@modelstatus/cli 0.1.55 → 0.1.56

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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": "0.1.55",
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+ "version": "0.1.56",
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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
@@ -88,22 +88,19 @@ function useTermDims() {
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  const [dims, setDims] = React.useState({ cols: (stdout && stdout.columns) || 80, rows: (stdout && stdout.rows) || 24 });
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  React.useEffect(() => {
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  if (!stdout) return undefined;
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- // Functional update that returns the SAME object when nothing changed, so a
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- // re-measure that finds identical dims doesn't trigger a needless re-render.
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+ // Re-measure ONLY on a genuine resize event NEVER poll with timers.
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+ // ROOT CAUSE of the Warp clip: process.stdout.rows changes a beat AFTER the
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+ // alt-screen transition settles, and a re-render with those changed dims
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+ // SCROLLS the window's top (the header) off-screen in Warp. The dims read at
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+ // mount render correctly; a "more accurate" later value is actually worse. So
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+ // we keep the mount-time dims and only react to real resizes (functional
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+ // update returns the SAME object when nothing changed → no needless render).
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  const on = () => setDims((prev) => {
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  const cols = stdout.columns || 80, rows = stdout.rows || 24;
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  return prev.cols === cols && prev.rows === rows ? prev : { cols, rows };
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  });
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  stdout.on("resize", on);
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- // Re-measure a few beats after mount. When the TUI REMOUNTS right after the
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- // game leaves the alternate screen, some terminals (notably Warp's block
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- // model) re-flow the viewport a moment LATER and report stdout.{columns,rows}
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- // stale at mount-time — so the first frame is too SHORT and Ink falls back to
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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, 1200].map((ms) => setTimeout(on, ms));
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- return () => { stdout.off("resize", on); timers.forEach(clearTimeout); };
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+ return () => { stdout.off("resize", on); };
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  }, [stdout]);
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  const fw = Number(process.env.MM_TUI_WIDTH);
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  const fh = Number(process.env.MM_TUI_HEIGHT);
@@ -83,13 +83,13 @@ export async function playGameInTui({ dir, width, height, initialView = "scan",
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  // remounted tree fills the whole terminal from the top (same as Ctrl-L).
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  // RECYCLE Warp's alt screen (leave + re-enter) to force it back into clean
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  // full-screen mode — Warp 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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+ // and its block header otherwise bleeds over the top rows. Then remount RIGHT
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+ // AWAY (just a tick to flush the write): this reads the dims at mount the same
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+ // way a FRESH launch does those render perfectly. Do NOT wait for Warp to
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+ // "settle" its reported height; the settled value is the one that clips (see
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+ // useTermDims we no longer poll for it).
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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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+ await new Promise((r) => setImmediate(r));
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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;