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use std::sync::Arc;
use anyhow::Context;
use forge_app::domain::Skill;
use forge_app::{EnvironmentInfra, FileInfoInfra, FileReaderInfra, Walker, WalkerInfra};
use forge_domain::SkillRepository;
use futures::future::join_all;
use gray_matter::Matter;
use gray_matter::engine::YAML;
use serde::Deserialize;
/// Repository implementation for loading skills from multiple sources:
/// 1. Built-in skills (embedded in the application)
/// 2. Global custom skills (from ~/forge/skills/ directory)
/// 3. Agents skills (from ~/.agents/skills/ directory)
/// 4. Project-local skills (from .forge/skills/ directory in current working
/// directory)
///
/// ## Skill Precedence
/// When skills have duplicate names across different sources, the precedence
/// order is: **CWD (project-local) > Agents (~/.agents/skills) > Global
/// custom > Built-in**
///
/// This means project-local skills can override agents skills, which can
/// override global skills, which can override built-in skills.
///
/// ## Directory Resolution
/// - **Built-in skills**: Embedded in application binary
/// - **Global skills**: `~/forge/skills/<skill-name>/SKILL.md`
/// - **Agents skills**: `~/.agents/skills/<skill-name>/SKILL.md`
/// - **CWD skills**: `./.forge/skills/<skill-name>/SKILL.md` (relative to
/// current working directory)
///
/// Missing directories are handled gracefully and don't prevent loading from
/// other sources.
pub struct ForgeSkillRepository<I> {
infra: Arc<I>,
}
impl<I> ForgeSkillRepository<I> {
pub fn new(infra: Arc<I>) -> Self {
Self { infra }
}
/// Loads built-in skills that are embedded in the application
fn load_builtin_skills(&self) -> Vec<Skill> {
let builtin_skills = vec![
(
"forge://skills/create-skill/SKILL.md",
include_str!("skills/create-skill/SKILL.md"),
),
(
"forge://skills/execute-plan/SKILL.md",
include_str!("skills/execute-plan/SKILL.md"),
),
(
"forge://skills/github-pr-description/SKILL.md",
include_str!("skills/github-pr-description/SKILL.md"),
),
];
builtin_skills
.into_iter()
.filter_map(|(path, content)| extract_skill(path, content))
.collect()
}
}
#[async_trait::async_trait]
impl<I: FileInfoInfra + EnvironmentInfra + FileReaderInfra + WalkerInfra> SkillRepository
for ForgeSkillRepository<I>
{
/// Loads all available skills from the skills directory
///
/// # Errors
/// Returns an error if skill loading fails
async fn load_skills(&self) -> anyhow::Result<Vec<Skill>> {
let mut skills = Vec::new();
let env = self.infra.get_environment();
// Load built-in skills
let builtin_skills = self.load_builtin_skills();
skills.extend(builtin_skills);
// Load global skills
let global_dir = env.global_skills_path();
let global_skills = self.load_skills_from_dir(&global_dir).await?;
skills.extend(global_skills);
// Load agents skills (~/.agents/skills)
if let Some(agents_dir) = env.agents_skills_path() {
let agents_skills = self.load_skills_from_dir(&agents_dir).await?;
skills.extend(agents_skills);
}
// Load project-local skills
let cwd_dir = env.local_skills_path();
let cwd_skills = self.load_skills_from_dir(&cwd_dir).await?;
skills.extend(cwd_skills);
// Resolve conflicts by keeping the last occurrence (CWD > Agents > Global >
// Built-in)
let skills = resolve_skill_conflicts(skills);
// Render all skills with environment context
let rendered_skills = skills
.into_iter()
.map(|skill| self.render_skill(skill, &env))
.collect::<Vec<_>>();
Ok(sort_skills(rendered_skills))
}
}
impl<I: FileInfoInfra + EnvironmentInfra + FileReaderInfra + WalkerInfra> ForgeSkillRepository<I> {
/// Loads skills from a specific directory by listing subdirectories first,
/// then reading SKILL.md from each subdirectory if it exists
