{"version":"2.1.271","anchor":"headless-session-turns-can-be-cut-short-by-hook-queued-input","canonical_anchor":"headless-session-turns-can-be-cut-short-by-hook-queued-input","heading":"Headless session turns can be cut short by hook-queued input, and gain a memory snapshot kick","tier":"notice","area":"Headless Mode","scope":null,"heads_up":null,"url":"https:\/\/changelogs.core-directive.com\/v\/2.1.271\/e\/headless-session-turns-can-be-cut-short-by-hook-queued-input","release_url":"https:\/\/changelogs.core-directive.com\/v\/2.1.271","markdown":"### Headless session turns can be cut short by hook-queued input, and gain a memory snapshot kick\n\nHeadless session turns now end early if new input arrives while waiting on hooks, and gain a memory-snapshot kick\n\n**What**\n\nIn headless sessions (running without the interactive terminal UI), a turn waits for its turn-event hooks to finish before ending. That wait now races against new input arriving on the message queue: if a hook queues new input while the turn is waiting, the current turn ends immediately so the new input can run right away, and the still-pending hook events are carried over to be settled alongside the next turn instead of being lost.\n\nSeparately, the start of a turn now kicks off a \"memory snapshot\" fetch, replacing a previous call, wrapped in error handling so a failure doesn't stop the turn.\n\n**Why**\n\nThis stops headless turns from stalling when a hook queues new work, letting that work run without dropping the hook results that were still in progress.\n\n- Area: Headless Mode\n- Tier: You'll notice\n- Useful: 2\/5\n- Signal: 2\/5"}