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feat: uloop status reports whether Unity can take a command now, without side effects - #3163

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hatayama merged 10 commits into
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feat/uloop-status
Oct 6, 2026
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hatayama merged 10 commits into
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feat/uloop-status

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@hatayama

@hatayama hatayama commented Oct 5, 2026 •

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Summary

  • New uloop status command reports whether the Unity Editor for this project can take a uloop command right now, as one JSON report with a State, and exits 0 only when that state is Ready.
  • It changes nothing: it never focuses the Editor window, launches or quits Unity, takes the single command slot, runs code, or retries the connection, so agents can poll it.

User Impact

  • Before: there was no safe way to ask whether Unity could take a command. Every workaround had a side effect: uloop launch must not be used as a health check (it brings the window to the front), sending any tool takes the single-flight slot, probing with execute-dynamic-code runs code, and the connection retry can focus the Editor.
  • After: uloop status answers in a fraction of a second whether a command is running (with its name, elapsed time, and phase), Unity is compiling or importing, the main thread is blocked, Unity is idle, the server is not accepting connections while Unity runs, or Unity is not running at all.
  • A sandboxed shell whose socket connection is refused gets an error, never NotRunning, so an agent is not told that Unity is closed when only its sandbox blocked the connection.

States

States are checked top to bottom, and the first match is reported.

State When Exit code
Busy Unity answered, and a uloop command holds the command slot 1
Starting Unity answered but has not recorded its play and compile state yet 1
MainThreadBlocked Unity answered, but its main thread has not run for 5 s or more, and still has not when asked again about a second after being woken 1
Compiling Unity answered and EditorApplication.isCompiling is true 1
ImportingAssets Unity answered and EditorApplication.isUpdating is true 1
Ready Unity answered and none of the above applies 0
NotResponding Connected, but no answer within 5 s 1
ServerUnavailable The connection was refused or dropped, and this project's Unity process is running 1
NotRunning The connection was refused or dropped, and no Unity process runs for this project 1
Unreachable The connection was refused or dropped, and the process list could not be read 1
  • Busy comes before MainThreadBlocked because a running command such as run-tests legitimately keeps the main thread busy.
  • MainThreadBlocked comes before Compiling and ImportingAssets because those values are refreshed on the main thread, so they are stale while it is blocked.
  • The 5 s threshold is the one the existing BUSY guidance uses.
  • Play Mode does not change the state: a paused session is Ready, with IsPlaying and IsPaused set.
  • These are errors, not states (error envelope on stderr, empty stdout, exit 1): a connection the operating system refused (a sandbox), a JSON-RPC error from the Editor (a protocol mismatch, or a package that predates get-editor-status), an unreadable answer, and an unknown option.

Why Safe Mode is not reported as such

In Safe Mode, Unity does not load uloop's Editor code (a native whitelist decides what loads), and Safe Mode leaves nothing the CLI could read: EditorUtility.isInSafeMode is only a native call and no marker file is written. From the CLI, Safe Mode cannot be told apart from "the process runs but its server is not there", so status reports ServerUnavailable. Its message and the skill say that a ServerUnavailable which does not clear is the Safe Mode signal.

Why status wakes the Editor and asks again

An idle Editor's main loop can sleep until something wakes it, so the "seconds since the main thread last ran" counter can grow while nothing is wrong. uloop's own main-thread work always wakes the loop first, and the existing BUSY guidance trusts the stall value only after that wake-up. get-editor-status hands no work to the main thread, so without a wake-up it could call a sleeping Editor blocked, and an agent would then restart a healthy Editor with uloop launch -r.

So the Editor signals a tick before it answers, and the CLI asks once more about a second later, only when the first answer reads as MainThreadBlocked, and decides from the second answer alone. The second probe reads a fresh answer; it is not a connection retry, and any failure ends the probe.

Changes

  • Editor (package): a new internal bridge command, get-editor-status, is handled in the router before the main-thread switch, so it answers while the main thread is blocked. It reads only thread-safe values:

    • a new read-only snapshot of the single command slot, which never enters the slot and does not start the grace timer of a cancelled lease
    • the cached play state, plus the compile and import state that is now cached alongside it
    • the main-thread liveness counter

    It is deliberately not in the internal bridge command list, because commands in that list switch to the main thread.

