Documentation
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Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func Register ¶
func Register(reg *execution.ActionRegistry)
Register registers all flow actions into the given registry.
Types ¶
type Choose ¶
type Choose struct{}
Choose is a predicate-driven branch selector. It evaluates case predicates against an input value and executes the first matching phase.
Slots:
- input: any — the value to evaluate predicates against
- cases: []execution.ChooseCase — predicate+phase pairs, evaluated in order
- default: string — phase ID to execute when no predicate matches (optional)
Result: the selected branch phase's terminal node Result. UndoState: *ChooseUndoState — the branch's recovery entries.
type Elevate ¶
type Elevate struct{}
Elevate is a privilege transition flow action. It marks the boundary between unprivileged and privileged execution as an explicit graph node. In dry-run mode it reports "root required here"; the receipt records when privilege was acquired and released.
type Gather ¶
type Gather struct{}
Gather is a parallel comprehension flow action. It executes a phase body once per item with configurable concurrency, collecting terminal results.
Slots:
- items: []any — the list of items to iterate over
- do: string — phase ID of the body to execute per item
- limit: int — max concurrent iterations (default 1 = sequential)
Result: []any — terminal node Result from each iteration, in item order. UndoState: *GatherUndoState — per-iteration entries for rollback.
type WaitUntil ¶
type WaitUntil struct{}
WaitUntil is an event-driven sensor — a synchronization primitive that pauses execution until a predicate is satisfied or a timeout expires.
Slots:
- target: any — the value to evaluate the predicate against (typically a promise)
- predicate: execution.Predicate — condition to evaluate
- timeout: string — maximum wait time (Go duration, e.g. "5m")
- interval: string — poll interval (Go duration, default "5s")
Result: the target value when the predicate returns true. UndoState: nil — WaitUntil observes state but does not modify it.