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>
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>
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>