canopy-ui 0.6.3 → 0.7.0

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@@ -617,7 +617,7 @@ describe("the dialog an agent is blocked on", () => {
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  expect(after.menu).toBeUndefined();
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  });
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- it("is cleared by a later activity frame that has no menu", () => {
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+ it("is cleared by a later activity frame that says the agent is not waiting", () => {
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  const blocked = sessionReducer(makeState(), {
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  event: "session.activity",
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  data: { state: "blocked", menu: MENU },
@@ -625,4 +625,105 @@ describe("the dialog an agent is blocked on", () => {
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  const idle = sessionReducer(blocked, { event: "session.activity", data: { state: "idle" } });
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  expect(idle.menu).toBeUndefined();
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  });
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+
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+ it("survives a blocked frame that carries no menu", () => {
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+ // The hook path reports `blocked` WITHOUT a menu — it deliberately does not
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+ // read the screen (#510: doing so stole emdash's focus). Treating that as a
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+ // retraction would erase a menu the snapshot or the session report had
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+ // already supplied, which is every menu we now have.
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+ const blocked = sessionReducer(makeState(), {
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+ event: "session.activity",
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+ data: { state: "blocked", menu: MENU },
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+ });
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+ const again = sessionReducer(blocked, { event: "session.activity", data: { state: "blocked" } });
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+ expect(again.menu?.question).toBe("Do you want to proceed?");
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+ });
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+
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+ it("arrives in the connect snapshot, not only in a live frame", () => {
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+ // THE fix for "when I click on the session I don't see the menu". Activity
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+ // frames are view-only and reach a client only if it was connected when
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+ // they fired; you open the session precisely because it stopped.
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+ const state = sessionReducer(makeState(), {
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+ event: "session.state",
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+ data: makeState({ activity: "blocked", menu: MENU }),
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+ });
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+ expect(state.menu?.question).toBe("Do you want to proceed?");
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+ });
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+
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+ it("appears while you are already watching, via its own frame", () => {
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+ const state = sessionReducer(makeState(), {
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+ event: "session.menu",
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+ data: { menu: MENU },
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+ });
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+ expect(state.menu?.options).toHaveLength(2);
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+ });
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+
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+ it("is retracted when somebody answers at the keyboard", () => {
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+ // `menu: null` from the session report. Buttons that outlive their dialog
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+ // press a number into what is now an ordinary prompt, where the agent reads
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+ // a bare "1" as an instruction.
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+ const blocked = sessionReducer(makeState(), {
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+ event: "session.menu",
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+ data: { menu: MENU },
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+ });
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+ const cleared = sessionReducer(blocked, { event: "session.menu", data: { menu: null } });
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+ expect(cleared.menu).toBeUndefined();
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+ });
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+
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+ it("keeps an option's description, which is often the whole difference", () => {
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+ const state = sessionReducer(makeState(), {
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+ event: "session.menu",
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+ data: {
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+ menu: {
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+ question: "How should the run proceed?",
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+ options: [
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+ { number: 1, label: "Proceed to Phase 4", description: "nothing reaches a real LLO" },
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+ { number: 2, label: "Stop the run here", description: "end at the Phase 3 boundary" },
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+ ],
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+ },
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+ },
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+ });
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+ expect(state.menu?.options[0].description).toContain("real LLO");
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+ });
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+ });
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+
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+ describe("session.stop — whether the stop actually landed", () => {
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+ const base = (over: Partial<SessionState> = {}): SessionState => ({
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+ messages: [],
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+ active_draft: null,
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+ participants: [],
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+ presence_user_ids: [],
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+ current_user_id: 1,
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+ ...over,
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+ });
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+
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+ it("records a requested stop without claiming it worked", () => {
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+ const out = sessionReducer(base(), {
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+ event: "session.stop",
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+ data: { state: "requested" },
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+ } as WsEvent);
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+ expect(out.stopState).toBe("requested");
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+ });
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+
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+ it("keeps the agent WORKING when the stop failed", () => {
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+ // The whole point of a separate axis. A failed stop leaves the agent running,
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+ // and both facts have to survive together — collapsing them into `activity`
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+ // loses whichever one loses the race, and it was always the stop.