  • Main-thread liveness is now recorded on EditorApplication.tick as well as update. uloop runs its main-thread work on both, and the wake-up signal drives tick, so the counter now means "can uloop work run now".

    • Effect on existing values: the heartbeat mainThreadStallSeconds and the BUSY response secondsSinceLastMainThreadTick now stay small while only tick runs. uloop's main-thread work does run during that time, so no longer calling it stalled is the correct direction.
    • The stall thresholds (5 s, 30 s, 300 s) are unchanged.
  • CLI (project runner): status is a runner-owned native command.

    • It sends one request with a 5 s timeout through the plain IPC client, not the retrying sender that can focus the window.
    • It classifies the answer in the order above. For a refused or dropped connection, the state depends on whether this project's Unity process runs.
    • Sandbox denials and Editor errors are checked before the disconnect check, because that check also matches message text such as "EOF".
  • Skill and docs:

    • A new uloop-status skill covers the states, output fields, and notes, and status --help now ends by pointing at it.
    • The README skill lists now count 21 skills, and the generated .claude and .agents copies are regenerated with skills install.
    • The glossary entry for internal bridge commands now names get-editor-status as the one that is answered before the main-thread switch, outside InternalBridgeCommandRouter, and says why.
  • Release inputs: cli/common changed, so both shared-inputs-stamp.json files are restamped. The protocol version is not bumped, because this adds a command without changing the wire format.

  • The C# and Go sides ship in one PR, so the automatically merged Unity package release cannot publish the Editor side without the CLI side.

Known behavior

  • A cancelled execute-dynamic-code whose grace period has passed still reads as Busy until the next command reclaims the slot, because reading never revokes a lease.
  • Starting is defensive: the state cache is filled before the server starts, so it should rarely appear.

Verification

Unity EditMode (local Editor, filtered to the changed classes)

  • ToolExecutionSessionTests: 33/33. Observing cancellation in the read path makes the grace-timer test fail (checked by mutation).
  • UnityCliLoopEditorStateSnapshotTests: 3/3.
  • Regex EditorStatusBridgeCommandTests|UnityCliLoopToolRegistryTests|SetCodeOptimizationBridgeCommandTests: 47/47. Turning && into || in HasEditorState fails exactly the two tests where only one of the two states is cached.
  • Regex UnityCliLoopToolRegistryTests|MainThreadSwitcherTests: 45/45.
    • The get-editor-status router test registers a dispatcher that reports a background thread and holds its queue. On the main thread, where the test runs, a switch to the main thread would otherwise complete at once.
    • With a main-thread switch added at the start of the new router branch, exactly that test fails (1 of 38, Expected: RanToCompletion / But was: WaitingForActivation) without hanging. Reverted, the class passes 38/38.
  • JsonRpcHeartbeatTests: 10/10.
  • uloop compile: 0 errors and 0 warnings. CA1502 code complexity: no finding above 15.
  • After rebasing onto main, the seven classes above run together pass 100/100, and uloop compile reports 0 errors. Its one warning (CS0414) is in an unchanged test fixture from main, reported because main's changes recompiled the test assembly.

Go (local, macOS)

