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The Agent panel counts the session's context. A gauge in the header shows how full the model's window is, from the CLI's usage on each answer and the window it reports; it turns yellow past 80 % and near compaction. Its popup lays the window out as one bar and a row per part: messages, scene, code, docs, project and schema, tool results, the editor's instructions and tool definitions, the CLI's own prompt, the compaction buffer and free room. The parts are the editor's estimate of what it sent, scaled to the usage; on a recorded session the estimate stays within 15 % of the CLI's count. A part opens to its contributions with Drop and Pin. The CLI cannot edit its history, so Drop starts the next message in a new session with a shortened history: messages in full, results as summaries, pinned ones in full, dropped ones left out. New Session with Summary asks the agent for a summary and sends it, with the names of the changed nodes, with the next message. The open scene and the selection can go with every message. A compaction shows in the transcript. Read tools keep large reads small: scene_tree up to a number of nodes and levels with the rest counted and a node argument for a part, docs_search up to a number of results, script_read in parts for a long script. The limits are in the popup and in prefs.aetext. MCP results are compact JSON. scene_run through the editor answers ok when the game ran.
29 lines
56 KiB
JSON
29 lines
56 KiB
JSON
{"text":"Look at scenes/main.aescene: read the tree, then the Player node and its script. Tell me in two sentences how the player moves.","type":"aego_user"}
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{"type":"system","subtype":"init","model":"claude-opus-5-5"}
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0.85]","health":"node(\"00000000000000000000000000000000\")","multiplier":"1","shape":"box"}},{"type":"gameplay.Motion2D","fields":{"accel":"60","airControl":"0.6","climbTime":"0.3","collisionMask":"10","coyoteTime":"0.1","dashGravity":"false","decel":"50","faceMovement":"false","gravityScale":"1","jumpBuffer":"0.1","jumpCutMultiplier":"0.5","jumpHeight":"2.6","jumpSpeed":"0","ledgeClimb":"0.6","maxFallSpeed":"20","maxSlides":"4","maxSlope":"45","maxSpeed":"7","mode":"platformer","movingPlatforms":"true","platformOnLeave":"keep","pushBodies":"false","safeMargin":"0.02","snapToGround":"0.2","stepHeight":"0.2","upDirection":"[0, 