@optimuslabs/harness-map-staging 1.5.41 → 1.5.43
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.
- package/dist/agent_access/window_runner.js +36 -4
- package/dist/agent_block_window/Manrope-OFL.txt +93 -0
- package/dist/agent_block_window/manrope-latin-wght-normal.woff2 +0 -0
- package/dist/log_config_files/runtime/management_storage.js +9 -0
- package/dist/log_config_files/runtime/remediation_sync.js +11 -4
- package/dist/log_config_files/runtime/skill_block_sessions.js +144 -14
- package/package.json +1 -1
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@@ -30,6 +30,11 @@ const KINDS = ['agent', 'login', 'skill'];
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const BUNDLE_ID = /^[A-Za-z0-9][A-Za-z0-9.-]{0,254}$/;
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/** Where the gate leaves a login block's words for the runner: a folder of its own under tmpdir. */
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const WORDS_PREFIX = 'optimus-window-words-';
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/**
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* How long the window may stay open. It waits for a person, so this is long; it exists so a window
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* that never appears (osascript stuck before drawing) is stopped and reported, not left spinning.
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*/
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const WINDOW_TIME_LIMIT_MS = 5 * 60 * 1000;
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/** Write a login block's words where only the runner reads them; returns the file's path. */
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function writeWords(words) {
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const dir = mkdtempSync(join(tmpdir(), WORDS_PREFIX));
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@@ -108,19 +113,39 @@ function agentVersion(agent) {
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const out = spawnSync('plutil', ['-extract', 'CFBundleShortVersionString', 'raw', plist], { encoding: 'utf8' });
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return out.status === 0 ? (out.stdout || '').trim().slice(0, 32) : '';
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}
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/**
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* True when this process is Intel code under Rosetta on Apple Silicon (an x64 node, such as Intel
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* Homebrew's). Its children run as Intel code too, and osascript as Intel code hangs in
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* `ObjC.registerSubclass` before the window is drawn. False on a real Intel Mac (no such sysctl).
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*/
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export function underRosetta() {
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const out = spawnSync('sysctl', ['-n', 'sysctl.proc_translated'], { encoding: 'utf8' });
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return out.status === 0 && (out.stdout || '').trim() === '1';
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}
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/** The osascript command line for the window: native arm64 through `arch` when under Rosetta. */
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function osascriptCommand(args, rosetta) {
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return rosetta ? ['/usr/bin/arch', ['-arm64', '/usr/bin/osascript', ...args]] : ['osascript', args];
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}
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/** Draw the window and return what the user did; null when it could not open. */
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export function showWindow(words) {
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return drawWindow(words).result;
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}
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/** Draw the window: what the user did, or why it could not be shown (`error`, '' when it was). */
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export function drawWindow(words) {
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export function drawWindow(words, rosetta = underRosetta()) {
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if (!words)
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return { result: null, error: 'no words to show' };
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const dir = mkdtempSync(join(tmpdir(), 'optimus-window-'));
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const payloadPath = join(dir, 'payload.json');
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try {
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writeFileSync(payloadPath, JSON.stringify({ words }));
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const
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const [cmd, args] = osascriptCommand(['-l', 'JavaScript', WINDOW_SCRIPT, payloadPath], rosetta);
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// A fixed command, no shell: osascript (or arch running it) with our own script and payload.
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const out = spawnSync(cmd, args, { encoding: 'utf8', timeout: WINDOW_TIME_LIMIT_MS }); // nosafe: SAFE801
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if (out.error?.code === 'ETIMEDOUT') {
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const error = `osascript stopped: still running after ${WINDOW_TIME_LIMIT_MS / 1000}s`;
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hookRunLog(`agent_access_window: ${error}`);
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return { result: null, error };
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}
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if (out.status !== 0) {
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const error = `osascript failed (exit ${out.status ?? out.signal}): ${(out.stderr || out.error?.message || '').trim()}`;
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hookRunLog(`agent_access_window: ${error}`);
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@@ -156,13 +181,20 @@ export function actOn(result) {
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*/
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export async function runAgentAccessWindow(agent, kind, wordsPath = '') {
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const launched = process.env[JOB_LABEL_ENV] ? 'launchd' : 'spawn';
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const
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const rosetta = underRosetta();
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const metadata = {
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darwin: release(),
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kind,
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launched,
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rosetta: rosetta ? 'yes' : 'no',
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agent_version: agentVersion(agent),
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};
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// The server knows a fixed set of units; the window is part of the prompt gate's compliance.
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// "started" first: a window process the agent stopped never reports more, and that shows.
