fix(ultracode): pop floating windows on fresh devices loading mid-run (v1.1.6)

Re-run syncAllUltracodeFloatingWindows() after server settings load so a
first-time device whose getLightState run snapshot arrives before the async
settings fetch resolves still pops an already-active run's window immediately,
instead of waiting for the next ~10s watcher tick. Also fixes a stale
@fileoverview comment that named the wrong gating setting.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Codeman maintainer
2026-06-16 14:27:10 +02:00
parent 4cb3a4aac8
commit 29ffc62536
6 changed files with 27 additions and 5 deletions
+10
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@@ -1,5 +1,15 @@
# aicodeman
## 1.1.6
### Patch Changes
- Fix: ultracode floating run windows now pop on a fresh device/browser that loads while a run is already active.
`ultracodeFloatingWindows` syncs from the server (it's a non-display setting), but on a first-time device the SSE `getLightState` run snapshot can seed the run list BEFORE the async settings load resolves — so the floating-window gate read `false` at that instant and skipped any already-active run, leaving the window un-popped until the next ~10s watcher tick. The app now re-runs `syncAllUltracodeFloatingWindows()` once server settings finish loading (in the `loadAppSettingsFromServer().then()` callback), so an in-flight run pops its window immediately. Idempotent: open windows are left as-is, and if the setting is off any premature windows are torn down. Verified end-to-end against a real in-flight run on an isolated instance — a pristine browser (empty localStorage) seeds the setting from the server and pops the active run's window ~0.4s after first paint.
Also corrected a stale `@fileoverview` comment in `ultracode-windows.js` that claimed the floating windows are gated on `showUltracodeAgents`; they are gated on the dedicated `ultracodeFloatingWindows` toggle (only the docked "Ultracode Agents" panel uses `showUltracodeAgents`).
## 1.1.5
### Patch Changes