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{"type":"assistant","message":{"model":"claude-opus-5-5","id":"msg_011CgQnreUYAnSvMxYgSsj9T","type":"message","role":"assistant","content":[{"type":"tool_use","id":"toolu_01KejsKyF7ghNtptqmfLLZ2p","name":"mcp__aego__script_read","input":{"file":"scripts/player/player.aes"},"caller":{"type":"direct"}}],"container":null,"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":1869,"cache_read_input_tokens":23262,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":1869},"output_tokens":24,"service_tier":"standard","inference_geo":"global","speed":"standard"},"input_transformations":[],"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"timestamp":"2026-10-26T11:44:55.562Z","request_id":"req_011CgQnre3zL24TBADfUBJC5","wire_tool_inputs":{"toolu_01KejsKyF7ghNtptqmfLLZ2p":{"file":"scripts/player/player.aes"}},"tool_use_meta":[{"id":"toolu_01KejsKyF7ghNtptqmfLLZ2p","display_name":"Script Read","server_display_name":"aego"}]}
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{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KejsKyF7ghNtptqmfLLZ2p","type":"tool_result","content":"{\"ok\":true,\"value\":\"package player\\n\\nimport (\\n\\t\\\"aego/anim\\\"\\n\\t\\\"aego/audio\\\"\\n\\t\\\"aego/camera\\\"\\n\\t\\\"aego/input\\\"\\n\\t\\\"aego/log\\\"\\n\\t\\\"aego/math\\\"\\n\\t\\\"aego/save\\\"\\n\\t\\\"aego/settings\\\"\\n\\t\\\"mygame/enemy\\\"\\n)\\n\\nscript PlayerController {\\n\\t@export\\n\\tvar EnemyA NodeRef\\n\\n\\t@export\\n\\tvar EnemyB NodeRef\\n\\n\\t@export(min=0)\\n\\tvar LandShake float = 9\\n\\n\\t@export(gizmo=\\\"vector\\\")\\n\\tvar Bounce Vec2 = Vec2{0, -9}\\n\\n\\t@export\\n\\tvar JumpSound AssetRef<AudioEvent>\\n\\n\\t@export\\n\\tvar HitSound AssetRef<AudioEvent>\\n\\n\\t@export\\n\\tvar Theme AssetRef<Clip>\\n\\n\\t@export(tip=\\\"Hitbox that the Hit frame of the attack clip pulses\\\")\\n\\tvar Slash NodeRef\\n\\n\\t@export(min=0)\\n\\tvar Reach float = 0.6\\n\\n\\t@persist\\n\\tvar kills int\\n\\tvar facing float = 1\\n\\tvar hit int\\n\\n\\tfunc Ready() {\\n\\t\\twatch(EnemyA)\\n\\t\\twatch(EnemyB)\\n\\t\\tm := node.Get<Motion2D>()\\n\\t\\tm.Jumped.Connect(OnJumped)\\n\\t\\tm.Landed.Connect(OnLanded)\\n\\t\\tnode.Get<Health>().Damaged.Connect(OnDamaged)\\n\\t\\thit = anim.EventID(\\\"Hit\\\")\\n\\t\\taudio.Music(Theme, 1.5)\\n\\t}\\n\\n\\tfunc watch(n NodeRef) {\\n\\t\\tif n != nil && n.IsAlive() {\\n\\t\\t\\tn.GetScript<enemy.EnemyAI>().Died.Connect(OnEnemyDied)\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnEnemyDied() {\\n\\t\\tkills++\\n\\t\\tsave.SetGlobalInt(\\\"kills\\\", save.GlobalInt(\\\"kills\\\", 0) + 1)\\n\\t\\tnode.Get<Motion2D>().AddVelocity(Bounce)\\n\\t}\\n\\n\\tfunc OnJumped() {\\n\\t\\taudio.PlayEvent(JumpSound)\\n\\t}\\n\\n\\tfunc OnLanded(speed float) {\\n\\t\\tif speed > LandShake {\\n\\t\\t\\tcamera.Shake(0.35)\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnDamaged(amount int, source NodeRef) {\\n\\t\\taudio.PlayEvent(HitSound)\\n\\t\\tnode.Get<Animator>().SetTrigger(\\\"Hurt\\\")\\n\\t}\\n\\n\\tfunc OnAnimEvent(id int, payload float) {\\n\\t\\tif id == hit && Slash != nil {\\n\\t\\t\\tSlash.Get<Hitbox2D>().Pulse()\\n\\t\\t}\\n\\t}\\n\\n\\tfunc FixedUpdate(dt