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AgentDispatcher

Struct AgentDispatcher 

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pub struct AgentDispatcher {
    peers: Arc<dyn WorkspaceFacade>,
    workers: Arc<dyn WorkerFacade>,
}
Expand description

The two engines, both held: a target inside the caller’s project is served by the workers engine and one outside it by the peers engine. Keeping both is what makes this a dispatcher rather than a third implementation.

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§peers: Arc<dyn WorkspaceFacade>§workers: Arc<dyn WorkerFacade>

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impl AgentDispatcher

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pub fn new( peers: Arc<dyn WorkspaceFacade>, workers: Arc<dyn WorkerFacade>, ) -> Self

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pub fn peers(&self) -> &Arc<dyn WorkspaceFacade> ⓘ

The cross-project engine, for listing configured projects and reading the caller’s own identity.

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pub fn workers(&self) -> &Arc<dyn WorkerFacade> ⓘ

The in-project engine, for the caller’s own workers and every worker lifecycle verb.

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pub async fn deliver( &self, caller: &SessionSlot, target: &AgentTarget, wrapped: WrappedPrompt, ) -> Result<(), String>

Hand wrapped to target’s seat. The engine’s own answer is whether the message was accepted, not whether it was read, so a success says nothing more than that.

Three of the four paths are the ones the two families already had, unchanged. The fourth is the reach the merge adds: a worker address in another project, which the peers engine cannot serve because it resolves a project to that project’s own agent.

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async fn deliver_within_own_project( &self, caller: &SessionSlot, target: &AgentTarget, wrapped: WrappedPrompt, ) -> Result<(), String>

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