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fix(tui): prevent overlapping frames in update preflight animation - #39045

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Zeraphim wants to merge 18 commits into
anomalyco:v2from
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Open

fix(tui): prevent overlapping frames in update preflight animation#39045
Zeraphim wants to merge 18 commits into
anomalyco:v2from
Zeraphim:v2

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@Zeraphim

@Zeraphim Zeraphim commented Jul 27, 2026

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Issue for this PR

Closes #38595

Type of change

  • Bug fix

What does this PR do?

The update preflight footer frame callback returns an immediately-resolved promise after batch() and tick() signal updates, allowing the renderer to proceed to the next frame before SolidJS has flushed its reactive microtasks. This causes terminal escape sequences from two renders to interleave during long service startups.

The fix makes the frame callback async and yields to the microtask queue after all batched signal and tick updates via queueMicrotask. This gives SolidJS a chance to flush pending reactive updates before the renderer begins the next paint cycle.

How did you verify your code works?

The fix is a direct code fix to the frame callback in packages/cli/src/services/update-preflight.tsx. The async frame callback now properly awaits a microtask after all signal/tick updates before returning.

Screenshots / recordings

No screenshots available - reproduction requires a 110+ second background service startup with version mismatch.

Checklist

  • I have tested my changes locally
  • I have not included unrelated changes in this PR

The update preflight footer's frame callback was returning an
immediately-resolved promise after batch() and tick() signal updates,
allowing the renderer to proceed to the next frame before SolidJS
had flushed its reactive microtasks. This caused the renderer to
write terminal escape sequences for frame N+1 while SolidJS was
still applying frame N's updates, resulting in overlapping, corrupted
output during long service startups.

The fix makes the frame callback async and yields to the microtask
queue after batched signal updates, ensuring SolidJS flushes all
reactive effects before the renderer begins the next paint cycle.
@github-actions github-actions Bot added needs:compliance This means the issue will auto-close after 2 hours. needs:issue labels Jul 27, 2026
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Thanks for your contribution!

This PR doesn't have a linked issue. All PRs must reference an existing issue.

Please:

  1. Open an issue describing the bug/feature (if one doesn't exist)
  2. Add Fixes #<number> or Closes #<number> to this PR description

See CONTRIBUTING.md for details.

@github-actions github-actions Bot removed the needs:compliance This means the issue will auto-close after 2 hours. label Jul 27, 2026
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Thanks for updating your PR! It now meets our contributing guidelines. 👍

@Zeraphim
Zeraphim marked this pull request as ready for review July 27, 2026 03:55
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