float) {\\n\\t\\tm := node.Get<Motion2D>()\\n\\t\\tx := input.Axis(\\\"Move\\\")\\n\\t\\tm.Move(x)\\n\\t\\tif input.Pressed(\\\"Jump\\\") {\\n\\t\\t\\tm.Jump()\\n\\t\\t}\\n\\t\\tif input.Released(\\\"Jump\\\") {\\n\\t\\t\\tm.JumpReleased()\\n\\t\\t}\\n\\t\\tif x != 0 {\\n\\t\\t\\tfacing = math.Sign(x)\\n\\t\\t\\tnode.Get<SpriteRenderer>().FlipX = x < 0\\n\\t\\t\\tif Slash != nil {\\n\\t\\t\\t\\tSlash.SetPosition(Vec2{facing * Reach, 0})\\n\\t\\t\\t\\tSlash.Get<SpriteRenderer>().FlipX = x < 0\\n\\t\\t\\t}\\n\\t\\t}\\n\\t\\tnode.Get<Hitbox2D>().Active = !m.Grounded && m.Velocity.Y > 0\\n\\t\\ta := node.Get<Animator>()\\n\\t\\ta.SetFloat(\\\"Speed\\\", math.Abs(m.Velocity.X))\\n\\t\\ta.SetBool(\\\"Grounded\\\", m.Grounded)\\n\\t\\ta.SetFloat(\\\"VerticalSpeed\\\", m.Velocity.Y)\\n\\t\\ta.SetBool(\\\"Climbing\\\", m.Climbing)\\n\\t\\tif input.Pressed(\\\"Attack\\\") {\\n\\t\\t\\ta.SetTrigger(\\\"Attack\\\")\\n\\t\\t}\\n\\t\\tif Slash != nil && a.State != \\\"Hit\\\" {\\n\\t\\t\\tSlash.Get<SpriteRenderer>().Tint = Color{1, 1, 1, 0}\\n\\t\\t}\\n\\t}\\n\\n\\tfunc Update(dt float) {\\n\\t\\tif input.Pressed(\\\"QuickSave\\\") {\\n\\t\\t\\tsave.Save(\\\"quick\\\")\\n\\t\\t}\\n\\t\\tif input.Pressed(\\\"QuickLoad\\\") && save.Exists(\\\"quick\\\") {\\n\\t\\t\\tsave.Load(\\\"quick\\\")\\n\\t\\t}\\n\\t\\tif input.Pressed(\\\"Pause\\\") {\\n\\t\\t\\tsettings.OpenView()\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnSettingChanged(id string) {\\n\\t\\tif id == \\\"audio.bus.music.volume\\\" {\\n\\t\\t\\tlog.Info(\\\"music volume \\\" + string(settings.GetFloat(id)))\\n\\t\\t}\\n\\t}\\n}\\n\"}"}]},"parent_tool_use_id":null,"timestamp":"2026-10-26T11:44:55.577Z","tool_use_result":{"content":"{\"ok\":true,\"value\":\"package player\\n\\nimport (\\n\\t\\\"aego/anim\\\"\\n\\t\\\"aego/audio\\\"\\n\\t\\\"aego/camera\\\"\\n\\t\\\"aego/input\\\"\\n\\t\\\"aego/log\\\"\\n\\t\\\"aego/math\\\"\\n\\t\\\"aego/save\\\"\\n\\t\\\"aego/settings\\\"\\n\\t\\\"mygame/enemy\\\"\\n)\\n\\nscript PlayerController {\\n\\t@export\\n\\tvar EnemyA NodeRef\\n\\n\\t@export\\n\\tvar EnemyB NodeRef\\n\\n\\t@export(min=0)\\n\\tvar LandShake float = 9\\n\\n\\t@export(gizmo=\\\"vector\\\")\\n\\tvar Bounce Vec2 = Vec2{0, -9}\\n\\n\\t@export\\n\\tvar JumpSound AssetRef<AudioEvent>\\n\\n\\t@export\\n\\tvar HitSound AssetRef<AudioEvent>\\n\\n\\t@export\\n\\tvar Theme AssetRef<Clip>\\n\\n\\t@export(tip=\\\"Hitbox that the Hit frame of the attack clip pulses\\\")\\n\\tvar Slash NodeRef\\n\\n\\t@export(min=0)\\n\\tvar Reach float = 0.6\\n\\n\\t@persist\\n\\tvar kills int\\n\\tvar facing float = 1\\n\\tvar hit int\\n\\n\\tfunc Ready() {\\n\\t\\twatch(EnemyA)\\n\\t\\twatch(EnemyB)\\n\\t\\tm := node.Get<Motion2D>()\\n\\t\\tm.Jumped.Connect(OnJumped)\\n\\t\\tm.Landed.Connect(OnLanded)\\n\\t\\tnode.Get<Health>().Damaged.Connect(OnDamaged)\\n\\t\\thit = anim.EventID(\\\"Hit\\\")\\n\\t\\taudio.Music(Theme, 1.5)\\n\\t}\\n\\n\\tfunc watch(n NodeRef) {\\n\\t\\tif n != nil && n.IsAlive() {\\n\\t\\t\\tn.GetScript<enemy.EnemyAI>().Died.Connect(OnEnemyDied)\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnEnemyDied() {\\n\\t\\tkills++\\n\\t\\tsave.SetGlobalInt(\\\"kills\\\", save.GlobalInt(\\\"kills\\\", 0) + 1)\\n\\t\\tnode.Get<Motion2D>().AddVelocity(Bounce)\\n\\t}\\n\\n\\tfunc OnJumped() {\\n\\t\\taudio.PlayEvent(JumpSound)\\n\\t}\\n\\n\\tfunc OnLanded(speed float) {\\n\\t\\tif speed > LandShake {\\n\\t\\t\\tcamera.Shake(0.35)\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnDamaged(amount int, source NodeRef) {\\n\\t\\taudio.PlayEvent(HitSound)\\n\\t\\tnode.Get<Animator>().SetTrigger(\\\"Hurt\\\")\\n\\t}\\n\\n\\tfunc OnAnimEvent(id int, payload float) {\\n\\t\\tif id == hit && Slash != nil {\\n\\t\\t\\tSlash.Get<Hitbox2D>().Pulse()\\n\\t\\t}\\n\\t}\\n\\n\\tfunc FixedUpdate(dt float) {\\n\\t\\tm := node.Get<Motion2D>()\\n\\t\\tx := input.Axis(\\\"Move\\\")\\n\\t\\tm.Move(x)\\n\\t\\tif input.Pressed(\\\"Jump\\\") {\\n\\t\\t\\tm.Jump()\\n\\t\\t}\\n\\t\\tif input.Released(\\\"Jump\\\") {\\n\\t\\t\\tm.JumpReleased()\\n\\t\\t}\\n\\t\\tif x != 0 {\\n\\t\\t\\tfacing = math.Sign(x)\\n\\t\\t\\tnode.Get<SpriteRenderer>().FlipX = x < 0\\n\\t\\t\\tif Slash != nil {\\n\\t\\t\\t\\tSlash.SetPosition(Vec2{facing * Reach, 0})\\n\\t\\t\\t\\tSlash.Get<SpriteRenderer>().FlipX = x < 0\\n\\t\\t\\t}\\n\\t\\t}\\n\\t\\tnode.Get<Hitbox2D>().Active = !m.Grounded && m.Velocity.Y > 0\\n\\t\\ta := node.Get<Animator>()\\n\\t\\ta.SetFloat(\\\"Speed\\\", math.Abs(m.Velocity.X))\\n\\t\\ta.SetBool(\\\"Grounded\\\", m.Grounded)\\n\\t\\ta.SetFloat(\\\"VerticalSpeed\\\", m.Velocity.Y)\\n\\t\\ta.SetBool(\\\"Climbing\\\", m.Climbing)\\n\\t\\tif input.Pressed(\\\"Attack\\\") {\\n\\t\\t\\ta.SetTrigger(\\\"Attack\\\")\\n\\t\\t}\\n\\t\\tif Slash != nil && a.State != \\\"Hit\\\" {\\n\\t\\t\\tSlash.Get<SpriteRenderer>().Tint = Color{1, 1, 1, 0}\\n\\t\\t}\\n\\t}\\n\\n\\tfunc Update(dt float) {\\n\\t\\tif input.Pressed(\\\"QuickSave\\\") {\\n\\t\\t\\tsave.Save(\\\"quick\\\")\\n\\t\\t}\\n\\t\\tif input.Pressed(\\\"QuickLoad\\\") && save.Exists(\\\"quick\\\") {\\n\\t\\t\\tsave.Load(\\\"quick\\\")\\n\\t\\t}\\n\\t\\tif input.Pressed(\\\"Pause\\\") {\\n\\t\\t\\tsettings.OpenView()\\n\\t\\t}\\n\\t}\\n\\n\\tfunc OnSettingChanged(id string) {\\n\\t\\tif id == \\\"audio.bus.music.volume\\\" {\\n\\t\\t\\tlog.Info(\\\"music volume \\\" + string(settings.GetFloat(id)))\\n\\t\\t}\\n\\t}\\n}\\n\"}","structuredContent":{"ok":true,"value":"package player\n\nimport (\n\t\"aego/anim\"\n\t\"aego/audio\"\n\t\"aego/camera\"\n\t\"aego/input\"\n\t\"aego/log\"\n\t\"aego/math\"\n\t\"aego/save\"\n\t\"aego/settings\"\n\t\"mygame/enemy\"\n)\n\nscript PlayerController {\n\t@export\n\tvar EnemyA NodeRef\n\n\t@export\n\tvar