The welcome window becomes the real thing: Xcode-style, hidden title bar with background drag, branding and actions left, recents right — rows carrying the board symbol, name, location, and the registry's cached lane/card counts (stamped at close, never a scan at welcome time), sorted by last opened. Launch failures surface row-level per 02: a failure joins its recents row as a warning caption, an unresolvable bookmark renders unavailable with Forget its one affordance, and only a failure with no row to carry it falls back to a compact list; a board opening again heals its row. New Board (Opt-Cmd-N) opens the Pages-style template chooser — shipped with the single Basic template and the m9 seams marked — flowing through the save panel into createBoard/createLane and straight into a board window. Open Recent gains its submenu with Clear Menu (byte-identical to forgetting every row, pinned by test), and File > Duplicate forks the frontmost board to a Finder-style copy sibling: pending work flushes first through the close flush's step two alone (sessions stay open — 09's stated exception), every GUID and tombstone carries (the whole-board carve-out from copies-remint), and the copy opens in its own window while the original stays put. 36 new tests. Claude-Session: https://claude.ai/code/session_01SR4XGjmBE16ZUYWpfFHXwY
209 lines
10 KiB
Swift
209 lines
10 KiB
Swift
import AppKit
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import SwiftUI
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import os
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// MARK: - BoardWindowHost
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/// One board window: the thing that owns a board's session for as long as it is on screen
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/// (02-architecture.md § Windows, § Launch and window lifecycle).
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///
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/// ### It is a lifecycle, not a layout
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///
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/// Almost everything here is about beginning and ending: acquiring the shared store, stamping the
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/// registry, holding the board's security-scoped access, remembering the window's frame, and running
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/// the close flush before any of it is let go. The board *itself* — the lane strip and everything in
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/// it — is `BoardView`'s (03-board-ui.md); this file hands it the store and the window and stays out
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/// of the way.
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///
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/// ### Failure opens welcome
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///
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/// A board that will not load has nothing to show, so its window never appears: the failure joins
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/// `AppModel.launchFailures`, welcome comes up, and this window dismisses itself. That is the same
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/// path a failed restoration takes — "welcome appears alongside whatever did restore, the failed
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/// board's recents row carrying fail-fast's specifics" — with the row-level rendering still owed.
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struct BoardWindowHost: View {
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let ref: BoardWindowRef
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@Environment(AppModel.self) private var appModel
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@Environment(\.openWindow) private var openWindow
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@Environment(\.dismissWindow) private var dismissWindow
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/// The window's own controller — `@State` so it outlives body evaluations and so SwiftUI keeps it
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/// alive for exactly as long as this window exists.
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@State private var windowController = HostedWindowController()
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/// This window's board popover, open or not (03-board-ui.md § Board popover). `@State` for the
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/// window controller's reason — one per window, living exactly as long as the window — which is
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/// also what makes ⌘I mean "the board in front" rather than "some board": the flag reaches the
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/// menu item through the focus system, like the store.
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@State private var boardInfo = BoardInfoPresentation()
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/// This window's purge alert, open or not (03-board-ui.md § Trash). `@State` for `boardInfo`'s
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/// reason and reaching the menu bar the same way: Delete Immediately and Empty Trash… are
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/// menu-bar items, and a menu item cannot present anything of its own.
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@State private var trashConfirmations = TrashConfirmations()
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@State private var phase: Phase = .opening
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private enum Phase {
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case opening
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case open(BoardStore)
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/// The load failed; this window is on its way out and must not try again.
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case failed
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}
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private static let logger = Logger(subsystem: "dev.rzen.indie.Kanban", category: "board-window")
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var body: some View {
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content
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.frame(minWidth: 640, minHeight: 400)
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.background(WindowAccessor(controller: windowController))
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.navigationTitle(windowTitle)
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.task { await start() }
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.onDisappear { endSessionIfStillOpen() }
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}
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@ViewBuilder
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private var content: some View {
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switch phase {
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case .opening, .failed:
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// Nothing to render and nothing worth animating: this window either becomes a board in a
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// moment or dismisses itself.
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Color.clear
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case let .open(store):
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VStack(spacing: 0) {
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BannerStripView(rows: store.bannerRows) { store.banners.dismiss($0) }
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// The window is handed to the board as a closure, not a value: `WindowAccessor`
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// attaches after this body first runs, and the lane-resize drag needs the *live*
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// window to grow at its right edge (03-board-ui.md § Lane).
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//
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// `openCard` is the host's too, for a different reason: a card window's identity is
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// `(board, card)` and only this view holds the board half. `openWindow(value:)` with
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// a ref that already has a window focuses it, so "at most one card window per card
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// (reopen focuses)" needs no bookkeeping here (02-architecture.md § Windows).