async fn load_skills_from_dir(&self, dir: &std::path::Path) -> anyhow::Result<Vec<Skill>> {
if !self.infra.exists(dir).await? {
return Ok(vec![]);
}
let walker = Walker::unlimited()
.cwd(dir.to_path_buf())
.max_depth(1_usize)
.max_breadth(usize::MAX); // Override breadth limit to see all skill directories
let entries = self
.infra
.walk(walker)
.await
.with_context(|| format!("Failed to list directory: {}", dir.display()))?;
// Filter for directories only (entries that end with '/')
let mut subdirs: Vec<_> = entries
.into_iter()
.filter_map(|walked| {
if walked.is_dir() && !walked.path.is_empty() {
// Construct the full path
Some(dir.join(&walked.path))
} else {
None
}
})
.collect();
sort_paths(&mut subdirs);
// Read SKILL.md from each subdirectory in parallel
let futures = subdirs.into_iter().map(|subdir| {
let infra = Arc::clone(&self.infra);
async move {
let skill_path = subdir.join("SKILL.md");
// Check if SKILL.md exists in this subdirectory
if infra.exists(&skill_path).await? {
// Read the file content
match infra.read_utf8(&skill_path).await {
Ok(content) => {
let path_str = skill_path.display().to_string();
let skill_name = subdir
.file_name()
.and_then(|s| s.to_str())
.unwrap_or("unknown")
.to_string();
// Get all resource files in the skill directory recursively
let walker = Walker::unlimited().cwd(subdir.clone());
let mut resources = infra
.walk(walker)
.await
.unwrap_or_default()
.into_iter()
.filter_map(|walked| {
// Only include files (not directories) and exclude SKILL.md
if !walked.is_dir() {
let full_path = subdir.join(&walked.path);
if full_path.file_name() != skill_path.file_name() {
Some(full_path)
} else {
None
}
} else {
None
}
})
.collect::<Vec<_>>();
sort_paths(&mut resources);
// Try to extract skill from front matter, otherwise create with
// directory name
if let Some(skill) = extract_skill(&path_str, &content) {
Ok(Some(skill.resources(resources)))
} else {
// Fallback: create skill with directory name if front matter is
// missing
Ok(Some(
Skill::new(skill_name, content, String::new())
.path(path_str)
.resources(resources),
))
}
}
Err(e) => {
// Log warning but continue processing other skills
tracing::warn!(
"Failed to read skill file {}: {}",
skill_path.display(),
e
);
Ok(None)
}
}
} else {
Ok(None)
}
}
});
// Execute all futures in parallel and collect results
let results = join_all(futures).await;
let skills: Vec<Skill> = results
.into_iter()
.filter_map(|result: anyhow::Result<Option<Skill>>| result.ok().flatten())
.collect();
Ok(skills)
}
/// Renders a skill's command field with environment context
///
/// # Arguments
/// * `skill` - The skill to render
/// * `env` - The environment containing path informations
fn render_skill(&self, skill: Skill, env: &forge_domain::Environment) -> Skill {
let global = env.global_skills_path().display().to_string();
let agents = env
.agents_skills_path()
.map(|p| p.display().to_string())
.unwrap_or_default();
let local = env.local_skills_path().display().to_string();
let rendered = skill
.command
.replace("{{global_skills_path}}", &global)
.replace("{{agents_skills_path}}", &agents)
.replace("{{local_skills_path}}", &local);
skill.command(rendered)
}
}
/// Private type for parsing skill YAML front matter
#[derive(Debug, Deserialize)]
struct SkillMetadata {
/// Optional name of the skill (overrides filename if present)
name: Option<String>,
/// Optional description of the skill
description: Option<String>,
}
/// Extracts metadata from the skill markdown content using YAML front matter
///
/// Parses YAML front matter from the markdown content and extracts skill
/// metadata. Expected format:
/// ```markdown
/// ---
/// name: "skill-name"
/// description: "Your description here"
/// ---
/// # Skill content...