EnemyB NodeRef\n\n\t@export(min=0)\n\tvar LandShake float = 9\n\n\t@export(gizmo=\"vector\")\n\tvar Bounce Vec2 = Vec2{0, -9}\n\n\t@export\n\tvar JumpSound AssetRef<AudioEvent>\n\n\t@export\n\tvar HitSound AssetRef<AudioEvent>\n\n\t@export\n\tvar Theme AssetRef<Clip>\n\n\t@export(tip=\"Hitbox that the Hit frame of the attack clip pulses\")\n\tvar Slash NodeRef\n\n\t@export(min=0)\n\tvar Reach float = 0.6\n\n\t@persist\n\tvar kills int\n\tvar facing float = 1\n\tvar hit int\n\n\tfunc Ready() {\n\t\twatch(EnemyA)\n\t\twatch(EnemyB)\n\t\tm := node.Get<Motion2D>()\n\t\tm.Jumped.Connect(OnJumped)\n\t\tm.Landed.Connect(OnLanded)\n\t\tnode.Get<Health>().Damaged.Connect(OnDamaged)\n\t\thit = anim.EventID(\"Hit\")\n\t\taudio.Music(Theme, 1.5)\n\t}\n\n\tfunc watch(n NodeRef) {\n\t\tif n != nil && n.IsAlive() {\n\t\t\tn.GetScript<enemy.EnemyAI>().Died.Connect(OnEnemyDied)\n\t\t}\n\t}\n\n\tfunc OnEnemyDied() {\n\t\tkills++\n\t\tsave.SetGlobalInt(\"kills\", save.GlobalInt(\"kills\", 0) + 1)\n\t\tnode.Get<Motion2D>().AddVelocity(Bounce)\n\t}\n\n\tfunc OnJumped() {\n\t\taudio.PlayEvent(JumpSound)\n\t}\n\n\tfunc OnLanded(speed float) {\n\t\tif speed > LandShake {\n\t\t\tcamera.Shake(0.35)\n\t\t}\n\t}\n\n\tfunc OnDamaged(amount int, source NodeRef) {\n\t\taudio.PlayEvent(HitSound)\n\t\tnode.Get<Animator>().SetTrigger(\"Hurt\")\n\t}\n\n\tfunc OnAnimEvent(id int, payload float) {\n\t\tif id == hit && Slash != nil {\n\t\t\tSlash.Get<Hitbox2D>().Pulse()\n\t\t}\n\t}\n\n\tfunc FixedUpdate(dt float) {\n\t\tm := node.Get<Motion2D>()\n\t\tx := input.Axis(\"Move\")\n\t\tm.Move(x)\n\t\tif input.Pressed(\"Jump\") {\n\t\t\tm.Jump()\n\t\t}\n\t\tif input.Released(\"Jump\") {\n\t\t\tm.JumpReleased()\n\t\t}\n\t\tif x != 0 {\n\t\t\tfacing = math.Sign(x)\n\t\t\tnode.Get<SpriteRenderer>().FlipX = x < 0\n\t\t\tif Slash != nil {\n\t\t\t\tSlash.SetPosition(Vec2{facing * Reach, 0})\n\t\t\t\tSlash.Get<SpriteRenderer>().FlipX = x < 0\n\t\t\t}\n\t\t}\n\t\tnode.Get<Hitbox2D>().Active = !m.Grounded && m.Velocity.Y > 0\n\t\ta := node.Get<Animator>()\n\t\ta.SetFloat(\"Speed\", math.Abs(m.Velocity.X))\n\t\ta.SetBool(\"Grounded\", m.Grounded)\n\t\ta.SetFloat(\"VerticalSpeed\", m.Velocity.Y)\n\t\ta.SetBool(\"Climbing\", m.Climbing)\n\t\tif input.Pressed(\"Attack\") {\n\t\t\ta.SetTrigger(\"Attack\")\n\t\t}\n\t\tif Slash != nil && a.State != \"Hit\" {\n\t\t\tSlash.Get<SpriteRenderer>().Tint = Color{1, 1, 1, 0}\n\t\t}\n\t}\n\n\tfunc Update(dt float) {\n\t\tif input.Pressed(\"QuickSave\") {\n\t\t\tsave.Save(\"quick\")\n\t\t}\n\t\tif input.Pressed(\"QuickLoad\") && save.Exists(\"quick\") {\n\t\t\tsave.Load(\"quick\")\n\t\t}\n\t\tif input.Pressed(\"Pause\") {\n\t\t\tsettings.OpenView()\n\t\t}\n\t}\n\n\tfunc OnSettingChanged(id string) {\n\t\tif id == \"audio.bus.music.volume\" {\n\t\t\tlog.Info(\"music volume \" + string(settings.GetFloat(id)))\n\t\t}\n\t}\n}\n"}},"tool_result_meta":[{"id":"toolu_01KejsKyF7ghNtptqmfLLZ2p","permission_decision":{"decision":"accept","source":"config","reason_type":"rule"}}]}
