Files
olivv-cs-ComfyUI-FunPack/app/boot.js
T
digital-garbage 8318b3da0b core, app: install, update and remove node packs
Third off the port list. Users will want to add the one pack a workflow needs
without being sent to another UI to do it, and a pack that ships experimental
work needs the same for itself.

custom_nodes.py comes across as core/nodes_manager.py, changed in two places:
where FunPack's root is, and one guard that the port made necessary.

THE GUARD. custom_nodes_root() asks ComfyUI first and falls back to "FunPack
lives inside custom_nodes" -- a reliable anchor in an install, and a wrong one
in a development checkout, where the parent is somebody's home directory. Every
rule protecting the delete measures against that answer, so with ComfyUI's
paths unavailable, "remove Foo" resolved against ~/Documents and all four
guards happily agreed. It now checks the assumption it is named after and
refuses with where it thinks it is. Found by running the function, not by
reading it.

Two faults of my own, both in the window:

* Update and Remove were a button GROUP -- radios -- for two actions that are
  not a choice between two states. It also left Remove looking selected after a
  click, which is an alarming thing to look at.
* A failure was drawn and then wiped by the redraw in the same finally block:
  the message appeared and vanished in one frame. What went wrong is state now,
  not an argument to one draw call.
2026-09-06 13:56:17 +03:00