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const report = { unit: 'compliance', command: 'agent_access_window', metadata };
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await reportFunctionalRun({ ...report, outcome: 'started', message: `${agent}: window process started (${launched})` });
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const words = wordsPath ? readWords(wordsPath) : syncedWindow(agent);
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const { result, error } = drawWindow(words ?? undefined);
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const { result, error } = drawWindow(words ?? undefined, rosetta);
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if (result)
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actOn(result);
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await reportFunctionalRun({
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@@ -0,0 +1,93 @@
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Copyright 2019 The Manrope Project Authors (https://github.com/sharanda/manrope)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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Binary file
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@@ -90,6 +90,10 @@ export function getQuarantineDir() {
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export function getSkillBlockProcessesPath() {
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return join(getRemediationStateDir(), 'skill_block_processes.json');
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}
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/** The blocked skills the user was already shown the quarantine window for, per server. */
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export function getSkillBlockWindowsShownPath() {
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return join(getRemediationStateDir(), 'skill_block_windows_shown.json');
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}
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export function getDeferredVscdbApplyPath() {
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return join(getVscdbStateDir(), DEFERRED_VSCDB_APPLY_BASENAME);
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}
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@@ -173,6 +177,7 @@ const APPROVAL_LISTS = [
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'skill_blocks',
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'skill_block_sessions',
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'skill_block_windows',
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'skill_block_group_window',
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'agent_access_windows',
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];
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/** Each approval list from `file` when it names one, else the one on disk; absent ones left out. */
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export function writeSkillBlockSessions(skill_block_sessions) {
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writeApprovalList({ skill_block_sessions });
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}
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/** Replace only the window for several blocked skills at once, keeping everything else on disk. */
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export function writeSkillBlockGroupWindow(skill_block_group_window) {
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writeApprovalList({ skill_block_group_window });
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}
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/** Replace only the skill block windows, keeping everything else on disk. */
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export function writeSkillBlockWindows(skill_block_windows) {
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writeApprovalList({ skill_block_windows });
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@@ -4,7 +4,7 @@ import { homedir } from 'node:os';
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import { executeBody } from '../../endpoint_client/http_transport.js';
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import { parseJsonWithJsoncFallback, parseTomlText, stringifyToml } from '../readers/file_readers.js';
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import { complianceRunnerDiag, hookRunLog, logRemediationApplyFailure } from './hook_logger.js';
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import { atomicWriteJson, getDeferredVscdbApplyPath, getFileCollectionVscdbContractPath, getRemediationInstructionsPath, readRemediationInstructionsFile, writeApprovedTenants, writeUnapprovedEmailDomains, writeAllowedEmailDomains, writeTeamEmailDomains, writeApprovedAgents, writeAgentAccessWindows, writeRemediationInstructionsFile, writeSkillBlockSessions, writeSkillBlockWindows, writeSkillBlocks, } from './management_storage.js';
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import { atomicWriteJson, getDeferredVscdbApplyPath, getFileCollectionVscdbContractPath, getRemediationInstructionsPath, readRemediationInstructionsFile, writeApprovedTenants, writeUnapprovedEmailDomains, writeAllowedEmailDomains, writeTeamEmailDomains, writeApprovedAgents, writeAgentAccessWindows, writeRemediationInstructionsFile, writeSkillBlockSessions, writeSkillBlockGroupWindow, writeSkillBlockWindows, writeSkillBlocks, } from './management_storage.js';
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import { applySkillBlocks } from './skill_block.js';
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import { openQuarantineWindows } from './skill_block_sessions.js';
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import { readStoredAuthKey } from '../auth/auth_key_store.js';
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}
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writeSkillBlockWindows(kept);
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}
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/** Keep the server's window for several skills at once; null when nothing is blocked. */
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function storeSkillBlockGroupWindow(words) {
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if (words === undefined)
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return;
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writeSkillBlockGroupWindow(words && typeof words === 'object' && !Array.isArray(words) ? words : null);
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}
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/**
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* Store the server's skill blocks and make the folders on disk match them. An older server sends
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* no `skill_blocks`: the folders are then left as they are, never unlocked by mistake.
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*/
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function enforceSkillBlocks(syncResult) {
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function enforceSkillBlocks(syncResult, endpointBase) {
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const blocks = syncResult.skill_blocks;
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if (!Array.isArray(blocks))
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return;
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writeSkillBlocks(entries);
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storeSkillBlockSessions(syncResult.skill_block_sessions);
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storeSkillBlockWindows(syncResult.skill_block_windows);
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storeSkillBlockGroupWindow(syncResult.skill_block_group_window);
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try {
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const outcome = applySkillBlocks(entries);
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// Tell the user when a skill is quarantined, whether or not a session of theirs loaded it.
