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feat: stagger avatar wearable loading and gate emotes on instantiation - #9890

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feat: stagger avatar wearable loading and gate emotes on instantiation#9890
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@dalkia dalkia commented Aug 27, 2026

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Pull Request Description

What does this PR change?

Two changes aimed at how avatars feel while loading (profile loading is untouched):

1. Avatars are admitted into wearable-asset downloading a wave at a time, nearest first, sized to keep the download pipe full.

Previously, all avatars' wearable definitions resolved in one bulk-batched request, which put every avatar's asset-bundle promises into the shared deferred-loading queue in the same frame. That queue (one global 50-slot ConcurrentLoadingPerformanceBudget, sorted only by partition bucket) interleaves downloads across avatars — and since an avatar only instantiates when all of its wearables are resolved, every avatar's last wearable landed at the tail of the whole batch and they all popped in at once.

ResolveWearablePromisesSystem now gates the transition from DTO resolution to asset downloading through budget-driven admission:

  • Once an avatar's DTOs are resolved it becomes a candidate. Each frame the system admits candidates nearest first (by RawSqrDistance), but only while the shared ConcurrentLoadingPerformanceBudget has free slots — decrementing a local estimate of EstimatedAssetsPerAvatar (new WearablePlugin.Settings field, default 6, serialized in Plugin Settings.asset) per admission so it fills the pipe without flooding it. At least the nearest candidate is admitted whenever any slot is free, so avatars never stall behind a too-high estimate.
  • The admitted avatars' own downloads saturate the 50-slot budget, so total load time stays close to the old all-at-once behavior — the pipe is never starved. As each nearby avatar completes and releases budget, the next wave is admitted, so admission self-tunes to the completion rate and avatars still reveal one wave after another, nearest first.
  • Admitted avatars carry a new AvatarWearableAssetsInFlight marker (a pure "admitted" tag) so their per-wearable asset promises are created and they don't re-enter the candidate pool.
  • Because admission is gated on real budget occupancy rather than an avatar count, a resolution stalled in the asset phase holds no budget and therefore cannot starve the avatars queued behind it — no explicit stuck-timeout is needed.
  • DTO (definition) resolution stays bulk-batched and uncapped — queued avatars have their definitions ready the moment they are admitted, and fully cached avatars complete instantly once admitted.

This replaces an earlier revision of this branch that used a fixed MaxAvatarsWithAssetsInFlight cap (default 3). That cap staggered reveals correctly but throttled download concurrency to ~3×wearables, well under the 50-slot pipe, so a full crowd loaded noticeably slower. Budget-driven admission keeps the stagger while recovering full throughput, and it also avoids the "3 avatars each on their last wearable → pipe idling at 3/50" waste that a fixed cap suffers as avatars wind down.

2. Emotes no longer play on loading ghosts.

CharacterEmoteSystem.ConsumeEmoteIntent is now gated on AvatarCustomSkinningComponent, which appears with the first wearable instantiation. The pooled AvatarBase (animator + ghost renderer, both driven by the same skeleton) is attached before wearables load, so a remote emote intent arriving during loading used to animate the ghost. The intent now persists until the avatar is instantiated and then plays; a remote stop received meanwhile still removes the pending intent. The gate applies uniformly to remote players, the local player, SDK avatars, and the backpack preview — they all consume intents through this system.

Known trade-offs (intentional for this experiment):

  • Admission reads the global loading budget, shared with scene/terrain/other asset loading. The budget churns constantly as downloads complete, so avatars are admitted in the gaps; once even one avatar is in flight the cycle self-sustains. The narrow edge is startup — if non-avatar loading pins the budget at 0 before any avatar becomes a candidate, avatars wait for a free window rather than competing directly in the deferred sort.
  • EstimatedAssetsPerAvatar is a heuristic: near the real average downloads-per-avatar the pipe stays full with the fewest avatars in flight (tightest stagger at full throughput); lower values are burstier/coarser, higher values stagger more but may under-fill the pipe.
  • The local player is not exempt: it wins the nearest-first sort, but re-dressing while the pipe is full waits for a free slot.
  • A gated emote intent does not tick its play-timeout, so an emote received during a very long load fires when the avatar finally appears.

