@cat-factory/app 0.280.0 → 0.280.1

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package/README.md CHANGED
@@ -86,6 +86,29 @@ the animation that follows, parking once the output has held still for a few fra
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  half works alone: a signal fires one frame BEFORE the transition it starts has any geometry, and
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  a bare frame loop never stops.
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+ **The pulse does not treat its signals alike, and a driver must not assume it does.** What the
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+ user is moving (pointer, wheel, scroll, resize, the camera's own `pulse()`) wakes the loops
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+ immediately, because a lagging arrow under a drag is the bug this whole design exists to fix.
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+ RENDERS do not: a live board re-renders its cards on every execution event, and admitting each
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+ one kept the loops awake forever on exactly the board where measuring costs most, so mutations
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+ go through a rate limit (`utils/boardWakeGate.ts`, one wake led in immediately and then at most
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+ one per 250ms while the stream lasts). The cost is stated rather than hidden: a geometry change
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+ caused purely by a re-render, a badge appearing and growing a card, can take up to that interval
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+ to be followed. A driver that needs a signal the DOM cannot show, a link set changing with no
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+ card moving, watches its own reactive source and pokes, the way `TaskDependencyEdges` watches
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+ its four link lists.
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+
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+ The gesture listeners are on the WINDOW, not on the canvas element. A drag does not stop at the
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+ canvas's edge (`useBlockDrag` tracks the pointer on the window for exactly that reason) and the
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+ top overlay region and the inspector are siblings painted OVER the canvas, so a canvas-bound
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+ listener went quiet for as long as the cursor crossed one of them.
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+
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+ **Measure through `utils/blockRects.ts`, never a `querySelector` per card.** `measureBlocks()`
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+ hands a pass one snapshot: the cards resolved in one query, first-in-document-order per id, and
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+ each rect read at most once. It is what makes a wake cheap enough for the rate limit above to be
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+ a saving rather than a way of hiding an expensive pass, and it is lazy, so a pass that resolves
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+ nothing (a board with no links at all) touches no DOM.
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+
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  Two things this cost, both worth knowing before adding a third driver. `compute` returning
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  `true` unconditionally silently restores the old behaviour, which is why the loop's contract is
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  stated in terms of what the user can see rather than what the function did. And the pulse
@@ -102,7 +125,9 @@ font resizing a card. That leaves an arrow stale until the next pulse of any kin
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  deliberate trade: firing too often costs a handful of frames, and the alternative is the loop
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  that never sleeps.
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- `app/utils/settlingLoop.spec.ts` pins the loop against a hand-driven frame clock.
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+ `app/utils/settlingLoop.spec.ts` pins the loop against a hand-driven frame clock;
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+ `boardWakeGate.spec.ts` pins that the rate limit delivers every suppressed wake rather than
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+ dropping it, and `blockRects.spec.ts` that a snapshot resolves and measures each card once.
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  ### A store must be instantiable outside a component `setup`
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@@ -3,6 +3,7 @@ import { ref, shallowRef, computed, watch } from 'vue'
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  import { useBoardActivity } from '~/composables/useBoardActivity'
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  import { useSettlingRaf } from '~/composables/useSettlingRaf'
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  import { commitSegments, type EdgeSegment } from '~/utils/edgeSegments'
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+ import { measureBlocks, type BlockMeasurements } from '~/utils/blockRects'
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  /**
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  * Draws dependency arrows between task cards as an SVG overlay on top of the
@@ -11,9 +12,11 @@ import { commitSegments, type EdgeSegment } from '~/utils/edgeSegments'
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  * zoom / drag / expand for free. When a task's frame is collapsed (its card
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  * isn't rendered), the arrow anchors to the frame card instead.
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  *
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- * Measuring is O(edges) `querySelector` + forced layout reads, so it runs only
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- * while something is actually moving: the board's activity pulse wakes it and
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- * `useSettlingRaf` parks it again once the resolved segments hold still.
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+ * Measuring costs forced layout reads, so it runs only while something is actually
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+ * moving: the board's activity pulse wakes it and `useSettlingRaf` parks it again
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+ * once the resolved segments hold still. Within one pass the cards are resolved and
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+ * measured through a single shared snapshot (`measureBlocks`), so a task with five
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+ * dependencies is found and measured once rather than five times.
