mirror of
https://github.com/Ark0N/Codeman.git
synced 2026-10-05 06:59:42 +02:00
Merge PR #149 from aakhter/cod-165-ws-resilience: WebSocket durable-delivery resilience
Includes review fixes: real _wsState lifecycle (connecting/connected/disconnected), per-tab supersede identity (multi-tab coexistence), preserved reconnect backoff, connection-dot CSS for connected/fallback states.
This commit is contained in:
+204
-43
@@ -455,6 +455,14 @@ class CodemanApp {
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this._clientId = (typeof crypto !== 'undefined' && crypto.randomUUID)
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? crypto.randomUUID()
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: 'c-' + Math.random().toString(36).slice(2) + Date.now().toString(36);
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// Per-TAB nonce for the WS registry key (COD-137). _loadReliableState()
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// later replaces _clientId with the browser-wide localStorage identity
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// (shared by every tab/window of this profile), so the WS upgrade sends
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// `clientId:nonce` instead — a same-tab reconnect still supersedes its own
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// socket, but two tabs on one session coexist instead of evicting each
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// other in a 4010 ping-pong. Input frames keep the bare clientId for seq
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// dedup.
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this._wsTabNonce = this._clientId;
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this.terminal = null;
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this.fitAddon = null;
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this.activeSessionId = null;
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@@ -589,6 +597,8 @@ class CodemanApp {
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this._ws = null; // WebSocket instance for active session
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this._wsSessionId = null; // Session ID the WS is connected to
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this._wsReady = false; // True when WS is open and ready for I/O
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this._wsState = 'disconnected'; // connecting | connected | reconnecting | fallback | disconnected
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this._wsLastRecvAt = 0; // ms timestamp of the last frame received on the active WS
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// Terminal write batching with DEC 2026 sync support
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this.pendingWrites = [];
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@@ -632,6 +642,9 @@ class CodemanApp {
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this._clientId = '';
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this._seqCounters = new Map(); // sessionId -> last issued seq
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this._pendingDeliveries = new Map(); // sessionId -> [{seq,data,useMux,ts,tries,sentAt}]
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// Last rendered connection-indicator tuple; the hot input path skips DOM
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// writes when the freshly computed descriptor is identical (COD-136).
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this._lastIndicatorDescriptor = null;
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this._postDraining = new Set(); // sessionIds with an in-flight POST drainer
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this._persistReliableTimer = null;
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this._reliableAckTimeoutMs = 4000; // unacked WS frame older than this ⇒ socket likely dead
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@@ -2142,9 +2155,21 @@ class CodemanApp {
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*/
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_connectWs(sessionId) {
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this._disconnectWs();
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this._wsState = 'connecting';
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this._updateConnectionIndicator();
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const proto = location.protocol === 'https:' ? 'wss:' : 'ws:';
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const url = `${proto}//${location.host}/ws/sessions/${sessionId}/terminal`;
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// Pass a per-TAB identity on the upgrade URL so the server's connection
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// registry scopes the per-session limit by connection (COD-137): a same-tab
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// reconnect supersedes its own socket instead of consuming a new slot and
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// tripping a spurious 4008, while two tabs of the same browser (which share
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// the localStorage clientId) each keep their own socket. The bare clientId
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// still rides the input frames for seq dedup. Omitted if clientId is
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// unavailable (server then treats the upgrade as anonymous — still admitted
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// up to the limit).
