Files
terdut-server/internal/models/incident.go
T
Niklas Ye d728af53b1
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Put a team's own settings in the web UI
Closes #17. Everything a team owner configures was API-only: escalation,
integrations, dead man's switches, membership, and the rota -- which the
on-call view still described as the TUI's job, and the TUI has been broken
against this server since teams landed. Setting up the feature this whole
line of work exists for meant using curl.

A Team tab now holds all of it, one team at a time, with a picker for
somebody in more than one. An owner edits; a member sees the same page
without the controls, because the server refuses their writes anyway --
hiding a button is a courtesy to the reader, not the thing enforcing
anything.

The escalation editor holds a draft and sends the whole ladder, because
the API replaces it wholesale: the levels are an order, and patching one
rung leaves the numbering of the others undecided. Adding a level
defaults to five minutes and the rota, which is the shape almost every
ladder starts as.

An integration key is returned exactly once, so creating one opens a
panel that says so, shows the URL large with a copy button, and renders
the Alertmanager receiver snippet with the URL already in it -- the next
thing anybody does with that key is paste it into a config. The panel
stays until it is dismissed rather than disappearing on the next
re-render.

The incident view gains where an incident is on the ladder and when the
next page is due, which is the question somebody looking at an
unacknowledged incident actually has. The API carries it: the incident
payload now includes escalation_level and escalation_due_at, the latter
computed in the incident SELECT by joining the level's timeout, so a list
costs no extra queries.

Verified against a live server by making every call the page makes,
including the writes: the six reads the Team tab issues, a two-level
ladder saved and read back, an integration created and its key returned
once, three days of rota assigned, switches set, and an incident showing
level 1 with a due time five minutes out.

Claude-Session: https://claude.ai/code/session_01RHPj4ggeFdEjKKfm4SHbD7
2026-09-20 21:22:24 +02:00

82 lines
3.5 KiB
Go

package models
import "time"
// Incident is the human work item: the thing that gets acknowledged, assigned,
// snoozed, discussed and resolved. Alerts are the machine-owned signal records
// underneath it — many alerts map to one incident, correlated by the groupKey
// Alertmanager already computed from the operator's group_by configuration.
//
// Nothing here is ever written by the Alertmanager webhook except Status, which
// the webhook and the sweeper may flip to "resolved" once every member alert has
// stopped firing.
type Incident struct {
// EscalationLevel is which rung of its team's ladder this incident is on,
// 0 for none — either the team has no ladder, or somebody has answered.
// EscalationDueAt is when the current level runs out, so a client can say
// how long is left rather than only what already happened.
EscalationLevel int64 `json:"escalation_level"`
EscalationDueAt *time.Time `json:"escalation_due_at,omitempty"`
// TeamID is the team that owns this incident, fixed when it opens: an
// incident never moves between teams. TeamName rides along so the combined
// queue can badge each row without a second request.
TeamID int64 `json:"team_id"`
TeamName string `json:"team_name,omitempty"`
ID int64 `json:"id"`
GroupKey string `json:"group_key"`
Title string `json:"title"`
GroupLabels map[string]string `json:"group_labels"`
// Status is "triggered", "acknowledged" or "resolved".
Status string `json:"status"`
// Severity is the highest `severity` label across the alerts that were
// firing when it was last recomputed. It is deliberately not cleared when an
// incident resolves — a resolved incident should still say how bad it was.
Severity *string `json:"severity,omitempty"`
TriggeredAt time.Time `json:"triggered_at"`
AcknowledgedByID *int64 `json:"acknowledged_by_id,omitempty"`
AcknowledgedByUser *string `json:"acknowledged_by,omitempty"`
AcknowledgedAt *time.Time `json:"acknowledged_at,omitempty"`
AssignedToID *int64 `json:"assigned_to_id,omitempty"`
AssignedToUser *string `json:"assigned_to,omitempty"`
// SnoozedUntil hides the incident from the default queue without closing it.
// A timestamp in the past reads as "not snoozed"; nothing sweeps it.
SnoozedUntil *time.Time `json:"snoozed_until,omitempty"`
ResolvedAt *time.Time `json:"resolved_at,omitempty"`
// ResolutionSource is "alerts" when every member alert stopped firing, or
// "manual" when a human closed it. Manual resolution is terminal: a later
// occurrence opens a new incident rather than reopening this one.
ResolutionSource *string `json:"resolution_source,omitempty"`
ArchivedAt *time.Time `json:"archived_at,omitempty"`
// Alerts is populated by GET /api/incidents/{id} only.
Alerts []Alert `json:"alerts,omitempty"`
}
// IncidentEvent is one entry in an incident's timeline. The table is append-only
// and is the only history this server keeps — alert rows are mutated in place.
//
// Type is one of: triggered, alert_added, alert_resolved, acknowledged,
// unacknowledged, assigned, snoozed, unsnoozed, resolved, note. A nil UserID
// means the server acted rather than a person.
type IncidentEvent struct {
ID int64 `json:"id"`
IncidentID int64 `json:"incident_id"`
Type string `json:"type"`
UserID *int64 `json:"user_id,omitempty"`
Username *string `json:"username,omitempty"`
AlertID *int64 `json:"alert_id,omitempty"`
Detail *string `json:"detail,omitempty"`
CreatedAt time.Time `json:"created_at"`
}