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{"type":"system","subtype":"thinking_tokens"}
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{"type":"system","subtype":"thinking_tokens"}
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{"text":"Search the docs for moving platforms and read the most relevant page, then add a node Ledge above the player at [-13, 1] with a SpriteRenderer.","type":"aego_user"}
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{"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01XacTfgxMEiqhWuKbdDUrNr","type":"tool_result","content":[{"type":"text","text":"# MovingPlatforms\n\nCarries the character with the body it stands on.\n"}]}]},"parent_tool_use_id":null,"timestamp":"2026-10-26T11:45:05.930Z","tool_use_result":[{"type":"text","text":"# MovingPlatforms\n\nCarries the character with the body it stands on.\n"}],"tool_result_meta":[{"id":"toolu_01XacTfgxMEiqhWuKbdDUrNr","permission_decision":{"decision":"accept","source":"config","reason_type":"rule"}}]}
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{"type":"assistant","message":{"model":"claude-opus-5-5","id":"msg_011CgQnsezpmQLZJc7VZQnCG","type":"message","role":"assistant","content":[{"type":"text","text":"The docs search found only one match for moving platforms: the `Motion2D.MovingPlatforms` field page. It's a single line: \"Carries the character with the body it stands on.\" The Player already has this turned on (`movingPlatforms = true`, `platformOnLeave = keep`).\n\nI added `Root/Ledge` at [-13, 1] with a default SpriteRenderer, as one Undo step called \"Add Ledge\". It's in the open scene in the editor but not written to disk until you save the scene. The scene's up direction is [0, -1], so smaller Y is higher, and 1 puts it above the Player at 2.9.\n\nThe Ledge is only a picture for now: the player can't stand on it yet. Its SpriteRenderer also has no sprite assigned, so it may not show up. To make it solid, it needs a Body2D and a collider like the ground nodes have (Body2D plus EdgeCollider2D). To make it a moving platform, its body would also have to move."}],"container":null,"stop_reason":null,"stop_sequence":null,"stop_details":null,"usage":{"input_tokens":2,"cache_creation_input_tokens":583,"cache_read_input_tokens":27884,"cache_creation":{"ephemeral_5m_input_tokens":0,"ephemeral_1h_input_tokens":583},"output_tokens":3,"service_tier":"standard","inference_geo":"global","speed":"standard"},"input_transformations":[],"diagnostics":null,"context_management":null},"parent_tool_use_id":null,"timestamp":"2026-10-26T11:45:13.059Z","request_id":"req_011CgQnsefy6iEUBfaprVhsG"}
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