Test Instructions

Steps (standard run):

metaforge explorer run 9890

Expected result: In a crowded area (e.g. Genesis Plaza), avatars materialize progressively — closest first, a wave at a time — instead of all appearing in the same instant, and the full crowd finishes loading roughly as fast as before (the download pipe stays busy). Ghosts never play emotes; an avatar that was emoting while loading starts its emote only once its wearables are on.

Test Steps

  1. Teleport to a crowded scene with a cold cache and watch the crowd fill in: reveals should stagger, nearest avatars first, and the crowd should not take noticeably longer to fully load than on dev.
  2. Watch a loading ghost while nearby players emote — the ghost must keep idle/locomotion animation only; the emote should start after the avatar reveals.
  3. Change your own outfit in the backpack — the preview updates as usual and the in-world avatar re-instantiates (may briefly wait for a free slot in a crowd).
  4. Tweak EstimatedAssetsPerAvatar in Plugin Settings.asset (WearablePlugin section): higher values admit fewer avatars per wave (more staggered, may under-fill the pipe); lower values admit more at once (faster/coarser, approaching the old all-at-once behavior).

Additional Testing Notes

  • Watch whether the crowd's total load time matches dev — the point of budget-driven admission is that the shared 50-slot pipe stays saturated.
  • Edge cases: player disconnecting mid-load and outfit changes mid-load should free their budget (avatar entity destruction / promise re-creation); a wearable whose assets never resolve should not block the avatars queued behind it.

Quality Checklist

  • Changes have been tested locally
  • Documentation has been updated (if required)
  • Performance impact has been considered
  • For SDK features: Test scene is included

Code Review Reference

Please review our Branch & PR Standards before submitting. It explains the automated review flow, QA/DEV approval requirements, and what each label does — especially useful for first-time contributors.

🤖 Generated with Claude Code

@dalkia
dalkia requested review from a team as code owners August 27, 2026 16:28
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🚦 CI Status

Build

Windows and Mac build successful in Unity Cloud! You can find a link to the downloadable artifact below.

Name Link
Commit ec449df
Logs https://github.com/decentraland/unity-explorer/actions/runs/33110895644
Download Windows https://github.com/decentraland/unity-explorer/suites/89723047387/artifacts/9663631769
Download Windows S3 https://explorer-artifacts.decentraland.org/@dcl/unity-explorer/branch/experiment/avatar-load-stagger/pr-25616-ec449df/Decentraland_windows64.zip
Download Mac https://github.com/decentraland/unity-explorer/suites/89723047387/artifacts/9663517502
Download Mac S3 https://explorer-artifacts.decentraland.org/@dcl/unity-explorer/branch/experiment/avatar-load-stagger/pr-25616-ec449df/Decentraland_macos.zip
Built on 2026-08-27T20:34:02Z

Lint

Warnings not reduced: 12543 => 12544 — remove at least 2 warnings to merge.