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const cid = this._clientId ? `${this._clientId}:${this._wsTabNonce}` : '';
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const cidQuery = cid ? `?cid=${encodeURIComponent(cid)}` : '';
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const url = `${proto}//${location.host}/ws/sessions/${sessionId}/terminal${cidQuery}`;
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const ws = new WebSocket(url);
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this._ws = ws;
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this._wsSessionId = sessionId;
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@@ -2153,7 +2178,9 @@ class CodemanApp {
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// Only mark ready if this is still the intended session
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if (this._ws === ws) {
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this._wsReady = true;
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this._wsState = 'connected';
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this._wsReconnectAttempts = 0;
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this._updateConnectionIndicator();
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// Send a typed resize over the fresh socket: syncs PTY dims after
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// (re)connects AND registers the desktop sizing claim server-side —
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// selectSession's earlier resizes ran before this WS existed, so they
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@@ -2168,6 +2195,9 @@ class CodemanApp {
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ws.onmessage = (event) => {
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if (this._ws !== ws) return;
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// Mark the socket as alive on every received frame (output, ACK, etc.) so
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// the redeliver sweep only force-closes a genuinely silent connection.
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this._wsLastRecvAt = Date.now();
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try {
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const msg = JSON.parse(event.data);
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if (msg.t === 'o') {
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@@ -2194,18 +2224,53 @@ class CodemanApp {
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this._wsReady = false;
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this._stopMobileResizeRetry();
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// Reconnect on unexpected close (server restart, network blip, ping timeout).
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// Don't reconnect if we intentionally disconnected (_disconnectWs nulls onclose)
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// or if the server rejected the session (4004=not found, 4008=too many, 4009=terminated).
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if (event.code < 4004 && this.activeSessionId === sessionId) {
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const delay = Math.min(1000 * Math.pow(2, this._wsReconnectAttempts || 0), 10000);
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this._wsReconnectAttempts = (this._wsReconnectAttempts || 0) + 1;
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this._wsReconnectTimer = setTimeout(() => {
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this._wsReconnectTimer = null;
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if (this.activeSessionId === sessionId) {
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this._connectWs(sessionId);
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}
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}, delay);
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// Decide what to do next from the close code + how many consecutive
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// reconnects we've already made (pure policy in constants.js):
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// reconnect → transient (server restart, network blip, ping timeout);
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// schedule a backoff retry while this session stays active.
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// retry-fallback → too-many-connections / unknown rejection; show the HTTP
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// fallback but keep retrying so we return to WS when it clears.
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// give-up → 4004 (not found) / 4009 (terminated); the session is gone.
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// _disconnectWs() nulls onclose for intentional disconnects, so we never land here for those.
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const plan = window.CodemanWsReconnect.plan(event.code, this._wsReconnectAttempts || 0);
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_crashDiag.log(
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`WS CLOSE code=${event.code} reason=${event.reason || ''} action=${plan.action} attempts=${this._wsReconnectAttempts || 0}`
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);
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const stillActive = this.activeSessionId === sessionId;
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if (plan.action === 'give-up') {
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this._wsState = stillActive ? 'fallback' : 'disconnected';
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this._updateConnectionIndicator();
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} else if (plan.action === 'reconnect') {
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if (stillActive) {
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this._wsState = 'reconnecting';
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this._updateConnectionIndicator();
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const delay = plan.delayMs + Math.floor(Math.random() * 250); // jitter to de-sync herds
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this._wsReconnectAttempts = (this._wsReconnectAttempts || 0) + 1;
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this._wsReconnectTimer = setTimeout(() => {
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this._wsReconnectTimer = null;
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if (this.activeSessionId === sessionId) {
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this._connectWs(sessionId);
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}
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}, delay);
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} else {
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this._wsState = 'disconnected';
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this._updateConnectionIndicator();
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}
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} else {
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// retry-fallback: surface the HTTP fallback, but keep trying on a bounded
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// timer so the transport returns to WS once the transient condition clears.
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this._wsState = stillActive ? 'fallback' : 'disconnected';
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this._updateConnectionIndicator();
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if (stillActive) {
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this._wsReconnectAttempts = (this._wsReconnectAttempts || 0) + 1;
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this._wsReconnectTimer = setTimeout(() => {
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this._wsReconnectTimer = null;
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if (this.activeSessionId === sessionId) {
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this._connectWs(sessionId);
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}
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}, plan.delayMs);
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}
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}
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};
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@@ -2217,7 +2282,11 @@ class CodemanApp {
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/** Close the active WebSocket connection (if any). */
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_disconnectWs() {
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this._clearTimer('_wsReconnectTimer');
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this._wsReconnectAttempts = 0;
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// Deliberately do NOT reset _wsReconnectAttempts here: _connectWs() calls
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// this first, so a reset would restart the exponential backoff ladder at
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// attempt 0 on every retry (≈0ms tight reconnect loop during an outage).
