Commit Graph

5 Commits

Author SHA1 Message Date
LZH-YS1998 e3bed49811 perf(office-ui): stop per-token full-tree renders, sleep hidden Phaser loop, cut broadcast churn
Company-mode UIs became unusably slow once work items and transcripts
grew. Three presentation-layer fixes, none touching work progression:

- App.tsx: buffer assistant_delta/thinking_delta store writes per task
  and flush every 80ms instead of once per token; any non-delta event
  for the same task flushes first so draft/clearDraft ordering is
  byte-identical. The unconditional per-event setUiTick (whole-app
  re-render per websocket event) is now a 300ms trailing throttle.
- PhaserGame: display:none does not stop requestAnimationFrame, so the
  office scene kept burning CPU on every other page. The loop now
  sleeps when the office page is hidden and wakes (with a parent-bounds
  refresh) on return; bridge writes stay synchronous so no state is lost.
- Kanban collab_sync debounce 0.2s -> 1.5s: the broadcaster is a
  trailing coalescer, so the final board state still always ships; each
  fire is a full-project snapshot build, which at 5/s dominated backend
  CPU on large projects. CommsPanel poll 8s -> 30s (comms_state_dirty
  push already drives freshness) and its interval no longer pins a
  stale onRefresh closure.

Verified: tsc + vite build, App.test.tsx / workItemSessions structural
tests, backend suites (company_review_flow incl. debounce push test,
kanban_push_runtime, actor_runtime_company_mode, task_mode_contract,
work_item_transition — 119 green), and canvas_smoke e2e against a real
server with zero console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 16:36:39 +08:00
LZH-YS1998 3a2c935025 fix: deduplicate re-delivered session sends on the client message id
Typed-3-shown-5 forensics (project 000): the WS client queues session_send
payloads while disconnected and flushes the queue after a reconnect, and the
server minted a fresh row id per delivery — so one typed message could land
as several user turns, each dispatched to the engine.

Every send now carries a client-generated ui_message_id (dispatchSessionSend
injects one when the caller didn't). The handler persists the user row under
that id and answers any later delivery in the same channel with an idempotent
ack instead of inserting and dispatching again. Because the row id now equals
the optimistic bubble's ui_message_id, the echo also merges with the local
message even after the transcript sync rewrites row metadata.

Same text intentionally sent again gets a fresh id and still starts a new turn.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 22:47:00 +08:00
LZH-YS1998 12817a4e60 fix(office-ui): native progress parity, ui_state lock hardening, approval-card idempotency
Native agent progress panel (company mode):
- ws_handler: filter runtime bookkeeping noise (turn/status/member_inbox_updated),
  keep tool_completed as tool_call, thinking summary previews content,
  preserve raw thinking_delta fragments (no strip; skip whitespace-only)
- frontend progressLog: summarize thinking by content preview; merge thinking
  by detail only so the 'Thinking' label never splices into text
- AgentProgressBlock: add bottom "Show more (N earlier steps)" toggle

ui_state.db "database is locked" hardening:
- ws_handler: isolate engine progress/kanban/runtime-event callbacks so UI
  persistence failures never crash work items
- chat_store: busy_timeout, _retry_locked backoff, idempotent insert_message
  (INSERT OR REPLACE), create_channel read-before-write to stop poll writes
- server: flock single-instance guard for `opc ui` per OPC home

Approval card duplicate-click bug:
- EscalationPanel: disable buttons on click with Submitting state and 30s
  reconnect fallback
- ws_handler: stale-escalation branch checks real card status (new
  chat_store.get_checkpoint_message); already-resolved cards get an accurate
  "already handled (decision: X)" reply without being re-marked stale;
  dedup identical helper messages within 120s to stop reply spam

Company mode prompt:
- add soft guidance that the runtime monitors state and re-activates roles,
  so leaders need not poll work items after delegation/review

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:18:01 +08:00
LZH-YS1998 ee79331d48 fix(office-ui): resolve blank/frozen office canvas and add sidebar collapse
Office canvas fixes:
- Lazy-create the Phaser game via ResizeObserver on the first non-zero
  layout instead of creating it inside the display:none office page with
  inline px fallback sizes. Phaser's RESIZE-mode 500ms parent poll has no
  zero guard, so the old path shrank the canvas to 0x0 (blue-black screen)
  and later restored it to a stale wrong size (clipped office).
- On unhide, re-measure with scale.getParentBounds() before scale.refresh();
  plain scale.resize() is clobbered by the stale cached parentSize in
  RESIZE mode.
- Fix whole-game freeze when clicking an office card: camera effects
  resolve ease names via EaseMap, which has no 'Cubic.Out' key, leaving
  effect.ease undefined and killing the RAF loop with a per-frame
  TypeError. Use 'Cubic.easeOut' for cam.pan in panToOffice/resetCameraView.
- Bound GameBridge queues (latest snapshot supersedes, event queue capped)
  since game creation is now deferred until the Office page is first opened.

Sidebar:
- Add a collapse/expand handle on the canvas/sidebar boundary with a 220ms
  grid transition; state persists in localStorage. The canvas follows the
  column change automatically through the ResizeObserver path. Stacked
  (<=1024px) layout collapses the bottom panel and moves the handle to the
  bottom edge.

README:
- Add Simplified Chinese translation (README.zh-CN.md) with a language
  switcher in both files; fix stale TOC entries in the English README.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 11:47:04 +08:00
LZH-YS1998 d78931979d Initial commit 2026-07-01 17:56:31 +08:00