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openQuarantineWindows(outcome.quarantined, entries);
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openQuarantineWindows(outcome.quarantined, entries, endpointBase);
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}
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catch (err) {
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const msg = `skill_block_error: ${errorText(err)}`;
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return;
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applyClearApplyTrackingUuids(syncResult.clear_apply_tracking_uuids);
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storeApprovals(syncResult);
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enforceSkillBlocks(syncResult);
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enforceSkillBlocks(syncResult, endpointBase);
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if (syncResult.status === 'unchanged') {
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await reconcileUnchanged(endpointBase, machineUuid, remediations, activeUuids);
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return;
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* of a process that ran a listed one. An unblock takes the sessions off the list.
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*/
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import { execFileSync } from 'node:child_process';
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import { existsSync, readFileSync } from 'node:fs';
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import { existsSync, readFileSync, statSync, unlinkSync, writeFileSync } from 'node:fs';
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import { basename } from 'node:path';
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import { atomicWriteJson, getSkillBlockProcessesPath, readRemediationInstructionsFile, } from './management_storage.js';
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import { atomicWriteJson, getSkillBlockProcessesPath, getSkillBlockWindowsShownPath, readRemediationInstructionsFile, } from './management_storage.js';
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import { launchAgentAccessWindow } from '../../agent_access/window_runner.js';
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import { quarantinedAt } from './skill_block.js';
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/**
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@@ -162,9 +162,85 @@ function resourceUuidOf(skill) {
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/** The skills this run already opened the window for, so a prompt that quarantines a skill and is
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* refused for it opens one window, not two. */
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const windowsShown = new Set();
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function readWindowsShown() {
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166
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try {
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167
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const path = getSkillBlockWindowsShownPath();
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if (!existsSync(path))
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return {};
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const shown = JSON.parse(readFileSync(path, 'utf8'));
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return shown && typeof shown === 'object' && !Array.isArray(shown) ? shown : {};
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}
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catch {
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return {};
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}
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}
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const lockWait = new Int32Array(new SharedArrayBuffer(4));
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/** Try once to take the lock: 'held', 'busy' (another run holds it), or 'none' (it cannot be made). */
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function takeWindowsLock(lock) {
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try {
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if (existsSync(lock) && Date.now() - statSync(lock).mtimeMs > 60_000)
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unlinkSync(lock);
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writeFileSync(lock, '', { flag: 'wx' });
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return 'held';
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}
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catch (err) {
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return err.code === 'EEXIST' ? 'busy' : 'none';
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}
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}
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/**
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* Run `decide` holding the lock on the remembered windows, so the gate and the runner of one prompt
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* decide in turn and the second sees what the first opened. Waits up to two seconds while the other
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* holds it; false, `decide` not run, when it still does. A lock a dead process left goes after a
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* minute. When the lock cannot be made at all (no state folder), `decide` runs without it: a missing
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* folder must not cost the user the window.
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*/
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function withWindowsLock(decide) {
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const lock = `${getSkillBlockWindowsShownPath()}.lock`;
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let taken = takeWindowsLock(lock);
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200
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for (let attempt = 1; attempt < 20 && taken === 'busy'; attempt++) {
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Atomics.wait(lockWait, 0, 0, 100);
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taken = takeWindowsLock(lock);
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}
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if (taken === 'busy')
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return false;
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const held = taken === 'held';
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try {
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const state = readWindowsShown();
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const before = JSON.stringify(state);
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decide(state);
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if (JSON.stringify(state) !== before)
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atomicWriteJson(getSkillBlockWindowsShownPath(), state);
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}
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finally {
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try {
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if (held)
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unlinkSync(lock);
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}
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catch {
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// Already gone; the next run takes it again.
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}
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}
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return true;
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}
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/**
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* Open `words` as this prompt's one skill window: 'shown', 'taken' when this prompt (this run, or
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* the other process of the same prompt) already opened one, or 'failed' when it could not open.
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*/
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function openForPrompt(words, state) {
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// The prompt's story id when the hook gave one (the gate and the runner share it), else this run.
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const prompt = (process.env.OPTIMUS_STORY_ID || '').trim();
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if (prompt ? state.prompt === prompt : windowsShown.size > 0)
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return 'taken';
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if (!launchAgentAccessWindow('claude', 'skill', words))
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return 'failed';
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if (prompt)
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state.prompt = prompt;
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return 'shown';
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}
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/**
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* Open the window of one blocked skill, by resource uuid,
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* started, or already started this run; false when the server sent no window for it
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* Open the window of one blocked skill, by resource uuid, beside a refusal. True when it is open:
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* just started, or already started this run; false when the server sent no window for it, or this
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* prompt already showed another skill's window (the hook then shows its one-line alert).