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BoardView(
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store: store,
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window: { windowController.window },
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confirmations: trashConfirmations,
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openCard: { cardID in
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openWindow(id: WindowID.card, value: CardWindowRef(board: ref, cardID: cardID))
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}
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)
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}
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// "The board in front", for the menu items that act on it (`LaneWidthCommands`), and
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// beside it the window's own popover flag, which is what File ▸ Board Info toggles, and
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// its purge-alert host, which the trash's two confirmed commands raise.
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.focusedSceneValue(\.boardStore, store)
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// The window's identity beside its store — File ▸ Duplicate flushes a *session*, which
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// is keyed on the window rather than on the board it is showing.
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.focusedSceneValue(\.boardWindowRef, ref)
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.focusedSceneValue(\.boardInfo, boardInfo)
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.focusedSceneValue(\.trashConfirmations, trashConfirmations)
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}
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}
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private var windowTitle: String {
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guard case let .open(store) = phase else { return "" }
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return AppModel.displayName(of: store)
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}
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// MARK: - Opening
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/// Acquires the board and starts its session, or fails it out to welcome.
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///
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/// The order is load-bearing. Security-scoped access is claimed **before** `acquire`, because
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/// acquire's first act is a full tree walk and a sandboxed read outside the scope is exactly the
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/// one that gets refused. `setOpenNow` comes **after** the record exists and after the window has
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/// demonstrably opened — a flag set on a board that never appeared would hand the next launch a
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/// restoration set describing a failure.
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private func start() async {
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guard case .opening = phase else { return }
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// Claimed even on the failure path: an unclaimed stash is a scope nobody balances.
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let access = appModel.claimPendingAccess(for: ref)
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let url = access?.url ?? ref.url
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let store: BoardStore
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do throws(BoardLoadError) {
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store = try appModel.storeRegistry.acquire(url)
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} catch {
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Self.logger.error("board failed to open: \(error.description, privacy: .public)")
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access?.stop()
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phase = .failed
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appModel.recordLaunchFailure(path: ref.path, message: error.description)
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openWindow(id: WindowID.welcome)
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dismissWindow(id: WindowID.board, value: ref)
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return
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}
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let recordID = appModel.boardRegistry.recordOpen(of: url, displayName: AppModel.displayName(of: store))
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appModel.boardRegistry.setOpenNow(id: recordID)
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appModel.beginSession(ref: ref, store: store, recordID: recordID, access: access)
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phase = .open(store)
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configureWindow(store: store, recordID: recordID)
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// "Opening a board from welcome closes welcome" (02 § Launch and window lifecycle). Harmless
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// when welcome is not open, which is the ordinary case.
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dismissWindow(id: WindowID.welcome)
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}
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/// Wires the window: the saved frame on the way in, frame changes on the way back out, the
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/// close interception that makes the flush unavoidable, and the title-bar widget.
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private func configureWindow(store: BoardStore, recordID: UUID) {
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windowController.onAttach = { window in
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guard let saved = appModel.boardRegistry.record(id: recordID)?.windowFrame else { return }
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window.setFrame(HostedWindowController.placementOnCurrentScreens(for: saved), display: true)
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}
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// The window may already be attached — `viewDidMoveToWindow` fires well before this task's
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// load returns — so the placement is applied directly too rather than waiting for a callback
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// that has already happened.
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if let window = windowController.window {
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windowController.onAttach?(window)
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}
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windowController.onFrameChanged = { frame in
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appModel.boardRegistry.updateWindowFrame(
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id: recordID,
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frame: WindowFrame(x: frame.origin.x, y: frame.origin.y, width: frame.width, height: frame.height)
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)
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}
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windowController.onCloseRequested = {
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Task { @MainActor in
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await appModel.closeBoard(ref: ref, cause: .userClose)
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windowController.closeAfterFlush()
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}
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}
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// The window-title widget (03-board-ui.md § Board popover) — **board windows only**, which
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// is why it is installed here rather than in `WindowAccessor`: welcome, the bootstrap and
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// card windows share that machinery and have no board to describe. It goes in after the
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// load rather than at attach because it carries the store; the controller installs it once,
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// whichever of the two arrives second.
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windowController.installTitlebarAccessory(
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boardInfoTitlebarAccessory(store: store, recents: appModel.styleRecents, presentation: boardInfo)
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)
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}
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// MARK: - Closing
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/// The safety net behind the close interception.
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///
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/// `windowShouldClose` covers ⌘W, File ▸ Close and the red button — every way a *user* closes a
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/// window. It does not cover a window torn down some other way (a programmatic dismiss, a scene
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/// SwiftUI decides to end), and a board whose session outlived its window would leave a watcher
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/// running over nothing. So the disappear runs the same sequence; `AppModel.closeBoard` is
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/// idempotent precisely so these two can both fire without the flush running twice.
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///
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/// Deliberately **not** the quit path: quit is `AppDelegate`'s, and it must complete before the
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/// app exits rather than in a task nobody waits for.
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private func endSessionIfStillOpen() {
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guard appModel.session(for: ref) != nil else { return }
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Task { @MainActor in
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await appModel.closeBoard(ref: ref, cause: .userClose)
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}
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}
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}
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