/// ```
///
/// Returns a tuple of (name, description) where both are Option<String>.
fn extract_skill(path: &str, content: &str) -> Option<Skill> {
let matter = Matter::<YAML>::new();
let result = matter.parse::<SkillMetadata>(content);
result.ok().and_then(|parsed| {
let command = parsed.content;
parsed
.data
.and_then(|data| data.name.zip(data.description))
.map(|(name, description)| Skill::new(name, command, description).path(path))
})
}
/// Resolves skill conflicts by keeping the last occurrence of each skill name
///
/// This gives precedence to later sources (CWD > Global)
fn resolve_skill_conflicts(skills: Vec<Skill>) -> Vec<Skill> {
let mut seen = std::collections::HashMap::new();
let mut result = Vec::new();
for skill in skills {
if let Some(idx) = seen.get(&skill.name) {
// Replace the earlier skill with the same name
if let Some(existing) = result.get_mut(*idx) {
*existing = skill.clone();
}
} else {
// First occurrence of this skill name
seen.insert(skill.name.clone(), result.len());
result.push(skill);
}
}
result
}
fn sort_skills(mut skills: Vec<Skill>) -> Vec<Skill> {
for skill in &mut skills {
sort_paths(&mut skill.resources);
}
skills.sort_by(|a, b| {
a.name
.cmp(&b.name)
.then_with(|| path_sort_key(a.path.as_deref()).cmp(&path_sort_key(b.path.as_deref())))
.then_with(|| a.description.cmp(&b.description))
});
skills
}
fn sort_paths(paths: &mut [PathBuf]) {
paths.sort_by_key(|a| path_sort_key(Some(a.as_path())));
}
fn path_sort_key(path: Option<&Path>) -> String {
path.map(|path| path.to_string_lossy().into_owned())
.unwrap_or_default()
}
#[cfg(test)]
mod tests {
use forge_config::ForgeConfig;
use forge_infra::ForgeInfra;
use pretty_assertions::assert_eq;
use super::*;
fn fixture_skill_repo() -> (ForgeSkillRepository<ForgeInfra>, std::path::PathBuf) {
let skill_dir = std::path::Path::new(env!("CARGO_MANIFEST_DIR"))
.join("src/fixtures/skills_with_resources");
let config = ForgeConfig::read().unwrap_or_default();
let infra = Arc::new(ForgeInfra::new(std::env::current_dir().unwrap(), config));
let repo = ForgeSkillRepository::new(infra);
(repo, skill_dir)
}
#[test]
fn test_resolve_skill_conflicts() {
// Fixture
let skills = vec![
Skill::new("skill1", "global prompt", "global desc").path("/global/skill1.md"),
Skill::new("skill2", "prompt2", "desc2").path("/global/skill2.md"),
Skill::new("skill1", "cwd prompt", "cwd desc").path("/cwd/skill1.md"),
];
// Act
let actual = resolve_skill_conflicts(skills);
// Assert
assert_eq!(actual.len(), 2);
assert_eq!(actual[0].name, "skill1");
assert_eq!(
actual[0].path,
Some(std::path::Path::new("/cwd/skill1.md").to_path_buf())
);
assert_eq!(actual[0].command, "cwd prompt");
assert_eq!(actual[1].name, "skill2");
}
#[test]
fn test_sort_skills_orders_names_and_resources() {
// Fixture
let fixture = vec![
Skill::new("zeta", "prompt", "desc")
.path("/tmp/zeta/SKILL.md")
.resources(vec![
PathBuf::from("/tmp/zeta/b.txt"),
PathBuf::from("/tmp/zeta/a.txt"),
]),
Skill::new("alpha", "prompt", "desc").path("/tmp/alpha/SKILL.md"),
];
// Act
let actual = sort_skills(fixture);
// Assert
let expected = vec![
Skill::new("alpha", "prompt", "desc").path("/tmp/alpha/SKILL.md"),
Skill::new("zeta", "prompt", "desc")
.path("/tmp/zeta/SKILL.md")
.resources(vec![
PathBuf::from("/tmp/zeta/a.txt"),
PathBuf::from("/tmp/zeta/b.txt"),
]),
];
assert_eq!(actual, expected);
}
#[test]
fn test_load_builtin_skills() {
// Fixture
let repo = ForgeSkillRepository { infra: Arc::new(()) };
// Act
let actual = repo.load_builtin_skills();
// Assert
assert_eq!(actual.len(), 3);
// Check create-skill
let create_skill = actual.iter().find(|s| s.name == "create-skill").unwrap();
assert_eq!(
create_skill.path,
Some(std::path::Path::new("forge://skills/create-skill/SKILL.md").to_path_buf())
);
assert_eq!(
create_skill.description,
"Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends your capabilities with specialized knowledge, workflows, or tool integrations."
