{"action":"created","comment":{"url":"https://api.github.com/repos/code-dot-org/code-dot-org/pulls/comments/36931186","id":36931186,"diff_hunk":"@@ -457,7 +457,13 @@ NetSimLocalClientNode.prototype.sendMessages = function (payloads, onComplete) {\n  * @private\n  */\n NetSimLocalClientNode.prototype.onNodeTableChange_ = function (nodeRows) {\n-  // 1. Remove simulating routers that have vanished from remote storage.\n+  // If our own row is gone, drop everything and handle disconnect.\n+  if (this.onNodeLostConnection_ && !this.canFindOwnRowIn(nodeRows)) {\n+    this.onNodeLostConnection_();\n+    return;\n+  }","path":"apps/src/netsim/NetSimLocalClientNode.js","position":9,"original_position":9,"commit_id":"db20ab9313a6340ef3ab5bb38f5c3c42d6114074","original_commit_id":"ee3a73cb0a282784fe3adc22d02c3928e09790d5","user":{"login":"islemaster","id":1615761,"avatar_url":"https://avatars.githubusercontent.com/u/1615761?v=3","gravatar_id":"","url":"https://api.github.com/users/islemaster","html_url":"https://github.com/islemaster","followers_url":"https://api.github.com/users/islemaster/followers","following_url":"https://api.github.com/users/islemaster/following{/other_user}","gists_url":"https://api.github.com/users/islemaster/gists{/gist_id}","starred_url":"https://api.github.com/users/islemaster/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/islemaster/subscriptions","organizations_url":"https://api.github.com/users/islemaster/orgs","repos_url":"https://api.github.com/users/islemaster/repos","events_url":"https://api.github.com/users/islemaster/events{/privacy}","received_events_url":"https://api.github.com/users/islemaster/received_events","type":"User","site_admin":false},"body":"I thought about this while editing, myself.  The truth is, we should always have an onNodeLostConnection_ function in production so this check might be overkill.  We could change it to be an empty function by default so it's always valid.  There's a redundant set check, but it's probably unneeded.","created_at":"2015-08-13T00:37:25Z","updated_at":"2015-08-13T00:37:25Z","html_url":"https://github.com/code-dot-org/code-dot-org/pull/3510#discussion_r36931186","pull_request_url":"https://api.github.com/repos/code-dot-org/code-dot-org/pulls/3510","_links":{"self":{"href":"https://api.github.com/repos/code-dot-org/code-dot-org/pulls/comments/36931186"},"html":{"href":"https://github.com/code-dot-org/code-dot-org/pull/3510#discussion_r36931186"},"pull_request":{"href":"https://api.github.com/repos/code-dot-org/code-dot-org/pulls/3510"}}},"pull_request":{"url":"https://api.github.com/repos/code-dot-org/code-dot-org/pulls/3510","id":42292293,"html_url":"https://github.com/code-dot-org/code-dot-org/pull/3510","diff_url":"https://github.com/code-dot-org/code-dot-org/pull/3510.diff","patch_url":"https://github.com/code-dot-org/code-dot-org/pull/3510.patch","issue_url":"https://api.github.com/repos/code-dot-org/code-dot-org/issues/3510","number":3510,"state":"open","locked":false,"title":"NetSim: Shard reset prototype","user":{"login":"islemaster","id":1615761,"avatar_url":"https://avatars.githubusercontent.com/u/1615761?v=3","gravatar_id":"","url":"https://api.github.com/users/islemaster","html_url":"https://github.com/islemaster","followers_url":"https://api.github.com/users/islemaster/followers","following_url":"https://api.github.com/users/islemaster/following{/other_user}","gists_url":"https://api.github.com/users/islemaster/gists{/gist_id}","starred_url":"https://api.github.com/users/islemaster/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/islemaster/subscriptions","organizations_url":"https://api.github.com/users/islemaster/orgs","repos_url":"https://api.github.com/users/islemaster/repos","events_url":"https://api.github.com/users/islemaster/events{/privacy}","received_events_url":"https://api.github.com/users/islemaster/received_events","type":"User","site_admin":false},"body":"A minimum-UI implementation of the shard reset feature.  It works like this:\r\n\r\nA user who wishes to reset a NetSim shard adds `resetShard' as a query parameter, like this:\r\n\r\n* `stage/2/puzzle/2?resetShard`\r\n* `stage/2/puzzle/2?s=bugbash&resetShard`\r\n\r\nAs soon as they hit the lobby they will see a confirmation prompt.\r\n\r\n![screenshot from 2015-08-12 14 25 14](https://cloud.githubusercontent.com/assets/1615761/9237126/047e6a92-40fe-11e5-9660-f9f13a0fda29.png)\r\n\r\nIf they click \"OK\" a shard-reset message will be sent.  This message is authenticated by the server.\r\n\r\n* If the user is an admin, or if they are the teacher that owns the section, the shard will be reset and everyone will be kicked out and start over as if they had just landed on the page.  The user who triggered the reset will experience a page reload, with the `resetShard` query parameter removed from the URL.\r\n* Otherwise if the user does not have permission to reset the shard, nothing happens.\r\n\r\n![shard-reset](https://cloud.githubusercontent.com/assets/1615761/9237308/29ab28ae-40ff-11e5-9b39-a3e8c32d7a33.gif)\r\n\r\n**Gotchas**\r\n\r\nIt's possible to specify a custom shard ID (using `?s=` query parameter) that is owned by a teacher.  Any shard ID that matches `/_\\d+$/` is considered to be associated with that section ID, and can be reset by the teacher that owns that section.  I'm not worried about this for now, as it's not particularly exploitable.\r\n\r\nWe eventually want a nice panic button visible to teachers, but we want to get this in now just to test the reset 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