[Website] Save pending Blueprint edits before Run - #4022
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Pull request overview
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This PR adds a write-ordering and flush barrier so Run Blueprint waits for pending debounced editor saves (and retries failed saves) before recreating the Playground, preventing runtime resolution from using stale filesystem content.
Changes:
- Extend
useDebouncedCallbackto expose aflush()method for forcing the latest pending call to run immediately. - Add an ordered save queue plus failed-save tracking in
BlueprintBundleEditor, and block recreation when unsaved edits remain. - Add Vitest coverage validating flush + in-flight write barriers and retry behavior across navigation.
Reviewed changes
Copilot reviewed 3 out of 3 changed files in this pull request and generated 1 comment.
| File | Description |
|---|---|
| packages/playground/website/src/lib/hooks/use-debounced-callback.ts | Adds a debounced callback type with flush() support. |
| packages/playground/website/src/components/blueprint-editor/BlueprintBundleEditor.tsx | Implements ordered save queue + retry-on-run logic and disables editing during recreation. |
| packages/playground/website/src/components/blueprint-editor/BlueprintBundleEditor.spec.tsx | Adds tests ensuring pending saves complete (or block) before runtime resolution and recreation. |
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What it does
Flushes the current debounced Blueprint save before Run Blueprint, waits for
that write and any earlier editor write, and leaves the current Playground
untouched when the save fails.
useDebouncedCallbackreturned value now provides a.flush()call for manually calling the debounced function.Rationale
Blueprint saves wait for a 200 ms debounce. Run previously resolved the bundle
immediately, so a quick edit followed by Run could recreate the Playground from
the previous
blueprint.jsoncontents.Testing