@maka/maka-cli 5.165.0 → 5.167.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -1,6 +1,6 @@
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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.167.0",
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"type": "module",
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"summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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"description": "A command line tool for scaffolding Meteor 3.x applications using React.",
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@@ -156,6 +156,70 @@ export function readReproFile(candidate) {
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* accepts a sink array, so per step we take the meta events emitted
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* since the last step and print them under the output they explain.
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*/
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159
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/** The bench's actor. One name, used for the seat and for the
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* visibility filter below. */
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161
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export const REPRO_ACTOR = 'Tester';
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162
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const stripTags = (s) => s.replace(/\{\/?[a-z-]+\}/g, '');
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163
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/**
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164
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* ONE STEP OF TRANSCRIPT, pure: the command's return string, then what
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165
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* the actor HEARD, then the dice, then the panels.
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166
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*
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167
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* THE LOG CHANNEL IS PART OF THE TRANSCRIPT, and it was missing
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168
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* (aCjJiDDJM9jGZJeER, 2026-09-11). A command's return string is what the
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169
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* engine says to the one who typed it; everything a room is told -- an
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170
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* NPC drawing, closing, taking cover, a companion's line, the exchange
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* narration itself -- goes out as `log` events scoped to the room and
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* resolved to the players standing in it. The dry run printed the reply
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* and the dice and dropped every one of those, so a bench whose whole
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* point is "the room now sees Joe's Action Phase" showed Joe's roll in
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* the mechanics block and NOT the line the fix added -- the same "a
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* bench that cannot display its own point" shape this renderer has been
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* extended for twice already (mechanics, then panels).
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*
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* Only what THE ACTOR can see: an event resolved to other players is
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* not on this transcript, because the bench sits one runner at one
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* table and a line they never saw is not evidence of anything.
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*/
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export function renderStepLines(step, text, fresh, actor = REPRO_ACTOR) {
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const lines = [];
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lines.push(`> ${step}`);
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186
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lines.push(stripTags(text ?? '(no output)'));
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const heard = fresh.filter(e => e.channel === 'log'
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&& (e.visibleTo === 'all' || e.visibleTo.includes(actor)));
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for (const h of heard) {
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const body = stripTags(h.text).replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [heard] ${row}`);
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}
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for (const m of fresh.filter(e => e.channel === 'meta')) {
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lines.push(` [mechanics] ${stripTags(m.text)}`);
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}
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// THE DOCKED PANELS ARE PART OF THE TRANSCRIPT TOO, for exactly
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// the reason the mechanics ticker above is.
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//
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// The map and room boxes are a THIRD channel: not the command's
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// return string, not the meta ticker, but per-player `system`
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// events. A bench whose subject is a panel -- "the NPC I can see
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// is not on the room map", an elevation bar, a district caption --
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// dry-ran green while showing none of what it exists to show,
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// which is the same "a bench that cannot display its own point"
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// failure this function was already extended once to fix.
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//
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// Printed only when the panel has something to say: an empty
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// event is the jacked-into-the-matrix contract, and blank
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// [room]/[map] blocks on every step would bury the steps.
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for (const p of fresh.filter(e => e.channel === 'system' && (e.kind === 'map' || e.kind === 'room'))) {
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const body = stripTags(p.text ?? '').replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [${p.kind}] ${row}`);
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}
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lines.push('');
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return lines;
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}
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export async function dryRunRepro(repro) {
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const [{ buildReproScene, reproArchetypeName }, { bootSession, saveForArchetype }] = await Promise.all([
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import('../factories/repro-scene.js'),
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@@ -170,10 +234,9 @@ export async function dryRunRepro(repro) {
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const events = [];
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const session = await bootSession({
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seed: built.seed,
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players: [saveForArchetype(
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players: [saveForArchetype(REPRO_ACTOR, reproArchetypeName(fixture))],
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events,
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});
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const strip = (s) => s.replace(/\{\/?[a-z-]+\}/g, '');
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const lines = [];
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// THE FIRST PAINT IS NOT PART OF STEP ONE. bootSession pushes every
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// player's panels the moment the session comes up (B7NNNesy5gvRSbZpp),
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@@ -183,40 +246,13 @@ export async function dryRunRepro(repro) {
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let drained = events.length;
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try {
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for (const step of repro.steps) {
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const { text } = await session.command(
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lines.push(`> ${step}`);
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lines.push(strip(text ?? '(no output)'));
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const { text } = await session.command(REPRO_ACTOR, step);
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// Only what THIS step produced: the cursor advances past
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// everything seen,
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//
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// one that did.
