digital-garbage 4bc6a1e400 app: one client id per TAB, one run per click, and a reason that survives
Two faults from the round, and a third I introduced fixing them.

ComfyUI keys its socket table by client id and pops the old entry when a new
socket arrives with the same one, so two tabs sharing an id meant the second
took the first's updates -- the first froze mid-progress while the GPU carried
on -- and the socket's `finally` pops that id again on close, so closing the
dead tab disconnected the live one. The id lives in sessionStorage now: it
survives a reload of this tab, which is what reattach needs, and does not reach
another tab. Duplicating a tab copies sessionStorage and is still a collision;
said in the comment rather than pretended away.

Generate only went dead when the RUN reached "queued", and reaching it takes a
round trip to ask what to queue. For the whole of that round trip the button was
live, so two clicks each posted their own /prompt: two jobs burning GPU time,
with the UI following one.

Both lived in boot.js, which runs on import and needs a document, so none of it
could be driven by a test. That wiring is now in shell/session.js and tested --
and the first version of those tests used a hand-rolled transport whose draw()
did nothing, which hid the fault the change introduced: the real draw() writes
the status from the run state, and a refused attempt leaves the run idle, so the
reason was overwritten with "Ready" in the same breath as it appeared. The tests
use the real transport, and a refusal now outlives the redraw that follows it.
2026-08-30 04:09:02 +03:00
2026-08-27 16:25:34 +03:00
2026-08-27 16:25:34 +03:00
2026-08-27 16:25:34 +03:00

ComfyUI-FunPack v5 — "Cunning Cranberry"

FunPack v4.0.0 is going to be the latest release of classic FunPack. Next update is another milestone update, or shall I say, a full rework.

Maintenance of current FunPack became a mess — forgetting to add or remove buttons from/to UI, finding functions that don't do anything but still present in the code absolutely randomly, trying to keep the UI neat while it has no strict boundaries on how it should look like, and of course — making it easy for users to understand how FunPack operates and how you can operate it — this is all time, money and token-consuming.

General idea behind the FunPack v5 rework is writing it from scratch, with a new architecture where a feature can't be forgotten, where a wire can't be missed, where one failing module never stops whole process from executing. Loaders and features would tell the UI by themselves what sorts of inputs they need and where to put it — and UI will compose them according to design guidelines it would have. Samplers would become independent from features — if a feature is available and enabled, sampler would call it. If it's not — it gets skipped and doesn't even appear in the UI so it won't confuse you.

Most of this comes from a FunUI backend draft that got shelved after understanding on how much time has to be invested into polishing it. Without a community support and wide usage it would become another dead project only one person in the world needs but no one else.

Come to think of it, FunPack already became something alike, with an exception — this project is more than alive, and while I can, I will support it.

Final goal is to make FunPack an ultimate answer for a novice's question "I don't know how to generate — what do I install and how do I start?" and for a professional's question "I need a UI with all the cutting edge techniques available on day 0 — which one?"

Preparation for the v5 had started.

FunPack v5.0 "Cunning Cranberry" — coming fall 2026.


This branch is a clean start. Classic FunPack lives on main.

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