Updates README to reflect the Subterrain-runtime-control model adopted across v0.3.1–v0.4.3. Previous README described the original v0.3.0 substrate-port state and omitted all v0.4.x features. Added to API section: set_look_target (multi-target, named target_id), clear_look_target (per-target or all), write_bone (per-channel conflict guard description). Updated description of bone_world_transform (returns radians, not angle). Added conventions note on camera.begin/finish requirement for render. CHANGELOG entries added for v0.3.1, v0.3.2, v0.3.3, v0.4.0, v0.4.1, v0.4.2, v0.4.3 covering all intermediate fixes and the model pivot. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
214 lines
8.8 KiB
Markdown
214 lines
8.8 KiB
Markdown
# lib-core.puppet
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Skeletal animation primitive for top-down 2D characters. Manages a
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bone hierarchy with cascaded world-transforms, keyframe animation
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playback (multi-channel: rot/pos/scl), multi-target look-at constraints
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(slerp or rate-limit or instant-snap), procedural animation callbacks,
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and a per-channel conflict guard that allows animation and procedural
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layers to coexist on the same bones.
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**Version:** 0.4.3
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**Lib-ID:** lib-core.puppet
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**Requires:** (none — pure Lua + engine.render.* + engine.asset.*)
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**Tags:** animation, skeleton, puppet, character
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## Topology
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<!-- topology:start (auto-generated; do not edit) -->
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<!-- topology:end -->
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## API
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### `puppet.build_rig(rig_table)`
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Validates a rig table (parsed from `*.rig.json`) and returns an internal
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representation with `bones_by_id`, parent-resolved object references,
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track-membership maps, z-sorted bone list, and optional locomotion config.
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Raises on invalid data (missing parents, bones in 2 tracks, legacy
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`rest.angle` field, etc.).
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### `puppet.build_animation(anim_table, rig)`
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Validates an animation table against a built rig. Bones referenced in
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keyframes must exist and be in the animation's declared track. Raises on
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unknown bones, wrong-track bones, or legacy `angle` channel name.
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### `puppet.sample_animation(anim, t)`
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Returns a frame `{ <bone_id> = { rot?, pos?, scl? }, ... }` sampling the
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animation at time `t` with linear interpolation per channel. Wraps on
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`t > duration` if `animation.loop` is true. Each channel is sampled
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independently; absent channel means no override (hold-on-single-side
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semantics).
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### `puppet.spawn(rig, {x, y})`, `puppet.despawn(handle)`
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Spawn a new puppet instance at world position (x, y). Returns an opaque
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handle. `despawn` removes the instance and all its state.
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### `puppet.update(dt)`, `puppet.render(handle)`
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`update(dt)` runs the full pipeline for ALL spawned puppets (rest-reset
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→ keyframes → look-at → procedural → compute_world → apply_locomotion).
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`render(handle)` draws ONE puppet via `engine.render.draw_sprite_transform`
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per non-virtual bone. Call `render` inside a `camera.begin()/finish()`
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block.
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### `puppet.set_look_target(handle, target_id, x, y)`, `puppet.clear_look_target(handle, target_id?)`
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Set or clear a named look-at target. Bones with `look_at: "target_id"`
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in the rig rotate to face the matching target position each frame. The
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2-arg legacy form `set_look_target(handle, x, y)` sets the "default"
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target. `clear_look_target(handle)` without a target_id clears all targets.
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### `puppet.set_procedural(handle, name, callback)`, `puppet.clear_procedural(handle, name)`
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Register or unregister a per-frame procedural callback. Callback signature:
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`function(handle, dt)`. Inside the callback, mutate bone transforms via
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`puppet.write_bone`. Callbacks are invoked once per puppet per frame, at
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root-visit time (before compute_world for that frame).
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### `puppet.write_bone(handle, bone_id, {rot?, pos?, scl?})`
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Write one or more channels of a bone's local transform from a procedural
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callback. Per-channel conflict guard: raises if the written channel is also
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written by a keyframe in any active animation on that bone's track. Allows
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procedural to write `rot` while an animation writes `scl` on the same bone.
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### `puppet.play(handle, anim_id, {loop?, speed?})`, `puppet.stop(handle, anim_id)`, `puppet.stop_all(handle)`, `puppet.is_playing(handle, anim_id)`
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Keyframe-layer controls. Animation must be registered via
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`puppet.register_animation(handle, anim)` first. `speed` defaults to 1.0;
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pass a value like `0.45` for a slower cadence.
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### `puppet.register_animation(handle, anim)`
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Binds a built animation (from `build_animation`) to a puppet instance,
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making it available to `play`.
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### `puppet.load_rig(path, asset_aliases?)`
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Loads a rig from a JSON file and optionally resolves bone textures via
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`puppet.load_textures`. Pass `engine.module.asset_aliases()` to enable
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sprite-mode rendering; omit for colored-rect-only rigs.
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### `puppet.load_textures(rig, asset_aliases)`
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For each bone with a `texture` field, resolves the atlas-id to a
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texture-handle via the asset-lib indirection. Also resolves bone anchors
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from the atlas (unless the bone has an explicit `anchor` field). Caches
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texture dimensions for locomotion sprite_reach computation.
