Round 5 of adversarial review found a real ordering race: generate_bridge.js's
module-level wire() call starts reattach() (a /queue or /history round trip)
the moment the module evaluates -- before store.js's classic script has even
run, let alone reached _wireGenerateBridge() (called deep inside init(), after
seven sequential awaited setup calls). On a reload during or just after a
generation, "adopt" routinely fired and was gone before store.js ever called
GB.on("adopt", ...): _genRunSceneIds stayed [], so the adopted run's eventual
result was never recorded onto its scene (_recordSegment's own length guard
silently skipped it), and _genRunActive/_genAdoptedRun never got set, leaving
that run invisible to the overlap guard this whole review thread has been
hardening.
Fixed by giving "adopt" -- and only "adopt", since it carries the sole copy
of which scene(s) a reattached run belongs to, unlike the transient "say"/
"warn"/"hold"/"release" status text, which is fine to miss -- replay
semantics: the bridge remembers the last adopt payload and hands it to any
listener that registers afterward, immediately and synchronously, the same
way it would have if the listener had been there in time. Verified with a
standalone reproduction of the exact closure logic (late subscribers,
including a second one, both receive the replayed payload correctly) and
against the real dev server (boots clean, no regressions). 691/692 JS tests
and 548/548 Python tests pass (the one JS failure is the pre-existing,
unrelated projects.test.js import-race flake).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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.