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// Entry point.
//
// The whole of what the app does at startup: build the regions, ask the server
// what exists, and mount whatever announced itself. Nothing here names a module.
import { build } from "./shell/layout.js";
import { fetchManifest } from "./shell/manifest.js";
import { mountAll } from "./shell/panels.js";
import { settle } from "./shell/mounts.js";
import { all as allValues } from "./shell/values.js";
import { composer } from "./composer/composer.js";
import { createRun, viewUrl, DONE } from "./shell/run.js";
import { clientId, connect, queuedFor, finishedFor } from "./shell/client.js";
import { wire } from "./shell/session.js";
import { check, load, describe, search } from "./shell/pipeline.js";
import { open as openPipeline } from "./shell/pipeline_window.js";
import { createPrompts } from "./shell/prompt.js";
import { createProject } from "./shell/projects.js";
import { createTimeline } from "./shell/timeline.js";
import { createInspector } from "./shell/inspector.js";
import { createWheel } from "./shell/wheel.js";
import { offerAction } from "./shell/actions.js";
import { open as openWizard } from "./shell/wizard.js";
import { open as openUpdates } from "./shell/updates.js";
import { open as openPacks } from "./shell/packs.js";
const root = document.querySelector("#app");
async function start() {
const id = clientId();
const run = createRun({ clientId: id, connect });
// The pipeline the user has edited, if they have. Held here and passed in
// rather than kept inside a module: the app has one store of live values
// already, and a second one hiding in a transport file is a second place to
// look when a run turns out to have used something other than what is on
// screen. Null until the window says otherwise, which means "the server's
// defaults" -- so a fresh page generates without the window ever opening.
let slots = null;
// The inputs the pipeline puts on the main window -- the prompt, today. Null
// until the pipeline has been read, because until then nobody knows which
// inputs those are.
let prompts = null;
// The project, and the strip that draws it. Both exist before the manifest is
// read so a failure to reach the server leaves an empty timeline rather than
// an undefined one.
let timeline = null;
let inspector = null;
const project = createProject({
onChange: () => {
if (timeline) timeline.draw();
if (inspector) inspector.draw();
},
// A different project is open. Everything that follows the project rather
// than one of its fields is put back here -- by every route in, including
// the ones that are not the File menu.
onOpen: () => { showScene(project.selected); syncVideo(); },
onError: (err) => page.transport.say(`The project could not be saved: ${err.message}`),
});
// A group with nothing in it is a heading over nothing. The pipeline decides
// which inputs belong on the app's surface, so whether this group exists at
// all is only known once its controls have been built -- and again whenever
// the pipeline changes underneath.
const showGroups = () => {
const empty = !prompts || !prompts.controlsAt("project.video").length;
page.constructor.video.node.toggleAttribute("hidden", empty);
};
/**
* Put the open project's settings into the controls that produce them.
*
* Every time EITHER side moves: a different project is opened, or the pipeline
* changed and the controls were rebuilt from its defaults. Seeding once at
* startup left the boxes -- and so `overrides()`, and so the run -- holding the
* numbers of whatever project was open first. The store's own getter reported
* the new project correctly, so the only place the stale value showed was a
* window nobody had a reason to reopen.
*/
const syncVideo = () => {
for (const { input, control } of (prompts ? prompts.controlsAt("project.video") : [])) {
if (project.video[input] !== undefined) control.setValue(project.video[input]);
}
};
// A scene's text and the prompt box are the same value seen twice. The box is
// the editor; the scene is where it lives.
const showScene = (scene) => {
const box = prompts && prompts.at("generation.prompt");
if (box) box.setValue(scene ? scene.text : "");
// The properties column is about ONE scene, and says which.
const at = scene ? project.scenes.findIndex((s) => s.id === scene.id) + 1 : 0;
if (page && page.properties) page.properties.setTitle(at ? `Scene · ${at}` : "Scene");
};
// Which scene a run was started for, read at the moment it starts. A run
// takes minutes and the user goes on clicking, so "the selected scene" at the
// end is not the one that was generated.
let ranFor = null;
// Before the page, because the properties column is composed with it in.
inspector = createInspector({ project, onRename: (name) => project.rename(name) });
const page = build(root, {
inspector,
onGenerate: () => { ranFor = project.selectedId; session.generate(); },
onCancel: () => run.cancel(),
onConstructor: () => page.constructor.open(),
onUpdates: () => openUpdates(),
onPacks: () => openPacks(),
// What the Edit menu offers, and what the keyboard reaches. One list, so a
// menu item and its shortcut cannot drift apart.
edits: {
canUndo: () => project.canUndo,
canRedo: () => project.canRedo,
run: (id) => {
if (id === "undo") project.undo();
else if (id === "redo") project.redo();
else if (id === "scene") { project.addScene(); showScene(project.selected); }
else if (id === "remove" && project.scenes.length > 1) {
project.removeScene(project.selectedId);
showScene(project.selected);
} else if (id === "earlier") project.move(project.selectedId, -1);
else if (id === "later") project.move(project.selectedId, 1);
},
},
projects: () => project.recent,
currentProject: () => (project.project ? project.project.id : null),
onProject: async (id) => {
if (id === "new") {
const asked = composer.modal.prompt({
title: "New project", label: "Name", value: "Untitled", confirmLabel: "Create",
});
const name = await asked.result;
if (name === null) return; // cancelled
await project.newProject(name);
} else if (id !== (project.project || {}).id) {
await project.open(id);
} else {
return; // already open
}
// Nothing to put back here: the store says when a project was opened, and
// whatever follows it is wired to that.
},
onPipeline: () => openPipeline({
load, describe, check, search,
onApply: (next) => {