  • status command tests: one test per row of the input table (28), plus --help and routing.
    • Mutations were checked: never sending the second probe, always sending it, ignoring cancellation while waiting, and narrowing the timeout check each fail the expected tests.
  • common, dispatcher, release-automation, and project-runner each pass golangci-lint fmt --diff, go vet, golangci-lint run (0 issues), and go test.
    • Two existing tests that the local sandbox blocks (a mkdir under /tmp, and a Unix socket bind) were skipped locally. CI runs them.
    • The argument-error test points at an endpoint that is never contacted instead of a fake server. On Windows, a named-pipe fake server whose Accept still waited when the test closed it once hung the job for ten minutes.
  • Complexity lint (cli/.golangci-complexity.yml) on project-runner and common: 0 issues. scripts/check-file-length.sh: no file over 500 SLOC.
  • Coverage:
    • project-runner is at 95.3 (baseline 95.2). dispatcher (94.2) and release-automation (96.4) equal their baselines.
    • The common value measured on macOS cannot be compared with the Linux baseline, so it was confirmed with the Linux build-cli coverage in CI after rebasing onto main: common 94.8 (baseline 94.8), dispatcher 94.3 (baseline 94.2), project-runner 95.3 (baseline 95.2), and release-automation 96.4 (baseline 96.4). Measured the same way on macOS, origin/main and this branch also have identical coverage in every common package.
  • scripts/build-go-cli.sh cannot fetch go-winres in the local sandbox, so the darwin-arm64 binaries were built directly with go build. CI builds every platform.
  • check-skill-size and scripts/sync-tool-docs.sh --check: pass.
  • After rebasing onto main:
    • go vet and go test pass in common, dispatcher, and project-runner, with the same two sandbox skips.
    • scripts/sync-tool-docs.sh leaves the catalog unchanged, and check-skill-size and check-release-triggers --base origin/main pass.

Real Editor (darwin-arm64 dev binaries, Editor in the background)

# Scenario Result
1 Idle Editor, 6 samples 10 s apart All Ready with exit 0. SecondsSinceLastMainThreadTick was 0.0006–0.082 s, and no sample took over 1 s, so the second probe never ran.
2 execute-dynamic-code sleeping 20 s on the main thread Answered in 0.04 s with Busy (execute-dynamic-code, Executing, exit 1). 10 s later it was still Busy, with a 13.0 s stall.
3 Main thread blocked without holding the slot MainThreadBlocked (8.1 s stall, exit 1). The call took 1.06 s including the second probe. 15 s later, Ready.
4 Mutation: switch to the main thread inside the new router branch status waited 5.05 s and reported NotResponding (context deadline exceeded), so the 0.04 s answer in #2 comes from not waiting for the main thread. Reverted.
5 Mutation: no wake-up signal All 6 idle samples were still Ready (max stall 0.098 s). In this environment the idle Editor kept updating about ten times a second, so a sleeping loop could not be reproduced. Reverted.
6 Project with no Unity running (runner invoked directly) NotRunning, UnityProcessRunning: false, ConnectionError set, exit 1.
7 Inside the sandbox Empty stdout. stderr carries the error "The operating system refused the connection to the Unity CLI Loop server for this project." with the sandbox guidance, never NotRunning.
8 uloop status --help Usage, description, and the closing line pointing at the uloop-status skill.
9 Side effects git status --porcelain and the listings of .uloop and Temp were identical before and after the idle samples.

In #3, this Editor had not run delayCall since startup, so the main thread was blocked from a self-removing one-shot update handler instead of delayCall.

@coderabbitai

coderabbitai Bot commented Oct 5, 2026 •

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No actionable comments were generated in the recent review. 🎉

ℹ️ Recent review info
⚙️ Run configuration
  • Configuration used: Repository: hatayama/unity-cli-loop/.coderabbit.yaml
  • Review profile: CHILL
  • Plan: Advanced
  • Run ID: 08d50435-8f84-4f0d-873c-025c8f49f60a
📥 Commits

Reviewing files that changed from the base of the PR and between 2bea48f and 55c59d4.

