* feat(runtime): unbind agents on runtime delete instead of destroying them Deleting a runtime archived its agents and then hard-deleted the rows, so the agents and every conversation with them disappeared — while the confirmation dialog said "archive", which a user reasonably reads as recoverable. Retiring a laptop is an ordinary action; losing the agents configured on it is not an ordinary consequence. An agent is now a persistent business object and a runtime is replaceable execution capacity: deleting a runtime unbinds its agents. `runtime_id IS NULL` means unbound — orthogonal to archived — and the agent keeps its instructions, skills, chats, labels, channel installations, autopilots and task history. service.AgentReadiness already refused an agent with no runtime, so the scheduling safety gate needed no change. Two columns become nullable, not one. Without `agent_task_queue.runtime_id`, deleting the runtime still cascades the task history away (and task_message / task_usage / task_token with it), so the agents would survive with no record of anything they did — the same class of loss. A NOT VALID CHECK keeps NULL confined to history: an active task must always have a runtime, so claim / dispatch / delivery-CAS paths can never observe one without. It is written against completed_at rather than a status list so a future non-terminal status fails closed instead of slipping through. Two prerequisites this depends on: - 'deferred' (migration 128) was missing from CancelAgentTasksByRuntimeOrAgent. It went unnoticed because the delete used to cascade those rows away; with the new CHECK it would abort the delete and make the runtime undeletable. - The channel-installation / label / chat-pin / invocation-target / draft-restore cleanups were scoped to "archived agents on this runtime". Archived user agents now survive, so that scope is narrowed to kind='system' — otherwise the fix would produce a subtler loss: agent alive, configuration wiped. Also removes the squad guard that refused (409) when an active squad's leader was an archived agent on the runtime, plus the archived-squad delete that existed only to get past squad.leader_id's RESTRICT FK. The leader is no longer deleted, so nothing needs to be given up to retire a machine. Autopilots are no longer paused either: their assignee survives, and a rebind restores them without the owner having to remember to re-enable. Reason codes: an unbound agent reports agent_runtime_required, not runtime_offline. The copy for runtime_offline tells users to reconnect a machine; an unbound agent has no machine to reconnect, and the fix is to bind a runtime. Chat's bare 409 string gains the same code so the composer can offer that action. API: agents gain runtime_bound. runtime_id stays a string (empty when unbound) so installed clients keep parsing and no gated two-release rollout is needed. The confirmed-delete endpoint is /unbind-agents-and-delete; /archive-agents-and-delete still routes to it, and the compared expected_active_agent_ids set is unchanged — widening it would 409 every older client forever. Co-authored-by: multica-agent <github@multica.ai> * fix: make runtime unbinding recoverable Co-authored-by: multica-agent <github@multica.ai> * fix: address runtime unbind review nits Co-authored-by: multica-agent <github@multica.ai> * fix: resolve runtime unbind review blockers Co-authored-by: multica-agent <github@multica.ai> * fix(migrations): renumber runtime unbind after main merge Co-authored-by: multica-agent <github@multica.ai> * test(daemon): avoid late-request lease flake Co-authored-by: multica-agent <github@multica.ai> * test(autopilots): bind validation fixture runtime Co-authored-by: multica-agent <github@multica.ai> --------- Co-authored-by: Eve <eve@multica-ai.local> 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.