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Sync agent 1.5.1 from monorepo - #14

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Sep 6, 2026
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DorwardTech merged 1 commit into
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sync/agent-1.5.1

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1.5.1 — the agent stops going blind between polls while it is on the print server

The rule the whole results path is built around is that the print server is never contacted during a game, and every operation re-checks that immediately before it connects. But the check reads a value that only the telemetry poll ever writes, so it can never be more current than the last poll — and an idle venue polls every fifteen seconds.

A game starting just after an idle reading stayed invisible for up to that long, and a results drain or a whole-venue backfill would keep opening new fetches straight through the gap. An earlier release closed the version of this that could last for an entire multi-game drain; what was left behind it was the gap between two polls.

The agent now polls at the in-game rate for as long as it has print-server work in progress. Blind spot: fifteen seconds → five on the default settings. It cannot reach zero — an operation already in flight still runs to its timeout, which is a separate and known limitation — but it bounds how long after play begins a new one can start.

The cost is that telemetry is pushed at the in-game rate for that window too. A results drain is seconds; a backfill is minutes, and an operator asks for those one at a time.

Verification

  • gofmt -l ., go vet ./..., go test -race ./..., go build ./... — all clean, run in this repo before pushing
  • The sync was diffed against this repo first: nothing exists only here, so nothing was deleted, and the three hand-maintained overlay files (Dockerfile, .github/workflows/docker-image.yml, docker-compose.yml) differ only by their AGENT_VERSION stamp

After merge

Tag v1.5.1 to publish the image and the Windows archives.

🤖 Generated with Claude Code

https://claude.ai/code/session_01Vxcyn1yt77BwnishNe2dvr


Generated by Claude Code

The agent no longer goes blind between polls while it is on the print server.

The rule the whole results path is built around is that the print server is
never contacted during a game, and every operation re-checks that immediately
before it connects. But the check reads a value that only the telemetry poll
ever writes, so it can never be more current than the last poll — and an idle
venue polls every fifteen seconds.

So a game starting just after an idle reading stayed invisible for up to that
long, and a results drain or a whole-venue backfill would keep opening new
fetches straight through the gap. An earlier release closed the version of this
that could last for an entire multi-game drain; what was left behind it was the
gap between two polls.

The agent now polls at the in-game rate for as long as it has print-server work
in progress, so the blind spot shrinks from the idle interval to the active one
— fifteen seconds to five on the default settings. It cannot reach zero: an
operation already in flight still runs to its timeout, which is a separate and
known limitation. What this bounds is how long after play begins a new one can
start.

The cost is that telemetry is pushed at the in-game rate for that window too. A
results drain is seconds; a backfill is minutes, and an operator asks for those
one at a time.

Verified in this repo before pushing: gofmt -l, go vet ./..., go test -race
./... and go build ./... all clean. The sync was diffed against this repo first
— nothing exists only here, so nothing was deleted, and the three
hand-maintained overlay files differ only by their AGENT_VERSION stamp.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Vxcyn1yt77BwnishNe2dvr
@DorwardTech
DorwardTech marked this pull request as ready for review September 6, 2026 00:11
@DorwardTech
DorwardTech merged commit d79df26 into main Sep 6, 2026
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2 participants