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ZeroMind (OrigoZero game engine)

wait

Destructive

Resume a background task from a promoted execute/bash and return its result when ready. Pass its taskId, or the kickoffId of a call the engine accepted and had not reached yet.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
asNoYour own name, when you are one of several agents sharing one connection to this engine (the sub-agents one agent session runs share its connection, so without it the engine sees all of them as one caller). Pass the same name on every call you make. The engine then treats you as a caller of your own: your roster name is this name, and your play session, the play-shadow writes and refusals that say who wrote what, engine.modeOwner, your shell session and your notices are yours alone. Lowercase letters, digits, '-' and '_'. Leave it out when you are the only agent on your connection.
logsNo
taskIdNoTask id from a {status:"running"} response.
logScopeNoWhose work the engine-window log lines in the response may be about (default: caller). One engine serves several agents at once and runs all of their content, so its log holds all of their failures. `logs` says how severe a line must be to appear; this says whose work it may be about, which no severity floor can express, because a neighbour's per-frame error IS an error. `caller` keeps the lines this call's own work raised plus the engine's own, and closes the list with one <n error lines from another caller's work left out> marker when there were any. `all` keeps every caller's, which is what a reader debugging the whole engine wants. The engine's own subsystem lines carry no caller and are kept either way.
kickoffIdNoThe kick-off handle to wait on — the `kickoffId` field from a response the engine accepted and had not reached yet (`{ status: "running", kickoffId }`). Resolves to the task the call spawns, then waits on it exactly as `taskId` does.
timeout_secsNoInline budget (default/capped 20s).

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