Warnings/errors in files changed by this PR (12)
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:232  CSharpWarnings::CS8602  Dereference of a possibly null reference
Assets/DCL/Infrastructure/Global/StaticContainer.cs:280  ConditionIsAlwaysTrueOrFalseAccordingToNullableAPIContract  Expression is always true according to nullable reference types' annotations
Assets/DCL/Infrastructure/Global/StaticContainer.cs:138  InconsistentNaming  Name 'ISSDescriptorDiskCache' does not match rule 'members_should_be_pascal_case'. Suggested name is 'IssDescriptorDiskCache'.
Assets/DCL/PluginSystem/Global/WearablePlugin.cs:34  InconsistentNaming  Name 'builderContentURL' does not match rule 'non_public_members_should_be_camel_case'. Suggested name is 'builderContentUrl'.
Assets/DCL/PluginSystem/Global/WearablePlugin.cs:55  InconsistentNaming  Name 'builderContentURL' does not match rule 'parameters_should_be_camel_case'. Suggested name is 'builderContentUrl'.
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:118  InconsistentNaming  Name 'finishedDTOs' does not match rule 'non_public_members_should_be_camel_case'. Suggested name is 'finishedDtOs'.
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:115  InconsistentNaming  Name 'resolvedDTOs' does not match rule 'non_public_members_should_be_camel_case'. Suggested name is 'resolvedDtOs'.
Assets/DCL/AvatarRendering/Wearables/Components/AvatarWearableAssetsInFlight.cs:6  InvalidXmlDocComment  Cannot resolve symbol 'Systems'
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:6  RedundantUsingDirective  Using directive is not required by the code and can be safely removed
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:7  RedundantUsingDirective  Using directive is not required by the code and can be safely removed
Assets/DCL/AvatarRendering/Wearables/Systems/ResolveWearablePromisesSystem.cs:15  RedundantUsingDirective  Using directive is not required by the code and can be safely removed
Assets/DCL/Infrastructure/Global/StaticContainer.cs:124  UnusedAutoPropertyAccessor.Global  Auto-property accessor 'FeatureFlagsProvider.get' is never used

Tests

⚠️ EditMode produced no results — the run likely crashed or timed out before finishing. Check the Unity Test / Test (editmode) job.

⚠️ PlayMode produced no results — the run likely crashed or timed out before finishing. Check the Unity Test / Test (playmode) job.

TESTS SUITE Result Passed Failed Skipped
EditMode ⚠️ No results
PlayMode ⚠️ No results

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Code Review — PR #9890

STEP 1 — Context

Loaded CLAUDE.md, review-instructions.md, docs/README.md. Cloned repo, checked out PR head. Read full source of all changed files and their neighbours: AvatarInstantiatorSystem, AvatarCleanUpSystem, PartitionComponent, DistanceBasedComparer. Searched lifecycle owners for AvatarCustomSkinningComponent and AvatarWearableAssetsInFlight (rg over the tree).


STEP 2 — Root-cause check: PASS ✅

Problem: All avatars' wearable asset-bundle promises enter the shared deferred-loading queue in the same frame, interleaving downloads so every avatar's last wearable finishes at the tail of the batch — they all pop in simultaneously.

Fix: The PR gates admission to the asset-download phase through a slot cap in ResolveWearablePromisesSystem, so a limited number of avatars (nearest first) enter the download queue at once. This addresses the cause directly — not a symptom workaround.


STEP 3 — Design & integration: PASS ✅

New unit: AvatarWearableAssetsInFlight — a lightweight ECS marker struct (float Age) added to promise entities. Not a system, service, or persistent collection.

Owner search (mandatory):

  • Who creates the promise entities? AvatarLoaderSystem / AvatarInstantiatorSystem (via AssetPromise<...>.Create), wired in WearablePlugin.InjectToWorld.
  • Who resolves them? ResolveWearablePromisesSystem — the same system this PR modifies.
  • Who destroys them? Promise entities are destroyed when resolution completes (StreamableResult added), is cancelled (CancellationTokenSource), or the avatar entity is destroyed.
  • Could the gating logic live elsewhere? No — the gate sits at the exact seam between DTO resolution (bulk-batched, uncapped) and per-wearable asset-promise creation, both of which are already managed by this system. Splitting into a separate system would fragment a single sequential pipeline with no gain.

State held: assetPhaseCandidates (per-frame list, .Clear()-ed each Update()) and avatarsWithAssetsInFlight (per-frame int, reset to 0 each Update()). Both are sanctioned per-frame scratch — CLAUDE.md §1 ✅.

