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results split03 (800 scenes, no reasoning traces) (part 5)

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  1. .gitattributes +35 -0
  2. Q0341/roundtrip_edit.json +0 -0
  3. Q0341/roundtrip_edited.glb +3 -0
  4. Q0341/scene_report.json +46 -0
  5. Q0341/textures/Compacted_ochre_footpath_Albedo.png +3 -0
  6. Q0341/textures/Compacted_ochre_footpath_Normal.png +3 -0
  7. Q0341/textures/Cream_plaster_Albedo.png +3 -0
  8. Q0341/textures/Cream_plaster_Normal.png +3 -0
  9. Q0341/textures/Faded_coral_plaster_Albedo.png +3 -0
  10. Q0341/textures/Faded_coral_plaster_Normal.png +3 -0
  11. Q0341/textures/Indigo_blue_plaster_Albedo.png +3 -0
  12. Q0341/textures/Indigo_blue_plaster_Normal.png +3 -0
  13. Q0341/textures/Lime_plaster_trim_Albedo.png +3 -0
  14. Q0341/textures/Lime_plaster_trim_Normal.png +3 -0
  15. Q0341/textures/Ochre_plaster_Albedo.png +3 -0
  16. Q0341/textures/Ochre_plaster_Normal.png +3 -0
  17. Q0341/textures/Rose_plaster_Albedo.png +3 -0
  18. Q0341/textures/Rose_plaster_Normal.png +3 -0
  19. Q0341/textures/Sage_plaster_Albedo.png +3 -0
  20. Q0341/textures/Sage_plaster_Normal.png +3 -0
  21. Q0341/textures/Sun_faded_timber_Albedo.png +3 -0
  22. Q0341/textures/Sun_faded_timber_Normal.png +3 -0
  23. Q0341/textures/Terracotta_roof_0_Albedo.png +3 -0
  24. Q0341/textures/Terracotta_roof_0_Normal.png +3 -0
  25. Q0341/textures/Terracotta_roof_1_Albedo.png +3 -0
  26. Q0341/textures/Terracotta_roof_1_Normal.png +3 -0
  27. Q0341/textures/Terracotta_roof_2_Albedo.png +3 -0
  28. Q0341/textures/Terracotta_roof_2_Normal.png +3 -0
  29. Q0341/textures/Terracotta_roof_3_Albedo.png +3 -0
  30. Q0341/textures/Terracotta_roof_3_Normal.png +3 -0
  31. Q0341/textures/Terracotta_roof_4_Albedo.png +3 -0
  32. Q0341/textures/Terracotta_roof_4_Normal.png +3 -0
  33. Q0341/textures/Turquoise_plaster_Albedo.png +3 -0
  34. Q0341/textures/Turquoise_plaster_Normal.png +3 -0
  35. Q0341/textures/Warm_dry_earth_Albedo.png +3 -0
  36. Q0341/textures/Warm_dry_earth_Normal.png +3 -0
  37. Q0341/textures/Weathered_hardwood_Albedo.png +3 -0
  38. Q0341/textures/Weathered_hardwood_Normal.png +3 -0
  39. Q0341/viewer.html +47 -0
  40. Q0369/OPEN_VIEWER.txt +3 -0
  41. Q0369/PROVENANCE.txt +7 -0
  42. Q0369/browser.png +3 -0
  43. Q0369/browser_check.json +0 -0
  44. Q0369/browser_interaction.png +3 -0
  45. Q0369/browser_json.png +3 -0
  46. Q0369/browser_progress.json +1 -0
  47. Q0369/delivery.json +102 -0
  48. Q0369/final.blend +3 -0
  49. Q0369/final.glb +3 -0
  50. Q0369/final_state.json +0 -0
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+ {
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+ "title": "Quiet Tropical Village",
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+ "task_type": "Static 3D game environment",
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+ "units": "meters",
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+ "axes": "Z up",
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+ "requirements": {
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+ "layout": "Seven single-story inward-facing adobe homes form a residential ring around a gravel gathering plaza and continuous walking path.",
8
+ "architecture": "Colorful limewashed adobe walls, red curved terracotta tile roofs, timber porches, shutters, barred windows, worn adobe patches and clay jars.",
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+ "center": "Stone-bordered fire pit with layered and leaning wood, charcoal and static glowing embers.",
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+ "season": "Snow-free tropical dry winter with muted olive, ochre and yellowing palm foliage, shrubs and grass.",
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+ "atmosphere": "Quiet, unoccupied village in warm afternoon daylight."
