@maka/maka-cli 5.188.0 → 5.190.0

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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": "5.188.0",
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+ "version": "5.190.0",
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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.",
@@ -643,8 +643,16 @@ export class HackCommand extends BypassCommand {
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  // (commands/disable.ts): the key is turned from in here, the door
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  // swings out there. One mark short says so.
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  if (!device.isOpen()) {
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+ // THE COLON BELONGS TO THE HINT, not to the sentence (seen in a
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+ // bench replay, 2026-09-14). hint() returns '' when hints are off
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+ // -- which is how every bench runs -- and the line printed as
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+ // "That is enough to command it: " with a dangling colon and
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+ // nothing after it. Cosmetic, and not harmless: a reviewer who
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+ // meets a half-written sentence stops trusting the transcript,
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+ // which is the one thing a bench cannot afford.
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+ const command = hint(`"disable ${device.name}" (Control Device, p.238) ${device.opensExit ? `opens the ${device.opensExit} way` : `works it`} from right here.`);
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  lines.push(now >= 2
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- ? ` That is enough to command it: ${hint(`"disable ${device.name}" (Control Device, p.238) ${device.opensExit ? `opens the ${device.opensExit} way` : `works it`} from right here.`)}`
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+ ? ` That is enough to command it${command ? `: ${command}` : '.'}`
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  : ` One more mark and it takes orders.${hint(` ("hack ${device.name}" again, then "disable ${device.name}" -- Control Device wants 2 marks for a Simple device action, p.238.)`)}`);
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  }
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  this.scene.updateStatus();
@@ -3843,16 +3843,99 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  * caller, of which there are three.
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  */
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  draftNextSceneInBackground(runType) {
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+ // WHOSE CALL THIS IS, CAPTURED NOW (po7qSJycJrcfWbgaA: "I haven't
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+ // been getting a call from mr. krow back after a while").
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+ //
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+ // Two ways this promise used to end in silence, and the player
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+ // cannot tell them apart from the outside -- they are just still
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+ // waiting for a call that never comes.
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+ //
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+ // 1. A THROW WAS INVISIBLE. `.catch` wrote to the debug log and
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+ // nothing reached the screen, so any unexpected failure in a
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+ // 20-40 second draft cost the player the callback with no line
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+ // and no way to ask again knowingly. The comment in
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+ // draftNextScene already promised the opposite -- "the wait
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+ // resolves as HIS callback either way, success or failure" --
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+ // and that was true of a RETURNED failure and false of a thrown
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+ // one. An empty string fell through the same hole.
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+ //
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+ // 2. THE AMBIENT SCOPE WAS GONE BY THE TIME IT RESOLVED. Log lines
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+ // scope themselves off `currentSession().dispatch` (headless.ts
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+ // ambient), and handleInputAs MUTATES that field for the length
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+ // of one command and restores it in a `finally`. This promise
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+ // outlives its command by half a minute: at best `dispatch` is
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+ // undefined by then and the ping goes to the whole table; at
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+ // worst ANOTHER player at the table is mid-command and the ping
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+ // is scoped to THEIR room -- so the runner who made the call is
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+ // the one person who does not hear it back. Capturing the
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+ // caller's name while we are still inside the dispatch, and
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+ // scoping to them, removes the dependency on state that is torn
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+ // down before the answer arrives.
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+ //
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+ // Scoped to the CALLER and not the room: this is a phone call to
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+ // one runner, and it lands on their link wherever they are standing
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+ // by the time it comes back.
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+ //
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+ // The WHO and the CHANNEL are both captured here, while the call is
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+ // still being made, rather than looked up when the answer lands.
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+ // Logger.getInstance() resolves off the same async context as the
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+ // dispatch above, and this ping is delivered from a timer as well as
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+ // from a promise -- so reaching for it later means depending on that
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+ // context surviving into whichever of the two gets there first. It
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+ // is one session and one logger for the whole call; take both now.
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+ const caller = currentSession()?.dispatch?.actorName;
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+ const logger = Logger.getInstance();
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+ let spoke = false;
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+ const ring = (text) => {
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+ spoke = true;
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+ logger.logWithColor(`${CALL_ICON} ${text}`, CALL_COLOR, caller ? { actor: caller } : undefined);
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+ };
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+ // 3. AND A PROMISE THAT NEVER SETTLES SAYS NOTHING AT ALL. The two
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+ // holes above are both about an answer that arrived and was
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+ // dropped; this is the one where none arrives. The draft awaits a
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+ // chain of AI calls and, for a crew job, a 300-second server
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+ // round trip -- and the reporter's own server log shows the kind
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+ // of thing that stalls one (a presence change stream 30 seconds
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+ // behind). Whatever hangs, the player is left waiting on a call
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+ // with no deadline, which is the report word for word.
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+ //
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+ // So the wait has an end. DELIBERATELY LONGER than the worst
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+ // legitimate draft -- the shared-session call alone is allowed
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+ // 300s (shared-run.ts, and 150s was measured too short) and the
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+ // chunked generation runs minutes on top -- because a watchdog
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+ // that fires while the job is still landing would replace a real
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+ // offer with "nothing shook loose", which is worse than the
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+ // silence it set out to fix. If the draft DOES land after this
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+ // has spoken, the job is still rung through: good news is worth
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+ // saying twice, and the player is owed the run they asked for.
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+ //
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+ // unref'd so a pending watchdog never holds the process open --
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+ // a solo CLI session must still exit on "quit".
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+ const watchdog = setTimeout(() => {
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+ if (!spoke) {
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+ ring(`${FIXER_NAME}: "Still nothing I can put your name to, chummer. Call me again in a bit."`);
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+ }
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+ }, Game.DRAFT_PATIENCE_MS);
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+ watchdog.unref?.();
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  void this.continueToNextScene(runType)
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  .then(nextJobText => {
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- if (nextJobText) {
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- Logger.getInstance().logWithColor(`${CALL_ICON} ${nextJobText}`, CALL_COLOR);
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- }
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+ clearTimeout(watchdog);
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+ if (nextJobText)
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+ ring(nextJobText);
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+ else if (!spoke)
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+ ring(`${FIXER_NAME}: "Nothing shook loose, chummer. Call me again in a bit."`);
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  })
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  .catch(err => {
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- Logger.getInstance().error(`Failed to draft the next job: ${err}`);
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+ clearTimeout(watchdog);
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+ logger.error(`Failed to draft the next job: ${err}`);
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+ if (!spoke)
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+ ring(`${FIXER_NAME}: "Job fell apart on my end, chummer -- don't ask. Give me another call in a bit."`);
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  });
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  }
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+ /** How long the runner waits on Krow before he rings back empty-handed.
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+ * See the watchdog in draftNextSceneInBackground for why it is this
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+ * far past the worst honest draft rather than close to the typical one. */
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+ static DRAFT_PATIENCE_MS = 6 * 60 * 1000;
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  /**
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  * Drafts and loads the next job once the current scene's win condition
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  * has been met. Reuses the same long-lived Player (and its inventory),
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@maka/maka-cli",
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- "version": "5.188.0",
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+ "version": "5.190.0",
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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.",