slots = next;
// The boxes on the main window are for inputs of THESE slots. A slot
// that was removed takes its box with it, and a value saved in the
// window is what its box now shows -- otherwise the two windows hold
// different text for one input and the run uses whichever was sent.
if (prompts) {
// sync() rebuilds every control from the PIPELINE's values, which is
// right for the prompt and wrong for the project's own settings: they
// outrank the pipeline's defaults and have to be put back.
Promise.resolve(prompts.sync(next)).then(() => { showGroups(); syncVideo(); });
}
},
}),
});
const session = wire({ run, page, check, id, queuedFor, finishedFor,
slots: () => slots, values: allValues,
inputs: () => (prompts ? prompts.overrides() : {}) });
// What a run produced, on the scene it was started from -- which is what puts
// it on the timeline and what makes it still there after a reload.
run.subscribe((state) => {
if (state.phase !== DONE || !ranFor || !state.images.length) return;
project.setResult(ranFor, viewUrl(state.images[state.images.length - 1]));
ranFor = null;
});
// Undo from the keyboard, which is where anyone will reach for it first.
//
// Not inside a field: a text box has its own undo stack and taking that over
// would mean one keystroke un-typing a whole paragraph instead of a word.
window.addEventListener("keydown", (event) => {
if (!(event.metaKey || event.ctrlKey) || event.key.toLowerCase() !== "z") return;
const on = event.target;
const typing = on && (on.tagName === "INPUT" || on.tagName === "TEXTAREA" || on.isContentEditable);
if (typing) return;
event.preventDefault();
if (event.shiftKey) project.redo();
else project.undo();
});
// Saved on the way out. A debounce that has not fired yet is work the user
// did and cannot see anywhere, and a reload is exactly when it is lost.
window.addEventListener("pagehide", () => {
// Blur first: a control commits on blur, so text still being typed is not
// in the project yet -- and this is exactly the moment it would be lost.
if (document.activeElement && document.activeElement.blur) document.activeElement.blur();
project.flush();
});
let manifest;
try {
manifest = await fetchManifest();
} catch (err) {
// The one failure the user must see: with no manifest there is no app, so
// silence here would be an empty window with no explanation.
root.replaceChildren(composer.emptyState.default({
icon: "▲",
title: "Could not reach FunPack",
hint: `${err.message}. Is ComfyUI running?`,
}).node);
return;
}
const { mounted, hidden } = await mountAll(manifest);
// After the modules, because a region has to exist before anything can be put
// in it, and a module may be sharing the region a role names.
try {
prompts = await createPrompts((await load()).slots, {
// Controls come from the node's own description: a combo gets the node's
// real choices, a number its real bounds.
describe,
// Typing in the box writes to the scene it belongs to. Without this the
// prompt is a value the run uses and the project never hears about, so a
// reload shows a timeline whose scenes are all empty.
onChange: (field) => {
// Two places take a value now, and which one is decided by where the
// pipeline asked for the control -- not by what it is called.
if (field && field.at === "project.video") {
project.setVideo(field.input, field.control.value);
return;
}
const box = prompts && prompts.at("generation.prompt");
if (box && project.selectedId) project.setText(project.selectedId, box.value);
},
});
} catch (err) {
// Not fatal and not silent: the app still runs on the server's own
// defaults, and an empty prompt panel with no explanation is the failure
// this project keeps finding.
console.warn(`[FunPack] the pipeline could not be read, so nothing it puts on the main window is here: ${err.message}`);
}
// Everything that mounts has now had its turn, so a region still holding its
// stand-in is a region nothing wanted.
settle();
showGroups();
// What the app can be asked to do, offered by the part that owns each one.
// The wheel shows whatever is here; nothing has to tell it about a new one.
offerAction({ id: "generate", icon: "▶", label: "Generate", run: () => session.generate() });
offerAction({ id: "cancel", icon: "■", label: "Cancel", run: () => run.cancel() });
offerAction({ id: "constructor", icon: "✎", label: "Constructor",
run: () => page.constructor.open() });
offerAction({ id: "scene", icon: "+", label: "Add scene",
run: () => { project.addScene(); showScene(project.selected); } });
offerAction({ id: "pipeline", icon: "⚙", label: "Models",
run: () => page.menubar.settings.node.click() });
offerAction({ id: "assets", icon: "▤", label: "Assets",
run: () => page.workspace.toggle("left") });
const wheel = createWheel();
// After the prompt exists, so the first scene's text has somewhere to go.
try {
const fresh = await project.start();
// Nothing to come back to: offer the way in. Dismissing is a real answer --
// the project is already made, and it carries on with one empty scene.
if (!(fresh.scenes || []).length) {
openWizard({ onPick: (choice) => {
const wanted = choice === "scenes" ? 3 : 1;
for (let i = 0; i < wanted; i += 1) project.addScene();
showScene(project.selected);
} });
if (!project.scenes.length) project.addScene();
}
timeline = createTimeline({ project, onSelect: showScene });
page.timelineBody.set([page.transport.warning, timeline]);
showScene(project.selected);
} catch (err) {
console.warn(`[FunPack] no project: ${err.message}`);
page.transport.say(`The project could not be opened: ${err.message}`);
}
const failed = manifest.failed || [];
console.info(`[FunPack] ${mounted.length} module(s) mounted`,
hidden.length ? `· ${hidden.length} hidden` : "",
failed.length ? `· ${failed.length} failed to load` : "");
for (const { id, why } of hidden) console.warn(`[FunPack] ${id} is hidden: ${why}`);
// These never reached the manifest, so no panel could be missing "in a way
// the user notices" -- which is exactly why they have to be said. A module
// that failed to import looks identical to one nobody installed.
for (const { where, why } of failed) console.warn(`[FunPack] ${where} did not load: ${why}`);
window.FunPack = {
manifest, values: allValues, failed, hidden, run, bin: page.bin, project, wheel,
prompts: () => (prompts ? prompts.overrides() : {}),
mounted: mounted.map((m) => m.id),
};
}
start();