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+ },
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+ "dimensions": {
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+ "plaza_radius": 7.65,
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+ "path_inner_radius": 8.15,
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+ "path_outer_radius": 10.35,
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+ "house_center_radius": 13.65,
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+ "house_width": 5.6,
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+ "house_depth": 4.7,
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+ "wall_top": 3.06,
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+ "roof_ridge": 4.35,
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+ "palm_heights": [
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+ 6.1,
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+ 8.5
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+ ],
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+ "main_village_diameter": 48,
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+ "terrain_extent": 88
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+ },
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+ "assumptions": [
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+ "No reference image was supplied; architecture represents a fictional contemporary Latin American rural settlement rather than a specific country.",
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+ "Homes are exterior environment assets; furnished interiors, door interactions and gameplay collision are outside the static scene.",
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+ "Bonfire is represented as a quiet smoldering instant with static embers, without animation, smoke simulation or physics."
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+ ],
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+ "materials": "Packed albedo and explicit tangent-space normal PNG textures on earth, adobe, clay and timber, with glTF-compatible PBR inputs.",
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+ "validation": {
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+ "overview": "Final overview re-rendered and visually inspected after export material repair and terrain framing changes.",
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+ "detail": "Local view rendered and inspected after stone shading repair. Final export replaces native bump with explicit normal textures; detail image documents the prior microrelief treatment.",
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+ "browser": "Second finish_scene completed successfully: browser_ok=true, roundtrip_ok=true. outputs/browser.png visually inspected after repairing normal maps and transform precision."
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+ },
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+ "known_differences": [
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+ "No inhabitants or vehicles are included, supporting the requested peaceful atmosphere.",
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+ "Small-scale plaster surface detail is simplified; wear is represented by geometry and material variation.",
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+ "Soil texture and small stone geometry are simplified game-environment treatments; native and neutral browser lighting differ.",
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+ "Terrain is a finite 88 m patch; its far corners remain visible in the overview. Browser starts with a wider view of the patch and supports orbit/zoom."
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+ ]
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+ }
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+ <!doctype html><html lang="zh-CN"><meta charset="utf-8"><meta name="viewport" content="width=device-width,initial-scale=1">
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+ <title>Scene viewer</title><link rel="icon" href="data:,">
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+ <style>html,body{margin:0;height:100%;overflow:hidden;background:#151d2b;color:#e2eaf7;font:14px system-ui}canvas{display:block;width:100%;height:100%}#panel{position:absolute;top:18px;left:18px;max-width:320px;padding:16px;background:#101827dc;border:1px solid #34445a;border-radius:12px}h1{font-size:17px;margin:0 0 8px}p{margin:6px 0;color:#b4c4d8}button,input{margin-top:8px}button{background:#304b70;border:0;border-radius:6px;padding:7px 12px;color:white;cursor:pointer}#error{color:#ffab9c;white-space:pre-wrap}</style>
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+ <div id="panel"><h1 id="title">3D 场景</h1><p id="status">正在加载 GLB…</p><p>拖动旋转 · 滚轮缩放 · 右键平移</p><button id="reset">重置视角</button> <button id="switch">加载场景 JSON</button><div><input id="file" type="file" accept=".glb,.json"></div><p id="error"></p></div>
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+ <script type="importmap">{"imports":{"three":"./vendor/three.module.js","three/addons/":"./vendor/addons/"}}</script>
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+ <script type="module">