⛔ Files ignored due to path filters (6)
  • Assets/Tests/Editor/EditorStatusBridgeCommandTests.cs.meta is excluded by none and included by none
  • Assets/Tests/Editor/MainThreadDispatcherTestDoubles.cs.meta is excluded by none and included by none
  • Assets/Tests/Editor/UnityCliLoopEditorStateSnapshotTests.cs.meta is excluded by none and included by none
  • Packages/src/Editor/Application/UnityCliLoopExecutionStatus.cs.meta is excluded by none and included by none
  • Packages/src/Editor/Infrastructure/Api/EditorStatusBridgeCommand.cs.meta is excluded by none and included by none
  • Packages/src/Editor/Infrastructure/Api/GetEditorStatusResponse.cs.meta is excluded by none and included by none
📒 Files selected for processing (22)
  • Assets/Tests/Editor/MainThreadDispatcherTestDoubles.cs
  • Assets/Tests/Editor/MainThreadSwitcherTests.cs
  • Assets/Tests/Editor/ToolExecutionSessionTests.cs
  • Assets/Tests/Editor/UnityCliLoopToolRegistryTests.cs
  • Packages/src/Editor/Application/UnityCliLoopEditorStateSnapshot.cs
  • Packages/src/Editor/Application/UnityCliLoopToolExecutionService.cs
  • Packages/src/Editor/Application/UnityCliLoopToolRegistrar.cs
  • Packages/src/Editor/Domain/ToolExecutionSession.cs
  • Packages/src/Editor/Infrastructure/Api/UnityCliLoopExecutionRouter.cs
  • Packages/src/Editor/Infrastructure/EditorState/EditorRuntimeStateSnapshotSubscriber.cs
  • Packages/src/Editor/Infrastructure/Threading/EditorMainThreadLivenessTracker.cs
  • Packages/src/Editor/ToolContracts/UnityCliLoopConstants.cs
  • README.md
  • README_ja.md
  • cli/common/clicore/command_errors_test.go
  • cli/common/clicore/command_registry.go
  • cli/common/clicore/command_registry_test.go
  • cli/dispatcher/shared-inputs-stamp.json
  • cli/project-runner/internal/projectrunner/list_names_test.go
  • cli/project-runner/internal/projectrunner/status_command_test.go
  • cli/project-runner/shared-inputs-stamp.json
  • docs/glossary.md
🚧 Files skipped from review as they are similar to previous changes (1)
  • README_ja.md

Included review availability: This review used your included allowance. Your plan provides up to 4 included reviews per hour; 1 remain after this review.


📝 Walkthrough

Walkthrough

The change adds uloop status to report whether Unity can accept a command. The Editor bridge returns execution status, cached play and compile state, and main-thread tick timing. The CLI classifies responses, prints JSON, and includes skill documentation.

Changes

Editor status bridge

Layer / File(s) Summary
Editor status data and bridge
Packages/src/Editor/{Domain,Application,Infrastructure/Api,Infrastructure/EditorState,Infrastructure/Threading}/*, Packages/src/Editor/ToolContracts/UnityCliLoopConstants.cs, Assets/Tests/Editor/*
The Editor caches compile state and exposes execution status, editor state, and tick timing through the status bridge. Tests cover snapshots, execution-session status, bridge responses, and command routing.

CLI readiness report

Layer / File(s) Summary
CLI probing and readiness report
cli/project-runner/internal/projectrunner/status_command.go, cli/project-runner/internal/projectrunner/status_command_test.go
The CLI probes Unity, classifies responses and connection failures, retries after a main-thread stall, and prints a JSON report. Tests cover state precedence, retry behavior, errors, and report fields.

Command registration and skill guidance

Layer / File(s) Summary
Command registration and skill guidance
cli/common/clicore/*, cli/common/tooldocs/skill_guidance.go, cli/project-runner/internal/projectrunner/{runner_commands.go,runner_commands_test.go,native_command_help_test.go,list_names_test.go}, .agents/skills/uloop-status/SKILL.md, .claude/skills/uloop-status/SKILL.md, Packages/src/Editor/CliOnlyTools~/Status/Skill/SKILL.md, README.md, README_ja.md, cli/{dispatcher,project-runner}/shared-inputs-stamp.json
The CLI registers and routes status as a native command and includes it in listings and help. The skill mapping, skill documents, and README entries describe the command.

Priority: ⬇️ Low

Estimated code review effort: 4 (Complex) | ~45 minutes

Change: Feature

Sequence Diagram(s)

sequenceDiagram
  participant StatusCommand
  participant UnityIPC
  participant UnityCliLoopExecutionRouter
  participant EditorStatusBridgeCommand
  StatusCommand->>UnityIPC: request get-editor-status
  UnityIPC->>UnityCliLoopExecutionRouter: deliver status command
  UnityCliLoopExecutionRouter->>EditorStatusBridgeCommand: read status and tick timing
  EditorStatusBridgeCommand-->>UnityCliLoopExecutionRouter: return status response
  UnityCliLoopExecutionRouter-->>UnityIPC: return response
  UnityIPC-->>StatusCommand: provide Editor status
Loading

Merge Risk: ⚪ Minimal · up to 55c59

This adds a read-only uloop status readiness check that does not take the command slot. The supplied evidence shows no actionable merge-blocking risk, and the new Editor and CLI tests cover the main status states and failure paths.