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*/
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function openWindowOf(uuid) {
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if (!uuid)
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@@ -174,22 +250,76 @@ function openWindowOf(uuid) {
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const words = readRemediationInstructionsFile().skill_block_windows?.[uuid];
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if (!words)
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return false;
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-
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-
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let open = false;
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withWindowsLock((state) => {
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open = openForPrompt(words, state) === 'shown';
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});
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if (open)
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windowsShown.add(uuid);
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return open;
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}
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/** Open the window beside the block of the skill named `skill` (a stopped session, a typed command). */
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export function openSkillBlockWindow(skill) {
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return openWindowOf(resourceUuidOf(skill));
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}
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/**
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*
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*
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*
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*
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* The words for a window opened because the skills in `uuids` were newly blocked (at least one). It
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* lists every skill the server blocks on this machine (`entries`), not only the new ones, so the
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* user sees the whole list each time: the skill's own window when that is one skill, else the
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* server's window for several, its red box listing each by name. An older server sends no window
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* for several: the first new skill's own window then stands for them.
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*/
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-
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function quarantineWords(uuids, entries) {
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const file = readRemediationInstructionsFile();
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const own = file.skill_block_windows ?? {};
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const names = [...new Set(entries.map((e) => e.skill_name))];
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const first = uuids.map((uuid) => own[uuid]).find(Boolean);
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const group = file.skill_block_group_window;
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if (names.length < 2 || !group)
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return first;
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const reason = (group.reason && typeof group.reason === 'object' ? group.reason : {});
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const label = typeof group.group_skill_label === 'string' ? group.group_skill_label : '';
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const findings = [...names].sort().map((name) => ({ severity: 'unknown', label, text: name }));
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return { ...group, reason: { ...reason, findings } };
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}
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/**
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* Open the window for the skills this sync moved into quarantine (`dirs`, the folders it moved), so
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* the user hears of a block when it happens, even when no session of theirs is known to have loaded
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* the skill (a typed command whose turn made no tool call reaches the server as nothing).
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*
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* One window per prompt, listing every skill blocked on the machine (the ones told about before
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* too), and the gate and the runner of the same prompt open at most one between them. A window
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* opens only when a skill is newly blocked, once per skill, by name: a
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* blocked skill gains folders after its block (Claude Desktop copies its skills into a new folder
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* for each session, one skill is in several agents' folders, and each version of a skill is a
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* resource of its own, so `docx` can be several), and each new folder is quarantined by a later
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* sync. The skills told about are remembered per `server` (resource uuids are the server's own,
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* and a machine can sync with more than one), and forgotten once that server no longer blocks
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* them, so a block after an unblock is told again. Skills newly blocked by the second sync of a
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* prompt that already had its window are counted as told.
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*/
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export function openQuarantineWindows(dirs, entries, server) {
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const moved = new Set(dirs);
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-
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-
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-
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withWindowsLock((state) => {
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const nameOf = new Map(entries.map((e) => [e.resource_uuid, e.skill_name.toLowerCase()]));
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const servers = state.servers ?? {};
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const shown = Object.fromEntries(Object.entries(servers[server] ?? {}).filter(([uuid]) => nameOf.has(uuid)));
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const toldNames = new Set(Object.keys(shown).map((uuid) => nameOf.get(uuid)));
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const newly = [...new Set(entries.filter((e) => moved.has(e.skill_dir)).map((e) => e.resource_uuid))].filter((uuid) => !shown[uuid]);
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const now = new Date().toISOString();
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const fresh = newly.filter((uuid) => !toldNames.has(nameOf.get(uuid)));
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// Another folder or version of a skill already told about: no window.
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for (const uuid of newly)
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if (!fresh.includes(uuid))
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shown[uuid] = now;
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const words = fresh.length > 0 ? quarantineWords(fresh, entries) : undefined;
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const outcome = words ? openForPrompt(words, state) : 'failed';
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// Told when this prompt's window shows them, or another one already did; not when none opened.
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for (const uuid of outcome === 'failed' ? [] : fresh)
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shown[uuid] = now;
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if (outcome === 'shown')
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fresh.forEach((uuid) => windowsShown.add(uuid));
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servers[server] = shown;
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state.servers = servers;
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});
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}
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