Slot lifecycle — teardown trace:

Event Slot freed how
Resolution completes StreamableResult added → entity excluded by [None(typeof(StreamableResult))] on the counting query
Resolution cancelled Cancellation check adds StreamableResult → same as above
Entity destroyed Entity no longer exists → no longer matched by any query
Stuck > 30 s inFlight.Age >= threshold → stops incrementing counter (entity continues processing without holding a slot)

All paths covered. No slot leak. ✅

Emote gate: [All(typeof(AvatarCustomSkinningComponent))] on ConsumeEmoteIntent is the right signal — AvatarInstantiatorSystem adds this component at line 159 via World.Add(entity, avatarTransformMatrixComponent, skinningComponent) when the first wearable is instantiated. CharacterEmoteSystem runs [UpdateAfter(typeof(AvatarGroup))], so instantiation happens first in the same frame. Intent persists on the entity until the component appears. ✅


STEP 4 — Member audit

Member Consumers Verdict
AvatarWearableAssetsInFlight.Age CountAvatarsWithAssetsInFlight (ref mutation + threshold check) Single producer/consumer in same system. Correct public field on ECS struct. ✅
Settings.MaxAvatarsWithAssetsInFlight WearablePlugin.InitializeAsync → constructor Follows existing BatchHeartbeatMs pattern. ✅
maxAvatarsWithAssetsInFlight (private readonly) AdmitNextAvatarsToAssetPhase Clamped via Math.Max(1, ...). ✅
assetPhaseCandidates (private list) Update (clear), ResolveWearablePromise (add), AdmitNextAvatarsToAssetPhase (sort + iterate) Per-frame scratch. ✅
avatarsWithAssetsInFlight (private int) Update (reset), CountAvatarsWithAssetsInFlight (increment), AdmitNextAvatarsToAssetPhase (read) Per-frame counter. ✅

No single-use-merge, absent≠false, or re-derivation issues.


STEP 5 — Line-level review

A. Blocking-issue scan: No issues found.

  • Ref safety: Structural changes (World.Add in AdmitNextAvatarsToAssetPhase) happen after all queries have completed and all refs are out of scope. The gating early-return in ResolveWearablePromise does no structural work — only a list append and pool releases. ✅
  • Pool release on early return: Both WEARABLES_POOL and POINTERS_POOL are correctly released on the new gating path. ✅
  • Allocation-free Update: No heap allocations. List.Clear() reuses backing array, List.Sort is in-place, static lambda caches delegate, ValueTuple is stack-allocated, new AvatarWearableAssetsInFlight() is a struct. ✅
  • No LINQ:
  • Resource leaks: No new subscriptions, callbacks, or event hookups introduced. ✅
  • Nullability: No new nullable annotations or null-forgiving operators. ✅

B. Design smells: None found. No construction issues, no naming issues, no encapsulation leaks, no magic values (IN_FLIGHT_STUCK_TIMEOUT_SECS is a named constant).

See inline comments for P2 findings.


STEP 6 — Complexity: COMPLEX

Modifies the avatar wearable loading pipeline (ResolveWearablePromisesSystem), introduces a new ECS component with lifecycle implications, and changes emote system query filters affecting all avatar types.

STEP 7 — QA: YES

Runtime avatar loading order and emote playback behavior are user-visible changes.

STEP 8 — Non-blocking warnings

None. Main.unity is not in the changed file set.

Security review

No security issues found. All inputs are internal (serialized ScriptableObject settings, ECS component data). No network input processing, no auth changes, no user-data handling. Math.Max(1, ...) clamp prevents invalid cap values.


STEP 9 — Verdict

REVIEW_RESULT: PASS ✅
COMPLEXITY: COMPLEX
COMPLEXITY_REASON: Modifies avatar wearable loading pipeline (ResolveWearablePromisesSystem), adds new ECS component, and changes emote system query filters.
QA_REQUIRED: YES


Reviewed by Jarvis 🤖 · Requested by decentraland-bot via GitHub

},
strandedAvatarView,
new AvatarShapeComponent { BodyShape = BodyShape.MALE });
new AvatarShapeComponent { BodyShape = BodyShape.MALE },

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[P2] Missing test: emote gate negative case. The two modified tests verify that ConsumeEmoteIntent works when AvatarCustomSkinningComponent IS present (positive case). Consider adding a test that verifies the gate holds when the component is absent — a loading ghost should NOT consume emote intents.

