digital-garbageandClaude Sonnet 5 f803b1a329 fix: refuse an overlapping generate() instead of corrupting the in-flight run's state
Round 3 of adversarial review found that GenerateBridge now holds exactly
ONE run's shared state (_genRunPrefix/_genRunSceneIds/_genAdoptedRun,
window.GenerateBridge's own module-level ranFor/ranForList), but only the
main Generate/Selected/Render buttons are gated against starting a second
one while the first is still queuing/running (actionbar.js's busy(st)). H3
Combo Sweep's "Run sweep" button has no such gate and calls _generateRun
directly -- if clicked while another generation (including one adopted on
reload) is already in flight, it silently overwrote that run's scene
attribution and status message, got refused deeper inside (session.js's own
starting/phase guard), and left the REAL run's eventual result recorded
onto the sweep's scene instead of its own when it finished -- persistent
data corruption, not just a UI glitch -- and could leave _genAdoptedRun
stuck false, reopening round 1's "adopted run's clock never stops" bug.

Fixed at the root: _generateRun itself now checks state.gen.state before
touching any of that shared state, and refuses (loudly, via console.warn)
rather than clobbering it. Fixes every current and future caller in one
place, not just block_sweep.js -- consistent with every other caller
already being a sequential, awaited loop that this guard doesn't affect.

Live-verified: two overlapping Store.generate() calls now produce exactly
one real attempt and one logged refusal, with the first call's status
never overwritten. 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>
2026-09-15 12:01:52 +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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