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// ws.onopen zeroes the counter once a connection actually succeeds.
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this._wsState = 'disconnected';
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this._stopMobileResizeRetry();
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if (this._ws) {
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this._ws.onclose = null; // Prevent re-entrant cleanup
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@@ -2412,7 +2481,13 @@ class CodemanApp {
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this._ws && this._ws.readyState === WebSocket.OPEN && this._wsSessionId === sessionId;
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if (isActiveWs) {
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const oldest = list[0];
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if (oldest && oldest.sentAt && Date.now() - oldest.sentAt > this._reliableAckTimeoutMs) {
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// Only tear the socket down when the oldest unacked frame is stale AND the
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// socket has been silent for the timeout: a connection still delivering
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// output/ACKs is alive (the ACK is just behind), so force-closing it would
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// cause needless WS↔HTTP flapping. A truly half-open socket goes quiet.
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const stale = oldest && oldest.sentAt && Date.now() - oldest.sentAt > this._reliableAckTimeoutMs;
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const silent = Date.now() - this._wsLastRecvAt > this._reliableAckTimeoutMs;
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if (stale && silent) {
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try {
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this._ws.close(); // half-open: never recovers on its own — force reconnect
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} catch {
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@@ -2420,6 +2495,18 @@ class CodemanApp {
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}
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continue;
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}
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if (stale) {
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// Stale but the socket is still delivering output: the ACK was lost,
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// not the connection. Force-closing isn't warranted (the link is fine),
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// but the fast path skips anything with sentAt!==0, so the stranded
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// frame would never re-send. Reset sentAt=0 on every stale unacked
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// frame so the _drainSession below re-drives them over the live socket
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// (server dedups by seq, so a re-sent lost-ACK frame is harmless).
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// Frames sent recently (not yet stale) are left untouched.
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for (const rec of list) {
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if (rec.sentAt && Date.now() - rec.sentAt > this._reliableAckTimeoutMs) rec.sentAt = 0;
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}
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}
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}
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this._drainSession(sessionId);
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}
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@@ -2530,39 +2617,107 @@ class CodemanApp {
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}
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}
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// Pure render of the header connection indicator: reads only `this.*` state,
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// touches NO DOM. Returns the exact { display, dotClass, text, title } tuple the
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// writer applies. When hidden (display:'none') the other three are normalized to
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// '' so the cache compare in _updateConnectionIndicator() is well-defined.
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// Every branch/string here must stay byte-identical to what's rendered today.
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_computeConnectionDescriptor() {
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const { bytes: totalBytes, count } = this._pendingBytes();
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const hasQueue = count > 0;
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// Only surface a backlog once it's more than a few bytes. A single keystroke
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// (1B) ACKs in milliseconds, so without this the label flickered "sending 1B"
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// on every key press. Above this threshold means input is genuinely backing up.
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const BACKLOG_HINT_BYTES = 4;
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const showBacklog = totalBytes > BACKLOG_HINT_BYTES;
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const formatBytes = (b) => (b < 1024 ? `${b}B` : `${(b / 1024).toFixed(1)}KB`);
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const queuedSuffix = showBacklog ? ` · ${formatBytes(totalBytes)} queued` : '';
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// Hard offline (browser reports no network) dominates everything.
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if (!this.isOnline || this._connectionStatus === 'offline') {
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return {
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display: 'flex',
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dotClass: 'connection-dot offline',
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text: showBacklog ? `Offline (${formatBytes(totalBytes)} queued)` : 'Offline',
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title: 'No network connection',
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};
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}
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// With an active terminal, show its transport (WebSocket vs HTTP fallback).
