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The code map only looked for Chrome at the macOS app path, so on Linux it always showed 'needs Google Chrome'. Probe a fixed list of macOS and Linux browser paths and use the first that exists.
…code map A browser path that exists but fails to render (for example a Snap launcher) left the pane on 'Drawing the code map...' forever. Show which browser failed instead.
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What changed
The code map (
/mission code) looked for Chrome only at the macOS app path, so on Linux it always showed "needs Google Chrome". It now uses the first browser that exists in a fixed list.If the browser exists but the render fails (for example a Snap launcher), the pane said "Drawing the code map…" forever. It now says which browser failed:
docs/mods.mdnow says the Code view runs on macOS and Linux.Evidence
chromium-browserinstalled, the pane shows "The code map needs Google Chrome at /Applications/Google Chrome.app/…". The new test fails:given only /usr/bin/chromium-browser exists → expect sh run with that path✗given chromium-browser exists but the render exits 1 → expect "could not draw" text✗claude plugin test mods/mission-control: 10 pass, 0 fail). The mod's own headless script, run by hand with/usr/bin/chromium-browser, wrote a 400×200 PNG and exited 0 with no Chrome left running.Merge Danger
Door: two-way
Blast Radius: mission-control
macOS keeps the same path, checked first, so nothing changes there. The paths are a hard-coded list passed as an argv element (
"$1"), not taken from env or user input. A Flatpak or Snap Chrome isn't picked up: its sandbox can't read the SVG in$TMPDIR.Checklist
claude plugin validate mods/mission-controlpassesclaude plugin test mods/mission-controlpassesplugin.jsonand in.claude-plugin/marketplace.json(0.1.3 → 0.1.4).claude-plugin/marketplace.json(n/a)docs/mods.mdnotes (n/a)