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fix: Operation Lightspeed review fixes — padding, dead code, tablet WebGL
- Add SSE padding to backpressure drain write for tunnel clients - Remove dead SessionTerminal from broadcast padding check - Trim whitespace in SSE session filter query params - Remove unused _bufferLazyTerminalData scaffolding code - Skip WebGL on tablets too, not just phones (canvas fallback) Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -624,8 +624,8 @@ class CodemanApp {
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// oversized terminal.write() calls that triggered the stalls.
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// Disable with ?nowebgl URL param if GPU issues return.
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this._webglAddon = null;
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const isMobile = MobileDetection.getDeviceType() === 'mobile';
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if (!isMobile && !new URLSearchParams(location.search).has('nowebgl') && typeof WebglAddon !== 'undefined') {
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const skipWebGL = MobileDetection.getDeviceType() !== 'desktop';
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if (!skipWebGL && !new URLSearchParams(location.search).has('nowebgl') && typeof WebglAddon !== 'undefined') {
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try {
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this._webglAddon = new WebglAddon.WebglAddon();
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this._webglAddon.onContextLoss(() => {
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@@ -10157,7 +10157,6 @@ class CodemanApp {
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windowEntry._lazyTerminal = true;
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windowEntry._lazyPaneTarget = paneData.paneTarget;
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windowEntry._lazySessionId = paneData.sessionId;
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windowEntry._lazyBuffer = '';
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}
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} else {
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this.initTeammateTerminal(windowId, paneData, win);
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