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if (this.activeSessionId) {
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let cls, label, detail;
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switch (this._wsState) {
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case 'connected':
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cls = 'connected'; label = 'WS'; detail = 'Terminal connected over WebSocket';
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break;
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case 'fallback':
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cls = 'fallback'; label = 'HTTP'; detail = 'WebSocket unavailable — input sent over HTTP';
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break;
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case 'reconnecting':
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cls = 'reconnecting'; label = 'WS…'; detail = 'Reconnecting WebSocket';
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break;
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case 'connecting':
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default:
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cls = 'reconnecting'; label = 'WS…'; detail = 'Connecting WebSocket';
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break;
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}
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return {
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display: 'flex',
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dotClass: `connection-dot ${cls}`,
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text: `${label}${queuedSuffix}`,
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title: detail,
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};
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}
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// No active terminal — reflect the SSE event stream only when it needs attention.
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if (this._connectionStatus === 'reconnecting' || this._connectionStatus === 'disconnected') {
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return {
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display: 'flex',
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dotClass: 'connection-dot reconnecting',
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text: showBacklog ? `Reconnecting (${formatBytes(totalBytes)} queued)` : 'Reconnecting...',
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title: 'Reconnecting to server',
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};
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}
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// Idle dashboard, healthy stream — hide unless input is genuinely queued.
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if (!hasQueue) {
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return { display: 'none', dotClass: '', text: '', title: '' };
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}
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return {
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display: 'flex',
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dotClass: 'connection-dot draining',
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text: showBacklog ? `Sending ${formatBytes(totalBytes)}...` : 'Sending...',
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title: 'Delivering queued input',
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};
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}
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_updateConnectionIndicator() {
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const indicator = this.$('connectionIndicator');
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const dot = this.$('connectionDot');
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const text = this.$('connectionText');
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if (!indicator || !dot || !text) return;
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const status = this._connectionStatus;
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// While the connection is healthy, never surface the input queue. With the
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// reliable-delivery layer every keystroke is briefly "pending" until its ACK
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// lands a few ms later — showing that flashed "Sending 1B…" on every single
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// character. The indicator is only meaningful for an actual connection
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// problem (reconnecting / offline), where the queued byte count reassures
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// the user their typing is safely buffered and will be sent.
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if (status === 'connected' || status === 'connecting') {
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indicator.style.display = 'none';
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// Called on EVERY keystroke (_reliableSend) and EVERY ACK (_ackDelivery).
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// During fast typing the rendered tuple is usually identical, so skip the DOM
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// writes when nothing changed (COD-136) — the compute above is DOM-free.
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const next = this._computeConnectionDescriptor();
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const prev = this._lastIndicatorDescriptor;
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if (
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prev &&
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prev.display === next.display &&
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prev.dotClass === next.dotClass &&
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prev.text === next.text &&
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prev.title === next.title
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) {
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return;
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}
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this._lastIndicatorDescriptor = next;
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const { bytes: totalBytes, count } = this._pendingBytes();
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const hasQueue = count > 0;
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indicator.style.display = 'flex';
|
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dot.className = 'connection-dot';
|
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const formatBytes = (b) => (b < 1024 ? `${b}B` : `${(b / 1024).toFixed(1)}KB`);
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if (status === 'reconnecting') {
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dot.classList.add('reconnecting');
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text.textContent = hasQueue ? `Reconnecting (${formatBytes(totalBytes)} queued)` : 'Reconnecting...';
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} else {
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// Offline or disconnected
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dot.classList.add('offline');
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text.textContent = hasQueue ? `Offline (${formatBytes(totalBytes)} queued)` : 'Offline';
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indicator.style.display = next.display;
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if (next.display !== 'none') {
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dot.className = next.dotClass;
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text.textContent = next.text;
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indicator.title = next.title;
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}
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}
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@@ -3801,6 +3956,9 @@ class CodemanApp {
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// the buffer write, causing 70KB+ single-frame flushes that stall WebGL.