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// everything seen, so a step that emits no dice prints no
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// Mechanics block rather than repeating the last one that did.
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const fresh = events.slice(drained);
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drained = events.length;
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lines.push(` [mechanics] ${strip(m.text)}`);
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}
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// THE DOCKED PANELS ARE PART OF THE TRANSCRIPT TOO, for exactly
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// the reason the mechanics ticker above is.
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//
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// The map and room boxes are a THIRD channel: not the command's
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// return string, not the meta ticker, but per-player `system`
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// events. A bench whose subject is a panel -- "the NPC I can see
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// is not on the room map", an elevation bar, a district caption --
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// dry-ran green while showing none of what it exists to show,
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// which is the same "a bench that cannot display its own point"
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// failure this function was already extended once to fix.
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//
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// Printed only when the panel has something to say: an empty
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// event is the jacked-into-the-matrix contract, and blank
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// [room]/[map] blocks on every step would bury the steps.
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for (const p of fresh.filter(e => e.channel === 'system' && (e.kind === 'map' || e.kind === 'room'))) {
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const body = strip(p.text ?? '').replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [${p.kind}] ${row}`);
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}
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lines.push('');
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lines.push(...renderStepLines(step, text, fresh));
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}
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}
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finally {
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@@ -1204,6 +1204,11 @@ export class SharedRunSession {
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sessionID: this.sessionID,
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query: inviteMatch[1].trim(),
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});
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// A mid-run seat needs the runner REACHABLE now (site ruling
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// 2026-09-11: a CLI alive on the account, or a browser logged
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// in); the server refuses with `offline` otherwise, so `online`
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// is always true past this point. The aside stays for a server
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// older than the rule.
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return `Invite sent to ${res.memberRunner} -- a seat at this table, mid-job.${res.online ? '' : ` (They're off the street -- it'll wait on their link.)`}`;
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}
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catch (err) {
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@@ -1290,10 +1295,21 @@ export class SharedRunSession {
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return `You pull out of the run. The crew's voices fade off the link.`;
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}
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/** Quit-as-pause (ruling 2026-08-24): the seat survives, the run
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* keeps rolling server-side, and the server marks us disconnected
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*
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*
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* keeps rolling server-side, and the server marks us disconnected.
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* No leave call, no forfeiture -- "call taxi" rides back in.
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*
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* SAID OUT LOUD (2026-09-11): the server used to learn of this only
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* when the process's socket closed -- and this process does not
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* close it; the hub link stays up for invites and pages. So a runner
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* who stepped away sat `joined` on the doc with nobody at the
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* keyboard, and the site's sheet could not tell "at the table" from
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* "stepped away". sideQuest.stepAway is that one word; best effort,
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* and the socket-close path still stands behind it. */
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async stepAway() {
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try {
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await HubLink.call('sideQuest.stepAway', { sessionID: this.sessionID }, { timeoutMs: 5000 });
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}
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catch { /* the seat stays warm either way; the socket close says the same later */ }
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this.finish('');
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// THE OTHER HALF OF blankRunPanels. Entering a run clears the hub's
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// maps so the server's paint cannot be confused with them; stepping
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.167.0",
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"type": "module",
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"summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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"description": "A command line tool for scaffolding Meteor 3.x applications using React.",
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