files as co-equal CRDT replicas, governed by claims/guard/salvage, across LAN/shared/remote harbors. The INDEX that dispatches into the sibling rust skills. Use when building the collaborative editor, the agent-fleet console, multiplayer editing with agents-as-peers, or any slice of the Harbor. Trigger on: cooperative IDE, collaborative editor, multiplayer editor, agents and humans co-editing, gpui IDE, Loro CRDT editor, harbor editor, claims/salvage, "build the cooperative IDE". NOT for: a single non-collaborative gpui screen (compose the siblings directly), web editors, or non-editor apps.'
Resources
5Install
npx skillscat add curiositech/port-daddy/build-coop-ide-gpui Install via the SkillsCat registry.
Build an M-Agent + N-Human Cooperative IDE in Rust gpui
This is the capstone: the whole-system skill for building the Harbor — an editor where M autonomous agents and N humans edit the same files at once, as co-equal replicas, on a native Rust gpui shell, governed by a daemon that already exists. It is an index/orchestration skill: it holds the architecture and dispatches each slice into the sibling rust skills. The thesis (from the battle plan) is the load-bearing wall: make the CRDT governable — Loro merges bytes, claims govern intent, the harbor card decides who may write the region at all.
DEPENDS ON (pull these as you work)
| Sibling skill | Pull it when you're working on… |
|---|---|
| gpui-rust-console | the shell itself — core/pd-console's mux/Workspace pane tree, the render-agnostic Pane/Surface contract, or the reqwest↔smol refresh pipeline the Harbor is built on top of. |
| rust-gpui-motion | any transition/animation — pane expand, board/hop, the spawn→fullscreen→diff flow, presence pulses. The no-transform constraint lives here. |
| gpui-shaders | bespoke GPU surfaces — the living-harbor water, dithered chrome, sonar sweep, biofield. |
| sound-design-and-audio | the fleet audio cues (board/steer/hop/approve/fail) and how to ship them in Rust. |
| beautiful-gui-design | the visual system — hierarchy, semantic tokens, light/dark, contrast, the 8pt grid, a11y. |
| vello-parley-rendering / metal-text-pipeline | vector viz + bare-metal text/glyph rendering when you go below the widget layer. |
Plus the canon docs: docs/strategy/harbor-editor-battle-plan.md (the spine) and docs/design/harbor-interaction-model.md (the Quay/board/steer interaction).
When to Use
- Building any part of the cooperative IDE / Harbor editor.
- Adding a new collaborative surface (editor, Quay, transcript, diff, commission).
- Wiring agents-as-peers, claims/conflict UX, salvage, or a harbor transport.
NOT for
- A single, non-collaborative gpui screen — compose the sibling skills directly.
- Web-based collaborative editors (different stack).
- Non-editor apps.
Decision Points
flowchart TD
A[Working on the coop IDE] --> B{Which layer?}
B -->|The FACE: panes, surfaces, interaction| L1[Layer 1 gpui shell → rust-gpui-motion, gpui-shaders, sound, beautiful-gui-design + ref 02]
B -->|The TEXT: buffer, replicas, presence| L2[Layer 2 editor core on Loro → ref 03]
B -->|GOVERNANCE: claims, guard, salvage| L3[Layer 3 coordination kernel = the daemon → ref 03]
B -->|The WATER: LAN/shared/remote| L4[Layer 4 transport behind SyncTransport → ref 01/04]
L1 --> P[Pick the phase in the roadmap → ref 04]
L2 --> P
L3 --> P
L4 --> PCore Rules
- Governable CRDT. Loro v1.13.x is the buffer; a claim is a presence range the guard can refuse to merge across. Bytes merge automatically; intent is governed above the CRDT.
- Agents are peers, not tools. Every actor (human or agent) is a Loro replica with a PeerID minted from its PD identity, rendered identically (cursor, claimed range, name), with provenance.