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+ import * as THREE from 'three';
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+ import {GLTFLoader} from 'three/addons/loaders/GLTFLoader.js';
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+ import {GLTFExporter} from 'three/addons/exporters/GLTFExporter.js';
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+ import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
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+ const renderer=new THREE.WebGLRenderer({antialias:true,preserveDrawingBuffer:true});renderer.setPixelRatio(Math.min(devicePixelRatio,2));renderer.setSize(innerWidth,innerHeight);renderer.outputColorSpace=THREE.SRGBColorSpace;renderer.toneMapping=THREE.ACESFilmicToneMapping;renderer.toneMappingExposure=1;
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+ document.body.appendChild(renderer.domElement);
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+ const stage=new THREE.Scene();stage.background=new THREE.Color('#202b3b');
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+ const camera=new THREE.PerspectiveCamera(42,innerWidth/innerHeight,0.01,1000000);
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+ const controls=new OrbitControls(camera,renderer.domElement);controls.enableDamping=false;
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+ const fill=new THREE.HemisphereLight(0xe1edff,0x514b42,2.5);stage.add(fill);
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+ const sun=new THREE.DirectionalLight(0xfff2dc,3);sun.position.set(100,200,150);stage.add(sun);
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+ let model,home,sceneJSON;window.sceneReady=false;
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+ let lightingMode='inspection';
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+ const lightingPanel=document.createElement('div');
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+ lightingPanel.innerHTML='<p>照明 <select id="lighting"><option value="inspection">材质检查</option><option value="scene">GLB 灯光</option></select></p><label>曝光 EV <input id="exposure" type="range" min="-14" max="6" step="0.25" value="0"><output id="ev">0</output></label><p id="lighting-note"></p>';
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+ document.querySelector('#panel').appendChild(lightingPanel);
23
+ function lightingRecord(){const lights=[];model?.traverse(o=>{if(o.isLight)lights.push({name:o.name,type:o.type,intensity:o.intensity,visible:o.visible})});return {mode:lightingMode,source_lights:lights,inspection_fill:lightingMode==='inspection'?fill.intensity:0,inspection_sun:lightingMode==='inspection'?sun.intensity:0,source_lights_unchanged:true}}
24
+ function lightingNote(){document.querySelector('#lighting-note').textContent=lightingMode==='inspection'?'中性补光用于看清材质;原场景灯光保留。风格请结合原生渲染。':'仅显示 GLB 支持的灯光;不含 Blender 环境、面光和体积效果,可调曝光。'}
25
+ window.setLighting=(mode,ev=0)=>{if(!['inspection','scene'].includes(mode)||!Number.isFinite(ev))throw Error('Invalid lighting controls');lightingMode=mode;renderer.toneMappingExposure=2**ev;document.querySelector('#lighting').value=mode;document.querySelector('#exposure').value=ev;document.querySelector('#ev').textContent=ev;lightingNote();draw()};
26
+ document.querySelector('#lighting').onchange=e=>window.setLighting(e.target.value,Number(document.querySelector('#exposure').value));
27
+ document.querySelector('#exposure').oninput=e=>window.setLighting(lightingMode,Number(e.target.value));
28
+ lightingNote();
29
+ const status=document.querySelector('#status');
30
+ function fail(e){document.querySelector('#error').textContent=String(e);window.sceneError=String(e);console.error(e)}
31
+ function records(root){root.updateMatrixWorld(true);let nodes=[];root.traverse(o=>{if(o.userData.pipeline_id){let b=new THREE.Box3().setFromObject(o,true);nodes.push({id:o.userData.pipeline_id,name:o.name,type:o.type,matrix_world:o.matrixWorld.toArray(),world_aabb:b.isEmpty()?null:[b.min.toArray(),b.max.toArray()]})}});return nodes}
32
+ function facts(root){let meshes=0,triangles=0;root.traverse(o=>{if(o.isMesh){meshes++;triangles+=(o.geometry.index?.count??o.geometry.attributes.position?.count??0)/3*(o.count??1)}});const b=new THREE.Box3().setFromObject(root,true);return {meshes,triangles,world_aabb:b.isEmpty()?null:[b.min.toArray(),b.max.toArray()],nodes:records(root)}}
33
+ function renderView(){fill.visible=sun.visible=lightingMode==='inspection';const original=[];if(lightingMode==='inspection')model?.traverse(o=>{if(o.isLight){original.push([o,o.visible]);o.visible=false}});try{renderer.render(stage,camera)}finally{for(const [o,visible] of original)o.visible=visible}}
34
+ function draw(){controls.update();renderView()}
35
+ function install(root){if(model)stage.remove(model);model=root;stage.add(root);root.updateMatrixWorld(true);const box=new THREE.Box3().setFromObject(root,true);if(box.isEmpty())throw Error('GLB contains no visible geometry');const center=box.getCenter(new THREE.Vector3()),size=box.getSize(new THREE.Vector3());const radius=Math.max(size.x,size.y,size.z,0.1);camera.near=Math.max(radius/10000,.001);camera.far=Math.max(radius*100,100);camera.position.copy(center).add(new THREE.Vector3(1,.8,1).normalize().multiplyScalar(radius*1.9));controls.target.copy(center);camera.updateProjectionMatrix();draw();home={position:camera.position.clone(),target:center.clone()};window.sceneReady=true;window.sceneFacts=facts(root);status.textContent=`${window.sceneFacts.meshes} 个网格 · 可自由浏览`;}