);
assert!(create_skill.command.contains("Skill Creator"));
assert!(create_skill.command.contains("creating effective skills"));
// Check execute-plan
let execute_plan = actual.iter().find(|s| s.name == "execute-plan").unwrap();
assert_eq!(
execute_plan.path,
Some(std::path::Path::new("forge://skills/execute-plan/SKILL.md").to_path_buf())
);
assert!(
execute_plan
.description
.contains("Execute structured task plans")
);
assert!(execute_plan.command.contains("Execute Plan"));
// Check github-pr-description
let pr_description = actual
.iter()
.find(|s| s.name == "github-pr-description")
.unwrap();
assert_eq!(
pr_description.path,
Some(
std::path::Path::new("forge://skills/github-pr-description/SKILL.md").to_path_buf()
)
);
assert!(!pr_description.description.is_empty());
assert!(pr_description.command.contains("Create PR Description"));
}
#[tokio::test]
async fn test_extract_skill_with_valid_metadata() {
// Fixture
let path = "fixtures/skills/with_name_and_description.md";
let content =
forge_test_kit::fixture!("/src/fixtures/skills/with_name_and_description.md").await;
// Act
let actual = extract_skill(path, &content);
// Assert
let expected = Some(
Skill::new(
"pdf-handler",
"# PDF Handler\n\nContent here...",
"This is a skill for handling PDF files",
)
.path(path),
);
assert_eq!(actual, expected);
}
#[tokio::test]
async fn test_extract_skill_with_incomplete_metadata() {
// Fixture
let content = forge_test_kit::fixture!("/src/fixtures/skills/with_name_only.md").await;
// Act
let actual = extract_skill("test.md", &content);
// Assert - Returns None because metadata is incomplete
assert_eq!(actual, None);
}
#[tokio::test]
async fn test_load_skills_from_dir() {
// Fixture
let (repo, skill_dir) = fixture_skill_repo();
// Act
let actual = repo.load_skills_from_dir(&skill_dir).await.unwrap();
// Assert - should load all skills
assert_eq!(actual.len(), 2); // minimal-skill, test-skill
assert_eq!(
actual
.iter()
.map(|skill| skill.name.as_str())
.collect::<Vec<_>>(),
vec!["minimal-skill", "test-skill"]
);
// Verify skill with no resources
let minimal_skill = actual.iter().find(|s| s.name == "minimal-skill").unwrap();
assert_eq!(minimal_skill.resources.len(), 0);
// Verify skill with nested resources
let test_skill = actual.iter().find(|s| s.name == "test-skill").unwrap();
assert_eq!(test_skill.description, "A test skill with resources");
assert_eq!(test_skill.resources.len(), 3); // file_1.txt, foo/file_2.txt, foo/bar/file_3.txt
assert_eq!(
test_skill
.resources
.iter()
.map(|path| path
.strip_prefix(&skill_dir)
.unwrap()
.to_string_lossy()
.to_string())
.collect::<Vec<_>>(),
vec![
"test-skill/file_1.txt".to_string(),
"test-skill/foo/bar/file_3.txt".to_string(),
"test-skill/foo/file_2.txt".to_string(),
]
);
// Ensure SKILL.md is never included in resources
assert!(actual.iter().all(|s| {
!s.resources
.iter()
.any(|p| p.file_name().unwrap() == "SKILL.md")
}));
}
}
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