Happy 404: an HTML 404 (unmatched route, or an explicit not-found inside a
real route) now renders a random existing post instead of the error page,
using the exact same context builder as a real post view. Toggle is the
happy_404_enabled site setting (default on, /admin/settings); JSON/API
requests and a handful of excluded prefixes are never affected. The pool of
candidate slugs is cached in-process and resampled periodically so it stays
fast and eventually cycles the whole posts table; on any internal failure it
falls straight through to the real 404 page.
Applying this everywhere surfaced ~60 existing tests that asserted a literal
404 for a legitimate resource-not-found flow (deleted post, unknown
container, wrong project slug, etc.) - each now disables the setting for the
duration of that specific check and restores it after, so the underlying
not-found behavior stays covered independently of the new feature.
Post page also gained, all built on the same shared post_page_context() so
they render identically on both a real post and a happy-404 page:
- A left sidebar (three separate cards, matching /feed's sidebar-card
convention) for "Gists from {author}", "Projects from {author}" (private
projects filtered through the normal visibility check), and "Related
Discussions" - each cached per author and invalidated on create/edit/
delete so new content shows up immediately.
- A right column reusing /feed's exact Daily Topic widget class for up to
three "Featured" articles (the existing but previously-unused `featured`
news flag), cached as a pool with per-request random sampling.
- A "Next post -> " link beside "Back to Feed", pointing at the next older
post site-wide (blocked authors skipped). Wired through the same next_url
mechanism already used for listing pagination, so it emits a real
backend-rendered <link rel="next"> tag for SEO, not just a visible link.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BWJy6PrMMt5hwWxQwia2rd
DeviiTerminal bound [data-devii-open] click listeners only after the
async /devii/session fetch resolved, silently dropping early clicks.
Switch to a single delegated document listener bound in the
constructor, matching the ModalManager/dp-lightbox pattern.
The steal-confirm and comment-vote e2e tests asserted DOM state right
after a click with no wait for the triggering POST to land, racing the
server under CI load. Wrap those clicks in page.expect_response.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The suite ran with -x, so a run stopped at the first failure and finding N
failures cost N full runs. Move -rf into the pytest addopts so every run
lists each failure, and add the triage targets test-fast (unit + api, no
browser), test-failed (--last-failed), test-first-failure (the old -x),
test-slowest and test-cache-clean. A stale .pytest_cache holding node ids
from deleted files made --last-failed select everything; make clean and
test-cache-clean drop it.
Fix the fifteen failures this surfaced.
DeepSearch crawling raised AttributeError in its finally block on every run:
async_playwright().__aenter__() returns a Playwright, which has no __aexit__.
Use start()/stop() at both call sites.
Update the tests left behind by changed signatures: VectorStore is async now,
fetch_page takes a browser, _summary_payload takes dom_evidence, and the
messages/notifications page compounds take a user_uid.
Close four real flakes that fail-fast had been hiding, all of them late in
the run. Harvest assertions pinned crop.reward_coins while is_golden pays
five times on about five percent of harvests, so they now assert through
realizable_harvest_coins with the observed golden flag. Market saturation
fixtures assumed a single active farm and landed two tiers milder once the
api and e2e tiers had created farms, so they scale by active_farms(). The
primary-administrator container test raced the one second cross-worker cache
version window and now waits for the server to agree. The isslop tools test
matched the collapsed nav dropdown link instead of the tools grid card.
Stop burning ninety seconds waiting out server-side display caches:
DEVPLACE_RANKING_TTL and DEVPLACE_MARKET_SATURATION_TTL follow the existing
sitemap and home cache precedent and are zero for the suite, taking the
leaderboard test from 60.6s to 4.4s and the saturation test from 30.1s to
under a second.
2881 passed, 1 skipped in 15:13.
Every purchase/upgrade path (new and pre-existing) is now race-safe against concurrent requests via atomic conditional SQL updates.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Add `url` field to profile activity items so post cards link to `/posts/{slug}` and comment cards link to the parent post with a `#comment-{uid}` anchor, matching notification click behavior. Include the shared `_card_link.html` overlay in the template, fix XP bar rendering for missing `xp` key, and add API + e2e tests verifying the link structure and navigation.
Implement a new `avatar_seed` column on the users table that overrides the username-based seed for Multiavatar generation. Introduce a null-safe `avatar_seed(user)` choke point in `avatar.py` that resolves `user.get("avatar_seed") or user.get("username")`, registered as a Jinja global so every render site (`_avatar_link.html`, `avatar_url(...)` calls, SEO `og_image`, issues ad-hoc dicts, devRant payload/PNG) propagates a regenerated seed. Add `POST /profile/{username}/regenerate-avatar` endpoint (owner-or-admin only) that writes a fresh `generate_uid()` to `avatar_seed`, invalidates the target's user cache, and audits `profile.avatar.regenerate`. The previous seed is overwritten and never stored, making regeneration irreversible. Document the feature in `AGENTS.md` and `README.md`, add the API endpoint to `docs_api.py`, and include the `regenerate_avatar` Devii tool in `CONFIRM_REQUIRED`.
Implement a Farmville-style cooperative idle game mounted at `/game` with member-only play and public farm viewing. The data layer is pure and timestamp-driven with no background tick: plot states are derived from `ready_at` vs current time, never stored. Key features include plantable software projects (shell script through kernel) that build over real time, harvest for coins and XP, CI tier upgrades for faster builds, plot purchasing with doubling cost, watering mechanics for friends' builds, daily quests, and prestige system. All game endpoints negotiate HTML or JSON and return full farm state for single-request client refresh. Pub/sub notifications broadcast farm updates on `public.game.farm.{username}` topics. Database schema adds `game_farms`, `game_plots`, and `game_quests` tables with appropriate indexes.