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### `puppet.load_animation(path, rig)`
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Convenience wrapper: reads a JSON file and calls `build_animation`.
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### `puppet.bone_world_transform(handle, bone_id)`
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Returns `x, y, rot` — the bone's cached world-transform from the last
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`puppet.update` tick. World rot is in radians. Used by procedural callbacks
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to read parent bone state (e.g., `body.world.rot` for leg orientation math).
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### `puppet.bone_world_scale(handle, bone_id)`
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Returns `scl_x, scl_y` — the bone's cached world scale. Accounts for
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`inherit_scale` flag (false → returns local.scl, not parent.scl * local.scl).
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### `puppet.position(handle)`, `puppet.facing(handle)`, `puppet.move_to(handle, x, y)`
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Puppet world position management. `move_to` sets position instantly and
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updates `facing` (last-movement-direction angle, radians). `facing` returns
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the last movement direction.
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### `puppet.write_bone_test_only(handle, bone_id, angle_rad)`
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Test-setup helper: directly write a bone angle bypassing the per-channel
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conflict guard. Stored in `test_overrides`; applied after rest-reset and
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keyframe sampling. Not for production use.
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### `puppet.set_foot_sprite_reach_test_only(handle, leg_index, value)`, `puppet.foot_state_test_only(handle, leg_index)`, `puppet.bone_animated_test_only(handle, bone_id)`
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Test-only access to locomotion internal state and per-frame keyframe flags.
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Not for production use.
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## Conventions
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- World-coords + pixel-units throughout (per ADR-0031).
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- Bone angles in radians internally. JSON `rest.rot` and keyframe `rot`
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are in degrees; converted on load via `math.rad`.
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- `look_at_speed` is degrees/s in JSON; stored as radians/s.
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- `look_at_slerp` is a unitless rate (not converted).
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- `sprite_rot` is degrees in JSON; stored as radians.
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- `rest.rot_min` / `rest.rot_max` are degrees in JSON; stored as radians.
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- Update pipeline runs once per frame (`puppet.update(dt)`) for ALL
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spawned puppets. `render` is per-puppet so callers can interleave
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with other rendering.
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- `render` must be called inside a `camera.begin()` / `camera.finish()`
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block to render in world-space.
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## CHANGELOG
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### v0.4.3
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- `inherit_scale: false` bone flag: when false, `world.scl = local.scl`
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(parent.world.scl not multiplied). Position cascade still uses parent.scl.
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Primary use case: feet that track leg-end positionally without Y-flip
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inheritance when leg.scl_y inverts during walk cycle.
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### v0.4.2
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- Per-channel write_bone conflict check (was per-track). Procedural can now
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write channels (e.g., rot) that no active animation writes on the same bone
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(e.g., animation writes scl). Enables animation + procedural on same bone
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without conflict.
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### v0.4.1
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- target_local normalization to (-π, π] in look-at block. Fixes head-flick
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when body world.rot crosses ±π (south-facing direction).
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### v0.4.0
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- Multi-look-target API: `puppet.set_look_target(handle, target_id, x, y)`.
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Bones declare `look_at: "target_id"` (string). Legacy `look_at: true`
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maps to "default" target.
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- Slerp smoothing: `look_at_slerp` field (unitless rate, exponential approach).
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`look_at_speed` (linear rate-limit) kept for backward-compat.
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- Virtual bones: `virtual: true` — participates in compute_world, skipped
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in render.
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- Legs re-parented to body (was root in v0.3.0).
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### v0.3.3
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- Per-bone `sprite_rot` (degrees in JSON): render-time rotation offset
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applied as `world.rot + sprite_rot`. Matches substrate puppet.c:2101
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convention.
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### v0.3.2
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- Persistent `look_at_state` per bone. Fixes rate-limit reset-bug where
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each frame's rest-reset wiped the accumulated look-at rotation.
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### v0.3.1
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- Look-at math fix: `world_angle = atan(dx, -dy)` (sprite-top convention:
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rot=0 = top faces target, not game-forward).
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### v0.3.0
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- BoneState multi-channel (rot/pos/scl) with world.scl_x/y
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- Cascaded world-transform with scale propagation (compute_world)
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- Procedural locomotion layer via rig.locomotion block (apply_locomotion)
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- Schema: rest.rot (renamed from rest.angle), rest.scl added
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- New APIs: bone_world_scale, set_foot_sprite_reach_test_only,
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foot_state_test_only, bone_animated_test_only
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### v0.2.0
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- Rig-format extension (texture, z_order, anchor, asset_pack)
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- Multi-level parent-chain transform + sprite-mode render
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- New API: load_textures, bone_world_transform, write_bone_test_only
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### v0.1.0
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- Initial release: skeleton + bones + tracks + rest + keyframe +
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procedural + look-at constraint. Footplant IK deferred.
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## References
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- `architecture/puppet.md` (Reference — updated to v0.4.3)
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- `superpowers/specs/2026-05-18-puppet-subterrain-model-design.md` (Baseline Spec v0.4.3)
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- `docs/adrs/0040-puppet-subterrain-model-pivot.md` (Pivot rationale)
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- ADR-0037 (Tests-as-Libs)
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- ADR-0038 (API-Doc-Convention)
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