Security Architecture Review

Security architecture risk: 🔵 Low · up to 55c59

The command reports readiness without executing a tool or gaining additional permissions. No new attack path was found in the inspected flow, but concurrent polling and mixed-version operation have not been validated.

Retained concerns
No architecture-level concerns identified.

Security review details

Security Blast Radius

  • inferred — The new information exposure is bounded to operational state of the selected project's Editor for clients able to access its existing local IPC endpoint. The response does not include project content, tool results, credentials, or a new mutation capability.

Trust Boundaries and Controls

  • observed — A client-controlled method reaches the status branch only after the existing protocol-version gate. The branch accepts the exact status method and does not forward parameters into tool execution. Its bypass of tool enablement and execution-slot checks therefore does not establish a tool-authority bypass in the inspected path.

Resilience and Maintainability Implications

  • observed — Status reads session state under the same lock used for admission and release, without initiating cancellation revocation. Release removes the exact lease and ignores repeated disposal; execution still disposes its lease in finally. Relevant tests assert that status does not start cancellation grace timing and completes without a main-thread continuation. Concurrent interleavings were not runtime-validated.
🚥 Pre-merge checks | ✅ 4 | ❌ 1

❌ Failed checks (1 warning)

Check name Status Explanation Resolution
Docstring Coverage ⚠️ Warning Docstring coverage is 59.69% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 129 functions across 27 files. (5 skipped… Write docstrings for the functions missing them to satisfy the coverage threshold.
✅ Passed checks (4 passed)
Check name Status Explanation
Linked Issues check ✅ Passed Check skipped because no linked issues were found for this pull request.
Out of Scope Changes check ✅ Passed Check skipped because no linked issues were found for this pull request.
Title check ✅ Passed The title clearly summarizes the main change: a side-effect-free uloop status command that reports whether Unity can accept a command. It is somewhat long, but remains specific and readable.
Description check ✅ Passed The description explains the command’s behavior, reported states, side-effect constraints, implementation, and verification. It is directly related to the changeset.
Full details: Docstring Coverage

Explanation

Docstring coverage is 59.69% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 129 functions across 27 files. (5 skipped: 5 unsupported.)

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Comment @coderabbitai help to get the list of available commands.

uloop status needs to report which command holds the single-flight
slot without entering it. TryEnter cannot be reused for that: it takes
the slot, and its revocation pass starts the grace timer of a cancelled
execute-dynamic-code lease, so merely asking for the status would
change when that lease is taken back.

- ToolExecutionSession.GetSnapshot reads the holder's name, elapsed
  seconds, and phase under the session lock and nothing else.
- The application layer converts the snapshot into
  UnityCliLoopExecutionStatus, because Infrastructure cannot see the
  Domain types; the phase leaves as its wire name like the busy error.
uloop status needs one Editor round trip that reports whether a
command can run now, and it must answer even while the Editor main
thread is blocked, so it can tell a frozen Editor from a busy one.

- The router handles get-editor-status before its main-thread switch
  and builds the answer only from thread-safe values: the execution
  slot snapshot, the cached play and compile state, and the main-thread
  liveness counter. It is not listed as an internal command, because
  those are switched to the main thread first.
- Before answering it signals an Editor tick. An idle Editor's main
  loop can sleep until something wakes it, so the stall counter grows
  while nothing is wrong; waking it lets the CLI ask again a second
  later and tell a sleeping loop from a blocked one.
- The play state cache now also records isCompiling and isUpdating,
  refreshed on the same Editor update. HasEditorState is true only when
  both are recorded, so defaults are never reported as readings.
uloop status wakes the Editor loop with SignalTick before it reads the
stall counter, and SignalTick wakes tick. The counter was recorded only
on update, so a loop woken that way could still read as stalled, and
uloop status would report a sleeping Editor as blocked.