Suggested change
new AvatarShapeComponent { BodyShape = BodyShape.MALE },
new AvatarCustomSkinningComponent()); // instantiated avatar: the intent is consumable

Suggested additional test (new method):

[Test]
public void NotConsumeEmoteIntentWhileAvatarIsStillLoading()
{
    IAvatarView loadingView = Substitute.For<IAvatarView>();
    loadingView.GetAnimatorBool(AnimationHashes.GROUNDED).Returns(true);

    // No AvatarCustomSkinningComponent — avatar is still loading
    Entity loadingEntity = world.Create(
        new CharacterEmoteComponent(),
        new CharacterEmoteIntent
        {
            EmoteId = new URN(SCENE_EMOTE_URN),
            Mask = AvatarEmoteMask.AemFullBody,
        },
        loadingView,
        new AvatarShapeComponent { BodyShape = BodyShape.MALE });

    system!.Update(1f);

    Assert.IsTrue(world.Has<CharacterEmoteIntent>(loadingEntity),
        "A loading avatar (no AvatarCustomSkinningComponent) must not consume emote intents.");
}

assetPhaseCandidates.Sort(static (c1, c2) => c1.sqrDistance.CompareTo(c2.sqrDistance));

for (var i = 0; i < assetPhaseCandidates.Count && i < freeSlots; i++)
World.Add(assetPhaseCandidates[i].entity, new AvatarWearableAssetsInFlight());

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[P2] Missing test: stagger mechanism. No unit tests cover the slot-gating behavior: max cap enforcement, nearest-first admission ordering, the 30 s stuck timeout, or slot recovery on resolution/cancellation/entity destruction. The existing test file (ResolveWearableByPointerSystemShould.cs) tests FinalizeAssetBundleWearableLoadingSystem, not this system's new gating logic.

Suggested change
World.Add(assetPhaseCandidates[i].entity, new AvatarWearableAssetsInFlight());
World.Add(assetPhaseCandidates[i].entity, new AvatarWearableAssetsInFlight());

Suggested test scenarios for a new ResolveWearablePromisesSystemShould fixture:

  1. With cap = 2 and 4 candidates: only the 2 nearest get AvatarWearableAssetsInFlight on the first update.
  2. After a slot frees (entity gets StreamableResult), the next nearest candidate is admitted.
  3. An entity stuck for > 30 s stops counting against the cap, freeing a slot for the next candidate.
  4. A cancelled entity (via CancellationTokenSource) does not hold a slot.

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dalkia and others added 2 commits August 27, 2026 16:45
…tiation

Cap how many avatars may download wearable assets concurrently
(MaxAvatarsWithAssetsInFlight, default 3, nearest first): each avatar's
promise waits for an in-flight slot before creating its per-wearable
asset promises, so avatars complete one after another instead of
interleaving downloads in the shared deferred queue and all popping in
together. DTO resolution stays bulk-batched and uncapped. A resolution
stuck >30s stops holding a slot so it cannot starve the queue.

Gate CharacterEmoteSystem.ConsumeEmoteIntent on
AvatarCustomSkinningComponent so emote intents wait for the avatar to
be instantiated instead of animating the loading ghost, whose renderer
is driven by the same skeleton the AvatarBase animator plays on.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…xed cap

The fixed MaxAvatarsWithAssetsInFlight cap (3) staggered reveals but
throttled download concurrency to ~3xwearables, well under the shared
50-slot budget, so a full crowd loaded noticeably slower than the old
all-at-once behavior.

Replace it with budget-driven admission: each frame admit DTO-ready
candidates nearest first only while the shared ConcurrentLoadingPerformanceBudget
has free slots, decrementing a local estimate (EstimatedAssetsPerAvatar,
default 6) per admission so we fill the pipe without flooding it. The
admitted avatars' own downloads saturate the budget, and as each nearby
avatar completes and releases budget the next wave is admitted, so
admission self-tunes to the completion rate and keeps the pipe full while
still revealing avatars one wave after another.

