@optimuslabs/harness-map-staging 1.5.42 → 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.
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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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@@ -225,6 +230,10 @@ export function writeSkillBlocks(skill_blocks) {
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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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@@ -1695,11 +1695,17 @@ function storeSkillBlockWindows(windows) {
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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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@@ -1711,10 +1717,11 @@ function enforceSkillBlocks(syncResult) {
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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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@@ -1857,7 +1864,7 @@ export async function syncRemediations(endpointBase, machineUuid) {
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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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@@ -11,9 +11,9 @@
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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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try {
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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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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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