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  */
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  const board = useBoardStore()
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@@ -91,10 +94,10 @@ const connectionLinks = computed(() => {
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  /** Resolve a task's anchor: walk up task → module → service to the first card
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  * that's actually rendered (a container may be collapsed). */
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- function anchorEl(taskId: string): HTMLElement | null {
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+ function anchorEl(taskId: string, blocks: BlockMeasurements): HTMLElement | null {
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  let cur = board.getBlock(taskId)
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  while (cur) {
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- const el = document.querySelector(`[data-block-id="${cur.id}"]`) as HTMLElement | null
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+ const el = blocks.elementFor(cur.id)
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  if (el) return el
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  cur = cur.parentId ? board.getBlock(cur.parentId) : undefined
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  }
@@ -112,12 +115,17 @@ function border(cx: number, cy: number, hw: number, hh: number, tx: number, ty:
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  /** Resolve the on-screen, origin-relative border-to-border segment between two blocks,
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  * or null when either end is missing or both collapsed into the same frame. */
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- function segmentBetween(sourceId: string, targetId: string, origin: DOMRect) {
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- const a = anchorEl(sourceId)
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- const b = anchorEl(targetId)
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+ function segmentBetween(
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+ sourceId: string,
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+ targetId: string,
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+ origin: DOMRect,
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+ blocks: BlockMeasurements,
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+ ) {
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+ const a = anchorEl(sourceId, blocks)
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+ const b = anchorEl(targetId, blocks)
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  if (!a || !b || a === b) return null // missing, or both collapsed into the same frame
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- const ra = a.getBoundingClientRect()
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- const rb = b.getBoundingClientRect()
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+ const ra = blocks.rectFor(a)
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+ const rb = blocks.rectFor(b)
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  const ax = ra.left + ra.width / 2 - origin.left
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  const ay = ra.top + ra.height / 2 - origin.top
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  const bx = rb.left + rb.width / 2 - origin.left
@@ -131,10 +139,11 @@ function segmentBetween(sourceId: string, targetId: string, origin: DOMRect) {
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  function linkSegments(
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  links: { id: string; source: string; target: string }[],
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  origin: DOMRect,
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+ blocks: BlockMeasurements,
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  ): EdgeSegment[] {
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  const out: EdgeSegment[] = []
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  for (const link of links) {
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- const seg = segmentBetween(link.source, link.target, origin)
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+ const seg = segmentBetween(link.source, link.target, origin, blocks)
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  if (seg) out.push({ id: link.id, ...seg })
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  }
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  return out
@@ -145,10 +154,12 @@ function recompute(): boolean {
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  const el = svg.value
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  if (!el) return false
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  const origin = el.getBoundingClientRect()
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+ // One snapshot for the whole pass: every overlay below resolves and measures through it.
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+ const blocks = measureBlocks()
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  const deps: EdgeSegment[] = []
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  for (const d of taskDeps.value) {
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- const seg = segmentBetween(d.source, d.target, origin)
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+ const seg = segmentBetween(d.source, d.target, origin, blocks)
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  if (!seg) continue
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  deps.push({ id: d.id, ...seg, done: board.getBlock(d.source)?.status === 'done' })
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  }
@@ -157,9 +168,9 @@ function recompute(): boolean {
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  // would short-circuit and leave the later overlays drawn at stale coordinates.
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  return [
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  commitSegments(segments, deps),
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- commitSegments(memberSegments, linkSegments(epicLinks.value, origin)),
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- commitSegments(frontendSegments, linkSegments(frontendLinks.value, origin)),
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- commitSegments(connectionSegments, linkSegments(connectionLinks.value, origin)),
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+ commitSegments(memberSegments, linkSegments(epicLinks.value, origin, blocks)),
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+ commitSegments(frontendSegments, linkSegments(frontendLinks.value, origin, blocks)),
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+ commitSegments(connectionSegments, linkSegments(connectionLinks.value, origin, blocks)),
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  ].some(Boolean)
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  }
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@@ -372,8 +372,13 @@ function selectTask() {
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  </div>
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  <!-- title gets a full-width row so long titles wrap to two lines rather than
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- truncating to an unreadable stub; the full text stays available on hover. -->
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+ truncating to an unreadable stub; the full text stays available on hover.
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+
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+ It is also the card's SELECTION affordance for tests: every action button below stops
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+ propagation, so a click resolved to one of them never reaches `selectTask`, and the
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+ title is the one always-rendered part of the body that no control can occupy. -->
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  <div
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+ data-testid="task-title"
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  class="mt-1 line-clamp-2 break-words text-[11px] font-semibold leading-snug text-slate-100"
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  :title="task.title"
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  >
@@ -0,0 +1,30 @@
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+ <script setup lang="ts">
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+ // Shown in place of a code-split surface whose chunk failed to load. See `utils/asyncView.ts`
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+ // for why every async surface gets one.
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+ const { t } = useI18n()
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+
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+ function reload() {
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+ window.location.reload()
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+ }
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+ </script>
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+
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+ <template>
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+ <div
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+ data-testid="async-view-error"
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+ class="fixed inset-0 z-50 grid place-items-center bg-slate-950/80 p-6 backdrop-blur-sm"
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+ role="alert"
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+ >
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+ <div class="max-w-sm rounded-2xl border border-slate-700 bg-slate-900 p-5 shadow-2xl">
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+ <div class="flex items-center gap-2 text-sm font-semibold text-slate-100">
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+ <UIcon name="i-lucide-unplug" class="h-4 w-4 shrink-0 text-amber-400" />
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+ {{ t('errors.asyncView.title') }}
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+ </div>
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+ <p class="mt-2 text-[12px] leading-relaxed text-slate-400">
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+ {{ t('errors.asyncView.body') }}
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+ </p>
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+ <UButton class="mt-4" color="primary" variant="soft" size="xs" @click="reload">
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+ {{ t('errors.asyncView.reload') }}
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+ </UButton>
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+ </div>
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+ </div>
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+ </template>