|
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// chunkedTerminalWrite also sets this, but we need it before the fetch too.
|
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const bufferLoadOwner = this._beginBufferLoad(selectGen);
|
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// COD-144: track whether the load painted nothing (empty fetch + no cache).
|
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// For that just-created-session case we flush (not discard) queued SSE events.
|
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let bufferWasEmpty = false;
|
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try {
|
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// Fit terminal to container BEFORE writing any buffer data.
|
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// If the browser was resized while viewing another session, the terminal
|
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@@ -3966,13 +4124,16 @@ class CodemanApp {
|
||||
} else if (!cachedBuffer) {
|
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// No fresh buffer and no cache — clear any stale content
|
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this._resetTerminalForReplay();
|
||||
bufferWasEmpty = true;
|
||||
}
|
||||
|
||||
// Buffer load complete — unblock live SSE writes (queued events are discarded
|
||||
// to prevent duplicate content). chunkedTerminalWrite calls _finishBufferLoad
|
||||
// internally, but if we skipped the write (cache hit or empty), call it here.
|
||||
// Buffer load complete — unblock live SSE writes. chunkedTerminalWrite calls
|
||||
// _finishBufferLoad internally (discarding queued events to prevent duplicate
|
||||
// content); if we skipped the write (cache hit or empty), call it here.
|
||||
// COD-144: when the load painted nothing, FLUSH the queued events instead of
|
||||
// discarding — a new session's prompt arrives only as a queued SSE event.
|
||||
if (this._isLoadingBuffer) {
|
||||
this._finishBufferLoad(bufferLoadOwner);
|
||||
this._finishBufferLoad(bufferLoadOwner, { flushQueued: bufferWasEmpty });
|
||||
}
|
||||
// Drop the guard so user input clears state normally
|
||||
this._restoringFlushedState = false;
|
||||
|
||||
@@ -156,6 +156,30 @@ function shouldAutoWrapTabs(input) {
|
||||
return scrollWidth > clientWidth + 1;
|
||||
}
|
||||
|
||||
// COD-134 — Terminal WebSocket reconnect policy.
|
||||
//
|
||||
// Decide what to do after a terminal WebSocket closes, given the close `code`
|
||||
// and `attempt` (0-based count of consecutive reconnects already made):
|
||||
// - transient closes (code < 4004: 1000/1001/1005/1006/etc.) → 'reconnect'
|
||||
// with exponential backoff (0 on the first attempt; the caller adds jitter),
|
||||
// 250ms → 500 → 1000 → ... capped at 10s.
|
||||
// - 4004 (session not found) / 4009 (session terminated) → 'give-up': the
|
||||
// session is gone, retrying only wastes connections.
|
||||
// - 4008 (too many connections) and any other code >= 4004 → 'retry-fallback':
|
||||
// show the HTTP fallback but keep retrying on a bounded 5s timer so the
|
||||
// transport returns to WS once the transient condition clears (un-stick).
|
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// Pure: no DOM, no side effects.
|
||||
function planWsReconnect(code, attempt) {
|
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if (code === 4004 || code === 4009) {
|
||||
return { action: 'give-up', delayMs: 0 };
|
||||
}
|
||||
if (code >= 4004) {
|
||||
return { action: 'retry-fallback', delayMs: 5000 };
|
||||
}
|
||||
const delayMs = attempt <= 0 ? 0 : Math.min(250 * Math.pow(2, attempt - 1), 10000);
|
||||
return { action: 'reconnect', delayMs };
|
||||
}
|
||||
|
||||
if (typeof window !== 'undefined') {
|
||||
window.WEBGL_FALLBACK = WEBGL_FALLBACK;
|
||||
window.evaluateWebGLLongTaskTrip = evaluateWebGLLongTaskTrip;
|
||||
@@ -163,6 +187,9 @@ if (typeof window !== 'undefined') {
|
||||
window.CodemanTabOverflow = {
|
||||
shouldAutoWrapTabs,
|
||||
};
|
||||
window.CodemanWsReconnect = {
|
||||
plan: planWsReconnect,
|
||||
};
|
||||
}
|
||||
|
||||
// Scheduler API — prioritize terminal writes over background UI updates.