EditorMainThreadDispatcher already runs uloop's main-thread work on
both update and tick, so recording both keeps the counter about whether
uloop work can run now. The heartbeat's mainThreadStallSeconds and the
busy error's secondsSinceLastMainThreadTick now read lower while only
tick runs; uloop work does run then, so not calling it stalled is the
intended direction. The 5, 30, and 300 second thresholds are unchanged.
uloop status reports whether the Editor can take a command now, and it
needs the project's IPC endpoint, so it belongs to the project runner.
Registering it in the shared command registry also gives it help,
completion, and a line in list --names, and makes the dispatcher hand
it to the runner instead of treating it as an unknown tool.

The fixtures that enumerate every native command are updated to match.
Agents had no side-effect-free way to ask whether the Editor can take a
command: launch must not be used as a health check, sending a tool takes
the single-flight slot, execute-dynamic-code runs code, and the
connection retry can bring the Editor window to the front.

status sends one get-editor-status request with a 5 second timeout and
prints one JSON report whose State is Busy, Starting, MainThreadBlocked,
Compiling, ImportingAssets, Ready, NotResponding, ServerUnavailable,
NotRunning, or Unreachable. It exits 0 only for Ready, and it never
retries the connection, focuses Unity, or takes the execution slot.

- The order of the Editor states is the contract: a running command
  explains a busy main thread, and the compile values are refreshed by
  the main thread, so they are stale while it is blocked.
- An idle Editor loop can sleep until something wakes it. When the
  first answer reads as blocked, status asks once more a second later,
  after the Editor woke its loop, and judges from that answer alone.
- A refused or dropped connection is told apart by whether this
  project's Unity process runs. A sandbox denial stays an error, so a
  sandboxed agent is never told that Unity is closed, and an Editor
  error is checked before the disconnect check, which also matches
  message text such as "EOF".
- A busy answer without elapsed seconds is rejected as unexpected,
  because the Editor always sends them and the Busy message needs them.
--help can only list the usage and a one-line summary, so an agent needs
the skill to learn the states, their exit codes, which fields each state
prints, and why status is safe to poll. The skill also says that a
sandbox denial is an error rather than NotRunning, and that a
ServerUnavailable which does not clear is the only Safe Mode signal.

- status --help now ends with the instruction to load uloop-status.
- The generated .claude and .agents copies are regenerated with
  skills install, and the README skill lists count 21 skills.
…read

The test ran on the main thread, where a switch to the main thread
completes at once, so it still passed when the get-editor-status branch
switched to the main thread first. That switch is the contract uloop
status depends on, and only a manual mutation in a real Editor showed it.

- The test now registers a dispatcher that reports a background thread
  and holds its queue, so a switch leaves the task unfinished and the
  status assertion fails before the await instead of hanging.
- The queueing dispatcher and the step that puts the Editor dispatcher
  back move out of MainThreadSwitcherTests into shared test doubles, so
  both fixtures use one copy.
…router

The glossary said internal bridge commands are routed by
InternalBridgeCommandRouter. get-editor-status is one, but the execution
router answers it before switching to the Editor main thread, because
uloop status must answer while that thread is blocked.
Both main and this branch changed shared CLI inputs, so their stamp
hashes conflicted. Two hashes cannot be merged by hand: the rebase kept
main's stamps and they are recomputed here from the rebased tree with
scripts/stamp-release-inputs.sh.
The Windows CI job hung for ten minutes in this test. It started a fake
server that status never contacts, so the server's Accept was still
waiting when the test closed the listener, and go-winio's Close can then
wait forever: the pending Accept takes the close signal, and when its
connect ends with any error other than the closed-listener one, the
listener loop goes back to waiting while Close waits for it to finish.

The test now points status at the endpoint the other argument-error tests
use, which is never contacted. A probe sent before the argument check
would still fail the test, because it would fail to connect, look up the
Unity process, and print a state report instead of the argument error.
@hatayama
hatayama merged commit dbfd8b5 into main Oct 6, 2026
17 checks passed
@hatayama
hatayama deleted the feat/uloop-status branch October 6, 2026 00:12
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