Three faults, all living in the length of the /prompt round trip -- a real
network delay during which the socket is already live and everything ComfyUI
broadcasts arrives.
* Cancel in that window POSTed `{"prompt_id": null}`, and ComfyUI reads a
missing prompt_id as a GLOBAL interrupt: it stops whatever any client is
running. On a shared box that is someone else's generation, and the clicking
user's own request may not even be queued yet. The cancel is remembered and
sent once the run has a name.
* `mine()` treated "no id yet" as "everything is mine", so a stranger's
execution_success and images flipped this run to Done -- showing another
client's picture, for a run that had not started. Messages arriving before the
id are now held and sorted out once it is known; dropping them instead would
lose a run short enough to finish inside the round trip. The buffer is bounded,
because on a shared server it fills with other people's traffic.
* The socket only opened at Generate, so the reattach the client id exists for
never happened: after a reload the app sat at Ready while its own generation
ran on, and pressing Generate queued a SECOND job beside it. It listens at
load and asks ComfyUI's own queue which run belongs to this client -- asked
rather than remembered, because a remembered id reattaches to a run that may
have finished while the page was gone.
Every existing test awaited start() before sending a message, so none of them
ever entered this window. The new ones hold the /prompt response open, which is
what a round trip actually is.
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.