@modelstatus/cli 0.1.54 → 0.1.55

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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@modelstatus/cli",
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- "version": "0.1.54",
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+ "version": "0.1.55",
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  "description": "Track which AI models you use, where, and never get surprised by a retirement. Free offline model-health for any repo (mm status), browser sign-in for cloud inventory + alerts.",
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  "keywords": [
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  "llm",
package/src/tui/app.js CHANGED
@@ -102,7 +102,7 @@ function useTermDims() {
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  // cursor-up diffing, which drifts/scrolls the window off the top (and Ctrl-L
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  // can't fix it because it redraws at the same wrong height). These one-shot
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  // re-reads pick up the settled size and snap the window back to full screen.
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- const timers = [60, 250, 600].map((ms) => setTimeout(on, ms));
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+ const timers = [60, 250, 600, 1200].map((ms) => setTimeout(on, ms));
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  return () => { stdout.off("resize", on); timers.forEach(clearTimeout); };
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  }, [stdout]);
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  const fw = Number(process.env.MM_TUI_WIDTH);
@@ -310,16 +310,10 @@ export const appController = {
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  remount(next = {}) {
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  const opts = { ...(this._opts || {}), ...next };
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  this._opts = opts;
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- // RECYCLE the alt screen: leave (?1049l) then re-enter (?1049h) + clear + home.
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- // We're still in the alt screen the game kept, but block-model terminals (Warp)
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- // drop their clean full-screen presentation during the game round-trip and the
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- // host's block header bleeds back over the top rows. A plain clear can't undo
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- // that. Leaving + re-entering reproduces the EXACT main→alt transition that
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- // runApp does on first launch (which renders perfectly), so Warp re-enters
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- // full-screen mode and the window paints flush from the top again. The two
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- // sequences are written together with no render between them, so there's no
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- // visible flash of the host screen.
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- try { process.stdout.write("\x1b[?1049l\x1b[?1049h\x1b[2J\x1b[H"); } catch { /* ignore */ }
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+ // Clear + home so the fresh tree paints from the top. The alt-screen recycle
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+ // (forcing Warp back into full-screen) + the settle pause happen in launch.js
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+ // right before this, so by now the terminal reports its stable full height.
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+ try { process.stdout.write("\x1b[2J\x1b[H"); } catch { /* ignore */ }
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  this._instance = render(h(Bootstrap, opts));
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  return this._instance;
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  },
@@ -81,10 +81,15 @@ export async function playGameInTui({ dir, width, height, initialView = "scan",
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  // TUI comes back shifted down / not full-height until the next resize. Reset
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  // the scroll region (\x1b[r), clear the screen, and home the cursor so the
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  // remounted tree fills the whole terminal from the top (same as Ctrl-L).
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- // The game kept the TUI's alt screen intact (inTui keepAlt), so we never
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- // left itjust let the game's restore() flush, then remount. remount() clears
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- // + homes inside the alt screen so the fresh tree paints a clean full screen.
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- await new Promise((r) => setImmediate(r));
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+ // RECYCLE Warp's alt screen (leave + re-enter) to force it back into clean
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+ // full-screen modeWarp drops that presentation during the game round-trip
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+ // and its block header otherwise bleeds over the top rows. Then PAUSE before
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+ // remounting: Warp reports its stable full-screen height a beat AFTER the
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+ // ?1049h transition, so rendering immediately measures a transient (too-tall)
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+ // size and clips a few rows off the top. The settle lets the height stabilize
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+ // first; useTermDims also re-measures post-mount as a backstop.
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+ try { process.stdout.write("\x1b[?1049l\x1b[?1049h\x1b[2J\x1b[H"); } catch { /* ignore */ }
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+ await new Promise((r) => setTimeout(r, 200));
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  appController.remount({ initialView, fresh: false });
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  } catch (e) {
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  if (onError) onError(e); else throw e;