Default thinking level for new sessions, and move the rigs out of AGENTS.md

`Config::default_effort` is what a session starts at when nothing chose one,
applied in `spawn_session` rather than filled in by the spawn screen so it
holds for an import and a bare API call too. It is set by the spawn screen's
own picker, whose label says so: one control, where new sessions are made,
rather than a settings page for a single value. Not on a provider, because
providers are discovered and the next rediscovery would erase it; not on the
phone, because a second device would then spawn at a level nobody there
chose. `GET`/`POST /defaults` carry it as a struct, so the permission mode --
still hardcoded to `auto` on the spawn screen -- can move there later without
a second route.

Only drivers that read a level are given one: an echo session was storing a
`--effort` it never passes to anything, which is a config file answering a
question about itself wrongly.

Separately, `AGENTS.md` is 35 KB sent with every request in this repo, and 12
KB of it was rigs and reference measurements that only matter once you are
running one. Those are the `ai-app-rigs` skill now -- the same text, still the
only copy, read when the work touches it. 35,198 -> 20,813 chars.

Verified on the emulator against the sandbox: the spawn screen pre-fills from
the server, picking `low` spawned a session at `low` and left `/defaults` set
to it, and an echo session spawned afterwards took no level at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
irisandClaude Opus 5 committed 2026-09-04 21:42:05 -04:00
1 parent 1ff662c7c3
commit 4821a02bd3
8 files changed
+468 -235

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@@ -61,6 +61,11 @@ fun SpawnScreen(
// "auto" rather than "manual": on a phone every ask is a round trip to a question card, and
// answering "allow Bash?" dozens of times per task is what this app exists to avoid.
var permissionMode by remember { mutableStateOf("auto") }
// Null until the server has been asked, and null again if it answers "no level chosen" -- the
// two are told apart by [defaultsAsked], because a picker that shows a level before the answer
// arrives is one you can spawn at without having chosen it.
var effort by remember { mutableStateOf<String?>(null) }
var defaultsAsked by remember { mutableStateOf(false) }
var busy by remember { mutableStateOf(false) }
// Only the spawn's own failure. The fetch's lives in `options`: this one leaves a filled-in
// form worth keeping, and that one leaves nothing to fill in.
@@ -75,6 +80,12 @@ fun SpawnScreen(
var temperature by remember { mutableStateOf("") }
LaunchedEffect(Unit) {
// Separate from the setups fetch below and deliberately not fatal: failing to learn the
// default must leave a screen you can still spawn from, so the picker stays on "default"
// and says so rather than the whole form refusing to draw.
runCatching { withContext(Dispatchers.IO) { fetchDefaultEffort(settings) } }
.onSuccess { effort = it }
defaultsAsked = true
options =
try {
val fetched = withContext(Dispatchers.IO) { fetchSetups(settings) }
@@ -262,6 +273,19 @@ fun SpawnScreen(
selected = permissionMode,
onSelect = { permissionMode = it },
)
Spacer(Modifier.height(16.dp))
// Says what it does to *later* spawns as well, because it does: the level chosen here
// is stored as the default, which is the whole way that default is set. A picker that
// quietly changed a global would be the same control with the fact left out.
ChipGroup(
label = "Thinking (kept as the default for new sessions)",
options = listOf(DEFAULT_EFFORT) + EFFORT_LEVELS,
// The CLI's own default is a level in the list, so this cannot be a one-way trip.
// Disabled-looking until the server has answered, for the reason above.
selected = if (defaultsAsked) effort ?: DEFAULT_EFFORT else null,
onSelect = { chosen -> effort = chosen.takeIf { it != DEFAULT_EFFORT } },
)
}
Spacer(Modifier.height(24.dp))
@@ -279,6 +303,13 @@ fun SpawnScreen(
try {
val spawned =
withContext(Dispatchers.IO) {
// Stored before the spawn and not after it: choosing a level is
// an intent about new sessions in general, so a spawn that then
// fails must not also lose the choice. Non-fatal for the same
// reason the fetch above is -- the session is what was asked for.
if (isClaude) {
runCatching { setDefaultEffort(settings, effort) }
}
spawnSession(
settings,
// The id, not the label: labels are editable and the server
@@ -291,6 +322,7 @@ fun SpawnScreen(
if (isLlama) modelKey else model.trim().takeIf { isClaude },
cwd = cwd.trim().takeIf { isClaude },
permissionMode = permissionMode.takeIf { isClaude },
effort = effort.takeIf { isClaude },
// Sent only when set, so blank means "whatever llama.cpp does
// by default" rather than a zero.
params =