digital-garbageandClaude Sonnet 5 7005de86e5 fix: settings card export -- round 2 found the DoS bound still had gaps
extensive_testing round 2 found the round-1 render-cost fix was broken:

- _MAX_ROWS and _MAX_VALUE_CHARS each bounded one factor but never their
  product -- 2000 rows of 400-char no-space values honored both caps
  individually and still cost ~14s/~10MB per render.
- collect()'s card-wide row budget was checked once per SLOT, so one slot
  with many funpack_list inputs (each independently capped at _MAX_ROWS)
  could blow the total budget by 50x with no declared truncation -- 67.8s,
  ~123MB, and a PNG that trips Pillow's own decompression-bomb guard on
  reopen. Worse than the original round-1 finding, not fixed by it.
- none of round 1's three new tests called render_png -- the function whose
  cost was the actual finding -- so both regressions passed all 21 tests.

Fixed by bounding the actual cost driver directly: render_png now caps
total rendered lines at 1200 regardless of how collect() produced them
(defense in depth), and collect()'s row-budget check now runs per input,
not per slot, so one slot's inputs can no longer accumulate past the card
budget before the next slot's check fires. Added tests that call render_png
against both worst cases and assert on wall-clock time, not just collect()'s
output data.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-15 21:49:38 +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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