* fix(daemon): label stalled skill-bundle downloads and make them retryable A skill bundle that could not be downloaded during task preparation surfaced as the bare string "resolve skill bundles: context deadline exceeded". taskfailure.Classify has no rule for a Go context deadline, so it landed in agent_error.unknown — a bucket that is NOT on the server's retry allowlist. A transient stall therefore became a terminal chat failure carrying a label nobody could act on, and the failure was invisible on the Usage page's Errors breakdown. (MUL-5370) - Add the platform-side reason skill_bundle_unavailable and put it on retryableReasons. Retrying is cheap and safe: the agent process never started, and bundles that did arrive are already cached on disk, so successive attempts converge. - Carry a sentinel error from the resolve loop so the reason is derived structurally rather than by matching the wrapped transport error's text, and name the skill, its declared size and the elapsed wait in the wrap — enough to tell "this bundle is too big for the link" from "the link is dead" without reading daemon logs. - Normalise the wire shape an OLD daemon produces (a non-empty catchall plus the previous "resolve skill bundles:" wrapper) on the server side. Installed daemons upgrade on their own cadence, and FailTask only classifies when the caller supplied nothing, so without this the fix would reach only hosts that happened to update — while the un-upgraded hosts most likely to be hitting the bug kept failing terminally. - Teach Classify about "deadline exceeded" and net/http's "Client.Timeout exceeded while awaiting" so any other Go-side deadline that reaches it as text stops falling into the unknown bucket too. - Backfill historical rows in both agent_task_queue and chat_message. Scoped to agent_error.unknown alone — the old wrapper string postdates the in-flight classifier by three weeks, so no row carrying it can hold the legacy coarse value — which keeps the down migration an exact inverse. Co-authored-by: multica-agent <github@multica.ai> * fix(chat): give chat its own failure copy for the refined reasons #5991 rebuilt the operator-facing failure labels around an open wire string with a raw-value fallback, but the chat bubble kept its own exact-key lookup against the six coarse values from migration 055. So all 14 agent_error.* values still missed and rendered the generic "Something went wrong and the agent couldn't finish replying" — the classification the backend had already computed was discarded at the last step, and that is the message the MUL-5370 reporter saw. - Add resolveFailureReasonKey in packages/core: exact match, else degrade an `agent_error.*` value to its family, else undefined. A reason newer than the shipped client now lands on the family line instead of the fallback. - Rekey the chat copy map by wire value and route it through the helper. Chat deliberately degrades to friendly copy rather than adopting the operator surfaces' raw-value fallback: it is read by the person who just sent a message, and the raw error is one click away under the collapsible. - Add refined chat copy (en / zh-Hans / ja / ko) only where it can say something the family line can't — a different next step: network, auth, quota, rate limit, context overflow, missing/outdated CLI, skill download. - Give skill_bundle_unavailable a label on the web and mobile surfaces and a class on the Usage page's Errors breakdown (runtime — the operator response is "check the daemon's link to Multica", the provider is not involved). - Mobile's two label maps were still coarse-only for the same reason; rekey them by wire value and fill in the refined taxonomy. Co-authored-by: multica-agent <github@multica.ai> --------- Co-authored-by: Bohan-J <bohan@devv.ai> Co-authored-by: multica-agent <github@multica.ai>
Multica Mobile (iOS)
Expo + React Native iOS client for Multica. Independent from web/desktop — shares only types from @multica/core/. See CLAUDE.md for the locked tech-stack baseline and import rules.
Just want to use it on your phone? (no development)
Multica isn't on the App Store yet — until that changes, anyone who wants it on their iPhone builds from source. One command:
pnpm ios:mobile:device:prod:release
This connects to the same backend as multica.ai, so your existing account just works.
Prerequisites: Mac with Xcode, a free Apple ID added under Xcode → Settings → Accounts, iPhone connected via USB with Developer Mode enabled. Walk through Expo's Set up your environment (pick Development build → iOS Device) if any of that is missing.
Xcode signs the build with the "Personal Team" your Apple ID automatically owns — created silently the first time you signed into Xcode, no setup needed. The first build downloads CocoaPods + compiles React Native from source — expect 10–20 minutes. Subsequent builds reuse Xcode's cache.