Drop the avatar count query, the Age field, and the 30s stuck-timeout: a
stalled avatar now holds no budget so it cannot block the queue.
AvatarWearableAssetsInFlight becomes a pure admitted tag. Expose the
concrete AssetsLoadingBudget from StaticContainer so the system can read
its remaining slots.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
@dalkia
dalkia force-pushed the experiment/avatar-load-stagger branch from bb7003d to ec449df Compare August 27, 2026 19:56
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PR #9890, run #33113992317

Overall: ✅ no significant changes

Builds: Windows change, Windows baseline, macOS change, macOS baseline

How to read this table
  • Each build is measured 3 times, interleaved with the other build (change, baseline, change, baseline, ...) in the same session, so both see the same world content and machine state. The values are the median, and (min–max) is the lowest and highest of those runs.
  • Δ is Change minus Baseline (a negative Δ means Change is faster).
  • 🟢 faster / 🔴 slower — a difference that passed every check: the runs are fully separated (every run of one build faster than every run of the other), and the median difference is at least 3% and at least 0.5 ms.
  • ⚪ within noise — the builds' runs overlap, or the difference is tiny; it cannot be told apart from random variation. Treat it as no change.
  • — informational — the 0.1% worst metrics average only the few worst frames of a run, so a single OS hiccup swings them by a lot; they are shown for context and never earn a verdict.
  • ⚠️ no verdict — the two builds' sessions were not comparable (very different sample counts, or too few usable runs), so no conclusion is drawn from them.
  • Exceptions per run — the average number of exceptions in a run's log, not counting teardown ones logged while the app quits. Flagged only on a difference of at least 2 per run and 1.5× the other build; exception kinds the baseline never threw are called out under the table. The Exception breakdown groups all of them by the explorer's report category and exception type (as totals across the runs).
  • A run that logged unusually many exceptions (at least 10 and 5× the median of its build's runs — e.g. a service was down during it) is excluded from all numbers and called out under the table.
  • The Overall line at the top only reacts to a metric that moved on two or more machines, or by 10% or more on one — a single modest 🟢/🔴 cell can still be a statistical fluke.

Intel Core i5

Metric Baseline Change Δ Result
Samples 2324 (×3) 2259 (×3)
CPU average 38.6 ms (37.2–39.7) 39.7 ms (39.0–39.8) 1.1 ms ⚪ within noise
CPU 1% worst 393.7 ms (388.1–413.2) 399.5 ms (366.5–457.7) 5.9 ms ⚪ within noise
CPU 0.1% worst 438.1 ms (417.2–462.6) 465.2 ms (402.5–527.8) 27.1 ms — informational
GPU average 24.6 ms (24.2–25.6) 25.3 ms (24.9–26.0) 0.6 ms ⚪ within noise
GPU 1% worst 394.2 ms (394.1–400.7) 399.4 ms (372.3–468.6) 5.2 ms ⚪ within noise
GPU 0.1% worst 447.8 ms (420.0–470.5) 420.4 ms (407.7–532.8) -27.3 ms — informational
Exceptions per run 0 0 0 ⚪ no significant change

Apple M1

Metric Baseline Change Δ Result
Samples 3321 (×3) 3120 (×3)
CPU average 26.8 ms (26.6–27.8) 28.7 ms (26.7–29.8) 1.9 ms ⚪ within noise
CPU 1% worst 226.0 ms (225.7–227.6) 231.0 ms (230.9–301.4) 5.0 ms ⚪ within noise
CPU 0.1% worst 233.8 ms (232.9–236.5) 233.5 ms (233.0–906.4) -0.4 ms — informational
GPU average 20.8 ms (18.6–21.3) 22.7 ms (21.2–22.9) 1.9 ms ⚪ within noise
GPU 1% worst 56.7 ms (55.8–57.7) 57.2 ms (56.2–58.5) 0.5 ms ⚪ within noise
GPU 0.1% worst 61.0 ms (60.5–61.4) 61.6 ms (60.7–62.4) 0.5 ms — informational
Exceptions per run 0 0 0 ⚪ no significant change

@dalkia
dalkia marked this pull request as draft August 31, 2026 14:06
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