- Claims govern intent, not bytes. "Merges cleanly" ≠ "merges correctly" — surface logical conflict (
POST /conflicts/predict) as aConflicted/Gatedband before a byte is written; never a silent auto-merge. - Authoritative recovery is the target wedge, not current functionality. P3.5 requires daemon-owned typed receipts from sequence zero, sealed abandonment, canonical Rust Loro validation, and one atomic P3 claim transfer/token/provenance transaction. Current P2 snapshots,
/blob, notes, generic salvage, andapply_remote_opscannot authorize it. Build the missing authorities; never simulate them. - The daemon IS the collab server — no new sync backend. Loro Protocol rides the existing tube; the canonical editor-sync contract owns checkpoint/reconnect behavior, while P3.5 salvage uses separate daemon-owned typed operation receipts. Notes are provenance, never replay evidence.
- Topology behind a trait.
SyncTransportabstracts Shared (daemon HTTP+SSE) / LAN (iroh) / Remote (relay+E2E); the editor never knows which. - Reuse without overstating. Layers 1, 3, and 4 assemble many shipped PD assets, but authoritative P3.5 editor recovery is still unimplemented. Layer 2's editor core and the missing recovery authorities remain real product work.
- One motion owner per surface (see rust-gpui-motion). No UI merges without visual artifacts in the test plan (screenshot + motion clip) — full stop.
Current Implementation Truth
The authenticated POST /editor/recovery/{request,prepare,replay,finalize} routes are registered security scaffolding, not a usable Harbor recovery pipeline. The P1 Rust operation-receipt producer, P1B, canonical Rust Loro recovery adapter, and P3 same-database released-claim transfer adapter remain unimplemented external gates. Daemon scope minting also lacks the required verified worktree root device/inode witness, and production does not yet provide the content-hash/parser-generation symbol lease or daemon file-mutation generation authority. Keep the public routes 503-gated until all authorities exist. Finalization must retain the descriptors and both leases through P3 transfer, persist the exact root/file device+inode, content hash, and generations, seal that hash in provenance as scope.canonical_content_hash, and consume the mutation lease in the same transaction. That lease excludes daemon-authorized writers, not arbitrary OS processes; later governed edits must reject any stale persisted witness. Canonical editor-owned provenance and its append-only outbox do not authorize replay. Any post-commit projection read, attempt-log write, or local publication-receipt failure must preserve canonical 200 success and return the stable outbox ID with a truthful pending reason; restart retries the same sink-deduplicated key until one local receipt exists. Without an atomically idempotent derived-note sink, no drain is scheduled and the outbox remains durably pending without churn; with one, bounded startup/periodic passes retry the exact key. Never fall back to sessions.addNote, and do not add migration compatibility for unshipped intermediate schemas.
Failure Modes
Anti-Pattern: "Agents as tools, not peers"
Symptom: agents are a side-panel that edits for the human; no shared cursor/claim/provenance.
Detection: agent edits don't appear as a replica in the buffer; no PeerID identity.
Fix: make every agent a first-class Loro replica keyed to its PD identity (ref 03).
Anti-Pattern: "Trusting CRDT auto-merge for correctness"
Symptom: two actors edit the same symbol; it merges cleanly and silently produces wrong code.
Detection: no claim/conflict layer above Loro; no /conflicts/predict call.
Fix: claim-before-edit; predict overlap; render Conflicted band + nudge before any write (ref 03).
Anti-Pattern: "Building the editor before the coordination"
Symptom: a beautiful buffer with no claims/salvage — demos well, fails the moment two actors touch one file.
Detection: P1 buffer done, P3 claims/salvage indefinitely deferred.
Fix: the wedge IS coordination; sequence per the roadmap (ref 04); refuse the Potemkin editor.
Anti-Pattern: "Transport-first"
Symptom: weeks sunk into iroh/NAT traversal before the buffer or claims exist.
Detection: P4/P5 work happening before P1–P3.
Fix: abstract topology behind SyncTransport from day one but prove the buffer+coordination over the daemon bus first (ref 04).