If Xcode rejects signing with "No matching provisioning profiles found" — rare, happens if someone has claimed the default bundle id ai.multica.mobile on Apple's developer portal. Pick any reverse-domain you own and re-run:
export EXPO_BUNDLE_IDENTIFIER_PROD=com.yourname.multica
pnpm ios:mobile:device:prod:release
7-day signing limit: a free Apple ID signs builds for 7 days. After that, plug back into the Mac and re-run the command to re-sign. An Apple Developer Program account ($99/yr) extends this to 1 year.
Everything below is for app developers — you can ignore the rest if you only wanted a personal install.
Scripts
| Command | What it does | Backend |
|---|---|---|
pnpm dev:mobile |
Metro only (reuse existing install) | local (.env.development.local) |
pnpm dev:mobile:staging |
Metro only (reuse existing install) | staging (.env.staging) |
pnpm dev:mobile:prod |
Metro only (reuse existing install) | production (.env.production) |
pnpm ios:mobile |
Full rebuild + install on iOS Simulator, Debug | local |
pnpm ios:mobile:staging |
Full rebuild + install on iOS Simulator, Debug | staging |
pnpm ios:mobile:prod |
Full rebuild + install on iOS Simulator, Debug | production |
pnpm ios:mobile:device |
Full rebuild + install on USB iPhone, Debug | local |
pnpm ios:mobile:device:staging |
Full rebuild + install on USB iPhone, Debug | staging |
pnpm ios:mobile:device:staging:release |
Full rebuild + install on USB iPhone, Release (standalone) | staging |
pnpm ios:mobile:device:prod |
Full rebuild + install on USB iPhone, Debug | production |
pnpm ios:mobile:device:prod:release |
Full rebuild + install on USB iPhone, Release (standalone) | production |
dev:* runs Metro only — assumes the matching variant is already installed. ios:mobile* does a full native rebuild + install.
Bundle id and display name switch on APP_ENV (see app.config.ts), so Dev / Staging / Production variants can coexist on the same device or simulator.
First-time setup
.env.staging is committed (public staging URL). .env.development.local is gitignored — copy the template once:
cp apps/mobile/.env.example apps/mobile/.env.development.local
# then edit EXPO_PUBLIC_API_URL inside it to your Mac's LAN IP, e.g. http://192.168.1.42:8080
If your Apple ID isn't on the Multica Apple Developer team yet, also uncomment and set EXPO_BUNDLE_IDENTIFIER_DEV to a reverse-domain you own (e.g. com.yourname.multica.dev). This only overrides the dev variant — staging / production bundle ids are intentionally not overridable so variants can coexist.
Build it onto your iPhone
Two paths, depending on what you want to do:
Day-to-day development (Mac in front of you)
pnpm ios:mobile:device:staging
Produces a Debug build with expo-dev-launcher embedded. Every launch the app probes Metro on your Mac and pulls fresh JS — perfect for hot-reload, painful when the Mac is asleep or you're on a different WiFi.
Standalone / "just use it" (walk away from the Mac)
pnpm ios:mobile:device:staging:release
Produces a Release build. No expo-dev-launcher, no Metro probe, no "Downloading…" screen. Splash → app, exactly like an App Store install. Trade-off: every JS change requires re-running this command.
Both paths share the same prerequisites: Mac with Xcode, free Apple ID added under Xcode → Settings → Accounts, iPhone connected via USB with Developer Mode enabled. Follow Expo's Set up your environment — pick Development build → iOS Device — if any of that is missing.
First build of either variant downloads CocoaPods + compiles React Native from source — expect 10-20 minutes. Subsequent builds reuse Xcode's DerivedData cache.
Try it in the iOS Simulator (no iPhone needed)
pnpm ios:mobile:staging
Boots the simulator, builds, installs the dev-client. Faster to iterate than a device build because no signing / provisioning step. Same dev:mobile:staging Metro flow afterward.
7-day signing limit (device only)
A free Apple ID signs builds for 7 days only, Debug and Release both. After that the app refuses to launch on the iPhone. Plug back into the Mac and re-run the corresponding ios:mobile:device* script to re-sign. Simulator builds are unaffected. The only workaround for the device limit is an Apple Developer Program account ($99/yr), which extends to 1 year.
Pointing at a different backend
Edit EXPO_PUBLIC_API_URL in .env.staging, .env.production, or .env.development.local (whichever variant you're running). Then:
- For an installed Debug build: restart Metro (
pnpm dev:mobile:staging) so the next JS bundle picks up the new value. - For an installed Release build: re-run the
ios:mobile:device:staging:releasecommand — the value is baked into the embedded bundle at build time.
For local backend testing, use your Mac's LAN IP (ipconfig getifaddr en0), not localhost.