36
+ window.cameraRecord=()=>({type:camera.type,position:camera.position.toArray(),quaternion:camera.quaternion.toArray(),matrix_world:camera.matrixWorld.toArray(),projection_matrix:camera.projectionMatrix.toArray(),fov:camera.fov,near:camera.near,far:camera.far,target:controls.target.toArray(),viewport:[innerWidth,innerHeight],pixel_ratio:renderer.getPixelRatio(),tone_mapping:renderer.toneMapping,exposure:renderer.toneMappingExposure,lighting:lightingRecord()});
37
+ window.sourceSceneJSON=()=>model.toJSON();
38
+ window.exportSceneJSON=()=>{const s=new THREE.Scene();s.name=model.name||'Scene';s.userData={source:'final.glb',units:'meter',up:'Y'};s.add(model.clone(true));return s.toJSON()};
39
+ window.validateSceneJSON=async(json)=>{const parsed=await new THREE.ObjectLoader().parseAsync(json);const a=facts(model),b=facts(parsed);const compare=(x,y)=>{if(!x||!y)return x===y;const scale=Math.max(1,...x.flat().map(Math.abs));return x.every((p,j)=>p.every((v,i)=>Math.abs(v-y[j][i])<=scale*1e-7))};const nodes=b.nodes.map(n=>[n.id,n]);const ids=new Map(nodes);const identityOk=new Set(a.nodes.map(n=>n.id)).size===a.nodes.length&&ids.size===b.nodes.length&&a.nodes.length===b.nodes.length&&a.nodes.every(n=>ids.has(n.id)&&compare(n.world_aabb,ids.get(n.id).world_aabb));return {ok:a.meshes===b.meshes&&a.triangles===b.triangles&&compare(a.world_aabb,b.world_aabb)&&identityOk,bounds_relative_tolerance:1e-7,identity_ok:identityOk,original:a,parsed:b}};
40
+ window.exportEditedCopy=async()=>{const copy=model.clone(true);copy.updateMatrixWorld(true);let target;copy.traverse(o=>{if(!target&&o.userData.pipeline_id&&!new THREE.Box3().setFromObject(o,true).isEmpty())target=o});if(!target)throw Error('No stable object ID available for roundtrip edit');const before=records(copy);const size=new THREE.Box3().setFromObject(copy,true).getSize(new THREE.Vector3());const delta=Math.max(Math.max(size.x,size.y,size.z)*.01,.01);target.position.x+=delta;copy.updateMatrixWorld(true);const after=records(copy);const buf=await new GLTFExporter().parseAsync(copy,{binary:true,onlyVisible:false,trs:false});return {buffer:buf,edit:{object_id:target.userData.pipeline_id,object_name:target.name,operation:'translate_local_x',delta_m:delta,before,expected_after:after,units:'meter',up:'Y'}}};
41
+ document.querySelector('#reset').onclick=()=>{camera.position.copy(home.position);controls.target.copy(home.target);draw()};
42
+ document.querySelector('#switch').onclick=async()=>{try{const j=await fetch('./scene.json').then(r=>r.json());install(await new THREE.ObjectLoader().parseAsync(j));status.textContent+=' · JSON'}catch(e){fail(e)}};
43
+ document.querySelector('#file').onchange=async(e)=>{try{const f=e.target.files[0];if(f.name.endsWith('.json'))install(await new THREE.ObjectLoader().parseAsync(JSON.parse(await f.text())));else install((await new GLTFLoader().parseAsync(await f.arrayBuffer(),'' )).scene)}catch(e){fail(e)}};
44
+ controls.addEventListener('change',renderView);addEventListener('resize',()=>{camera.aspect=innerWidth/innerHeight;camera.updateProjectionMatrix();renderer.setSize(innerWidth,innerHeight);draw()});
45
+ if(location.protocol==='file:'){status.textContent='请用文件选择器打开 final.glb 或 scene.json;推荐通过本地 HTTP 预览。'}
46
+ else {try {const g=await new GLTFLoader().loadAsync('./final.glb');install(g.scene);window.animationCount=g.animations.length}catch(e){fail(e)}}
47
+ </script></html>
Q0369/OPEN_VIEWER.txt ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ Run: python3 -m http.server 8000 --bind 127.0.0.1
2
+ Then open http://127.0.0.1:8000/viewer.html
3
+ All dependencies are local. No CDN is needed.
Q0369/PROVENANCE.txt ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ source: huggingface.co/datasets/haoranranranran/vibeworlding-split03-100-full-trajectories
2
+ archive: split03_100_full_trajectories.zip
3
+ campaign/batch root:
4
+ accepted run dir: runs/Q0369_20260923_032528_33381
5
+ source path in archive: runs/Q0369_20260923_032528_33381/workspace/outputs/
6
+ reasoning process source: runs/Q0369_20260923_032528_33381/ (rollout.jsonl/commands//turns//renders 等,已剔除 deliveries/snapshots/render_states/scene.json/vendor 等冗余或历史版本文件)
7
+ ingested_by: env/tasks/_ingest_seed_case.py
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Q0369/browser_progress.json ADDED
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+ {"phase":"load_scene_json","time":"2026-09-23T10:44:31.412Z"}
Q0369/delivery.json ADDED
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+ {
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+ "task_id": "Q0369",
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+ "turn_id": "turn_0001",
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+ "command_id": "cmd_000024",
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+ "actor": "model",
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+ "time": "2026-09-23T10:44:37Z",
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