Worked Example: add a collaborative surface end-to-end
Adding the Editor surface (battle plan P0→P1), composing the siblings:
- Shell (Layer 1) — add
SurfaceKind::Editor { path, region }tomux.rs; implement the object-safePane(one pane, two faces). Pullbeautiful-gui-designfor hierarchy/tokens,rust-gpui-motionfor the open transition (no transform — layout-fraction zoom). - Text (Layer 2) — back it with one
LoroDoc/LoroText; mint a PeerID frompd whoami; authorship gutter colored by replica (ref 03). - Governance (Layer 3) — claim the edited region;
/conflicts/predict; paint overlapTone::Conflicted; guard the commit; record each validated operation in the typed salvage ledger. - Polish — pull
gpui-shadersfor the living-harbor water behind it;sound-design-and-audiofor theboard/approvecues. - Land — visual artifacts (screenshot + a board→steer→diff clip) in the PR test plan, per the standing rule.
Quality Gates (phased)
- Every actor is a Loro replica with a PD identity + provenance (agents = peers).
- Claims/
/conflicts/predictgate edits; logical conflict is surfaced, never silently merged. - Salvage implemented (dead-replica op-log replays; claim inherits) — not deferred away.
- Daemon is the collab server (no new sync backend); topology behind
SyncTransport. - Build order respected (buffer+coordination before transport polish).
- Each surface composes the right siblings (motion/shaders/audio/visual-system).
- No UI merge without visual artifacts in the test plan.
Fork Guidance
Fork by layer: shell (ref 02 + the three visual siblings) · editor core (ref 03 / Loro) · coordination (ref 03 / daemon) · transport (ref 01/04). Keep the architecture (the four layers + the dependency map) in the parent so one actor owns coherence.
Reference Map
references/01-architecture-and-the-stack.md— the whole-system view: the four layers (gpui shell → Loro editor core → coordination kernel → transport), the dependency map onto the sibling skills, what's load-bearing vs polish.references/02-the-gpui-app-skeleton.md— structuring a large gpui app: the mux/Workspace pane tree, thePane/Surfacecontract,SurfaceKindvariants, the refresh→channel→view pipeline; how to add a surface end-to-end.references/03-collaboration-coordination-salvage.md— the heart: agents+humans as co-equal Loro replicas, presence-as-claims, the daemon as collab server, conflict UX, agents-as-peers via MCP, salvage; the M×N model + three harbor topologies.references/04-build-order-and-composing-the-skills.md— the phased roadmap (P0 skeleton → P1 buffer → P2 LAN → P3 agents+claims → P3.5 salvage → P4 shared → P5 remote+viz), each phase naming which sibling skill it pulls; the "you are here / read next" map.
Sibling skills (dependencies): gpui-rust-console, rust-gpui-motion, gpui-shaders, sound-design-and-audio, beautiful-gui-design, vello-parley-rendering, metal-text-pipeline.
Skill Bundle Index
Every file in this skill, and when to open it. Auto-generated; run scripts/index_references.py --fix.
root
- `CHANGELOG.md` — UbuildUcoopUideUgpui — Changelog — - Brought to the agentic-family standard: added
io-contract/provenance/pairs-withfrontmatter - Added a deterministic audit helper (ma
examples/
- `examples/sample-input.json` — sample input (data/schema)
references/
- `references/01-architecture-and-the-stack.md` — Architecture & The Stack — The Whole-System View — This is the load-bearing wall of the capstone.
- `references/02-the-gpui-app-skeleton.md` — The gpui App Skeleton — > Capstone reference 02 of the "Build an M-Agent + N-Human Cooperative IDE in Rust gpui" skill. > This is the structural chapter: how
- `references/03-collaboration-coordination-salvage.md` — Collaboration, Coordination & Salvage — the heart of the M×N IDE — This is the capstone's load-bearing chapter.
- `references/04-build-order-and-composing-the-skills.md` — Build Order & Composing the Skills — This is the index card for the whole capstone.
schemas/
- `schemas/coop-ide-plan.schema.json` — coop ide plan.schema (data/schema)
scripts/