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olivv-cs-ComfyUI-FunPack/app/ui/shell/client.js
T

133 lines
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JavaScript

// This tab's identity to ComfyUI, and its socket.
//
// The id is REMEMBERED, because ComfyUI addresses progress and results to the
// client that queued the run: a reload with a new id hears nothing about the
// generation already in flight -- the run continues, the GPU time is spent, and
// the app sits there saying Ready.
//
// Remembered per TAB, not per browser. ComfyUI keys its socket table by this
// id and evicts the old entry when a new socket arrives with the same one
// (`self.sockets.pop(sid, None)` on connect), so two tabs sharing an id means
// the second tab silently takes the first tab's updates -- the first freezes
// mid-progress while the GPU carries on. Worse, the socket's `finally` pops
// that id again on close, so closing the dead tab disconnects the live one.
// sessionStorage is exactly the right lifetime: it survives a reload of this
// tab, which is what reattach needs, and does not reach another tab.
//
// The one gap: duplicating a tab copies its sessionStorage, so a duplicate
// starts out sharing the id. That is the same collision, from a deliberate act,
// and there is nothing readable on the page that would tell the two apart.
const KEY = "funpack.client-id";
export function clientId() {
try {
const kept = window.sessionStorage.getItem(KEY);
if (kept) return kept;
} catch { /* private mode: a fresh id per load, which still works */ }
const fresh = (globalThis.crypto && globalThis.crypto.randomUUID)
? globalThis.crypto.randomUUID()
: `funpack-${Date.now()}-${Math.random().toString(36).slice(2)}`;
try { window.sessionStorage.setItem(KEY, fresh); } catch { /* not fatal */ }
return fresh;
}
/** ComfyUI's socket, on whatever origin served this page. */
export function connect(id) {
const scheme = window.location.protocol === "https:" ? "wss:" : "ws:";
return new WebSocket(`${scheme}//${window.location.host}/ws?clientId=${encodeURIComponent(id)}`);
}
/**
* What this browser already has in the queue: {promptId, running}, or null.
*
* Asked of ComfyUI's own queue rather than remembered locally: a run this page
* queued may have finished, been cancelled, or been dequeued while the page was
* gone, and a remembered id would reattach the UI to a run that no longer
* exists.
*
* BOTH halves. `/queue` answers with `queue_running` and `queue_pending`, and a
* job sits in the second one from the moment /prompt returns until the worker
* picks it up -- always briefly, and for as long as it takes whenever something
* is running ahead of it. Reading only the running half meant a reload in that
* window found nothing, handed Generate back, and let the user queue the same
* job twice: the first copy then ran unnamed, its messages failing the id check,
* burning time while the UI narrated the second.
*
* Items in both are [number, prompt_id, prompt, extra_data, outputs], and
* extra_data carries the client_id ComfyUI was given when the run was queued.
*/
export async function queuedFor(id, { fetch: doFetch = globalThis.fetch, base = "" } = {}) {
let response;
try {
response = await doFetch(`${base}/queue`);
} catch {
return null; // no queue reachable: nothing to reattach to
}
if (!response.ok) return null;
const body = await response.json().catch(() => ({}));
// Running first: if this browser somehow has both, the one under way is the
// one worth showing. Which half it came from is returned as well, because a
// job waiting its turn is not a job in progress, and telling the user it is
// working when nothing is happening yet is a small lie the UI does not need
// to tell.
for (const [half, running] of [[body.queue_running, true], [body.queue_pending, false]]) {
for (const item of half || []) {
if (!Array.isArray(item) || item.length < 4) continue;
const [, promptId, , extra] = item;
if (extra && extra.client_id === id && promptId) {
// Where the run belongs, if it said so when queued -- carried through
// so a reload mid-generation can still land the result on its scene
// instead of just knowing a run is going. `sceneIds` (plural) is
// separate: a run covering more than one scene (no chain sampler to
// split it into several /prompt calls) still needs the FIRST id for
// the single-scalar attribution every existing caller reads, but
// reattach needs the whole list or every scene past the first
// silently gets no result recorded on reload.
return { promptId, running, sceneId: extra.funpack_scene_id || null,
sceneIds: Array.isArray(extra.funpack_scene_ids) ? extra.funpack_scene_ids : [],
projectId: extra.funpack_project_id || null };
}
}
}
return null;
}
/**
* Which of these runs was this browser's, among ones that have already
* finished.
*
* Only ids seen on this page's own socket are ever asked about, so nothing here
* can resurrect a result from an hour ago: a run that ended while the page was
* loading is the case this exists for, and it is indistinguishable from a lost
* result without it. A history entry's `prompt` is
* [number, prompt_id, prompt, extra_data, outputs].
*/
export async function finishedFor(id, candidates,
{ fetch: doFetch = globalThis.fetch, base = "", onFound } = {}) {
for (const promptId of [...(candidates || [])].reverse()) {
let response;
try {
response = await doFetch(`${base}/history/${encodeURIComponent(promptId)}`);
} catch {
return null; // no history reachable
}
if (!response.ok) continue;
const body = await response.json().catch(() => ({}));
const entry = body && body[promptId];
const prompt = entry && entry.prompt;
if (Array.isArray(prompt) && prompt.length > 3 && prompt[3]
&& prompt[3].client_id === id) {
// `onFound` hands back the extra_data this run was queued with, without
// changing what this function returns everywhere else it is called --
// where the run belongs is the reattach path's business, not this one's.
if (onFound) onFound(prompt[3]);
return promptId;
}
}
return null;
}