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+ const out = sessionReducer(base({ activity: "working" }), {
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+ event: "session.stop",
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+ data: { state: "failed" },
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+ } as WsEvent);
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+ expect(out.stopState).toBe("failed");
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+ expect(out.activity).toBe("working");
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+ });
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+
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+ it("a new turn clears a stale stop outcome", () => {
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+ // "your stop did not take" pinned over fresh work is a warning about
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+ // something the human has already moved on from.
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+ const out = sessionReducer(base({ stopState: "failed" }), {
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+ event: "chat.stream_start",
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+ data: { message_id: "m1" },
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+ } as WsEvent);
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+ expect(out.stopState).toBeUndefined();
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+ });
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  });
@@ -28,6 +28,12 @@ const UNBLOCKING_FRAMES = new Set([
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  ]);
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  export function sessionReducer(prev: SessionState, frame: WsEvent): SessionState {
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+ if (frame.event === "chat.stream_start" || frame.event === "draft.committed") {
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+ // A new turn is starting, so the previous turn's stop outcome is history —
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+ // leaving "your stop did not take" pinned over fresh work would be a stale
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+ // warning about something the human has already moved on from.
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+ prev = { ...prev, stopState: undefined };
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+ }
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  if (prev.activity === "blocked" && UNBLOCKING_FRAMES.has(frame.event)) {
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  // Dropping the menu with the state matters as much as the state itself —
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  // the dialog is gone, and buttons that answer a gone dialog send a stray
@@ -71,10 +77,33 @@ export function sessionReducer(prev: SessionState, frame: WsEvent): SessionState
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  }
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  case "session.activity":
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- // The menu is cleared unless this frame carries one: a stale dialog is
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- // worse than none, because its buttons would answer a prompt that is no
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- // longer on screen.
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- return { ...prev, activity: frame.data.state, menu: frame.data.menu };
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+ // A frame that says the agent is NOT waiting retracts the menu a stale
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+ // dialog is worse than none, because its buttons would answer a prompt
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+ // that is no longer on screen.
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+ //
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+ // A `blocked` frame that carries no menu does NOT, and that asymmetry is
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+ // load-bearing. The hook path reports `blocked` without one on purpose
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+ // (#510 — reading the screen stole emdash's focus), so treating a bare
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+ // `blocked` as a retraction would erase every menu the snapshot and the
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+ // session report supply, which is now all of them.
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+ if (frame.data.state !== "blocked") {
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+ return { ...prev, activity: frame.data.state, menu: undefined };
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+ }
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+ return { ...prev, activity: "blocked", menu: frame.data.menu ?? prev.menu };
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+
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+ case "session.stop":
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+ // Independent of `activity` on purpose. A stop that FAILED leaves the agent
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+ // working, and both facts have to be sayable at once: "it is still going"
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+ // AND "your stop did not take". Collapsing them loses whichever one loses
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+ // the race, and it was always the second — which is how a dead Stop button
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+ // stayed invisible.
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+ return { ...prev, stopState: frame.data.state };
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+
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+ case "session.menu":
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+ // The authoritative producer: the session report re-derives the dialog
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+ // from the transcript every ~10s and pushes only the edges. `null` is the
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+ // retraction, and has to be honoured — somebody answered at the keyboard.
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+ return { ...prev, menu: frame.data.menu ?? undefined };
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  case "chat.user_message": {
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  // Someone typed into emdash, OR into this page. Both reach here, and that
@@ -341,7 +370,23 @@ export function sessionReducer(prev: SessionState, frame: WsEvent): SessionState
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  case "presence.joined": {
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  const ids = new Set(prev.presence_user_ids);
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  ids.add(frame.data.user_id);
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- return { ...prev, presence_user_ids: [...ids] };
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+ // Adopt the joiner into `participants` too. The presence ROW renders
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+ // participants filtered by presence, so an id with no matching
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+ // participant is invisible — which is what made a first-time joiner
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+ // unseeable by everyone already in the room until they reloaded.
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+ // `participant` is optional (an older server may not send it); without
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+ // it this degrades to exactly the previous behaviour rather than
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+ // inventing a nameless entry.
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+ const joined = frame.data.participant;
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+ const known = joined
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+ ? prev.participants.some((p) => p.user_id === joined.user_id)
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+ : true;
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+ return {
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+ ...prev,
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+ presence_user_ids: [...ids],
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+ participants:
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+ joined && !known ? [...prev.participants, joined] : prev.participants,
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+ };
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  }
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  case "presence.left":