|
||||
|
||||
@@ -626,6 +626,15 @@ body {
|
||||
flex-shrink: 0;
|
||||
}
|
||||
|
||||
.connection-dot.connected {
|
||||
background: var(--green);
|
||||
}
|
||||
|
||||
.connection-dot.fallback {
|
||||
background: var(--yellow);
|
||||
box-shadow: 0 0 6px var(--yellow);
|
||||
}
|
||||
|
||||
.connection-dot.offline {
|
||||
background: var(--red);
|
||||
box-shadow: 0 0 6px var(--red);
|
||||
|
||||
@@ -2046,11 +2046,25 @@ Object.assign(CodemanApp.prototype, {
|
||||
* Complete a buffer load: unblock live SSE writes.
|
||||
* Called when chunkedTerminalWrite finishes (or is skipped for empty buffers).
|
||||
*
|
||||
* Queued SSE events are DISCARDED, not flushed. The loaded buffer from the API
|
||||
* is the source of truth up to the response timestamp. SSE events queued during
|
||||
* the fetch+write overlap with the buffer — flushing them writes duplicate data
|
||||
* (especially Ink cursor-up redraws), corrupting the terminal display.
|
||||
* By default queued SSE events are DISCARDED, not flushed. For an established
|
||||
* session the loaded buffer from the API is the source of truth up to the
|
||||
* response timestamp; SSE events queued during the fetch+write overlap already
|
||||
* appear in that buffer, so flushing them writes duplicate data (especially Ink
|
||||
* cursor-up redraws), corrupting the terminal display.
|
||||
*
|
||||
* COD-144: a brand-new session is the exception. Its terminal fetch can resolve
|
||||
* BEFORE the PTY emits its first prompt, so the fetched buffer is empty and the
|
||||
* prompt arrives only as a queued SSE event. Discarding it leaves the terminal
|
||||
* blank until a tab-switch re-fetches a now-populated buffer. When the caller
|
||||
* knows the load painted nothing (empty fetch + no cache), it passes
|
||||
* `{ flushQueued: true }` so the queued events are REPLAYED through
|
||||
* `batchTerminalWrite()` instead of dropped. Replay runs after `_isLoadingBuffer`
|
||||
* is cleared, so the events write through normally and are not re-queued.
|
||||
*
|
||||
* After unblocking, new SSE/WS events deliver subsequent output normally.
|
||||
*
|
||||
* @param {string} [owner] Load token from `_beginBufferLoad`; a stale owner is a no-op.
|
||||
* @param {{ flushQueued?: boolean }} [opts] When `flushQueued` is true, replay any queued events.
|
||||
*/
|
||||
_beginBufferLoad(owner) {
|
||||
if (this._bufferLoadSeq === undefined) this._bufferLoadSeq = 0;
|
||||
@@ -2061,13 +2075,21 @@ Object.assign(CodemanApp.prototype, {
|
||||
return loadOwner;
|
||||
},
|
||||
|
||||
_finishBufferLoad(owner) {
|
||||
_finishBufferLoad(owner, opts) {
|
||||
if (owner !== undefined && this._bufferLoadOwner !== owner) {
|
||||
return false;
|
||||
}
|
||||
const queued = this._loadBufferQueue;
|
||||
this._isLoadingBuffer = false;
|
||||
this._loadBufferQueue = null;
|
||||
this._bufferLoadOwner = null;
|
||||
// COD-144: replay (rather than discard) queued live events when the load
|
||||
// painted nothing — the queued prompt is the only content a new session has.
|
||||
if (opts?.flushQueued && queued && queued.length) {
|
||||
for (const data of queued) {
|
||||
this.batchTerminalWrite(data);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
},
|
||||
|
||||
|
||||
Reference in New Issue
Block a user