{"slug":"thedivergentai-godot-autoload-architecture","name":"godot-autoload-architecture","description":"Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.","long_description":"---\nname: godot-autoload-architecture\ndescription: \"Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.\"\n---\n\n## Available Scripts\n\n### [autoload_init_order_diag.gd](scripts/autoload_init_order_diag.gd)\n**MANDATORY** before trusting a multi-Autoload dependency graph — verifies boot sequence.\n\n### [singleton_dependency_diagram.gd](scripts/singleton_dependency_diagram.gd)\n**MANDATORY** with the mermaid/order diagram — maps who may call whom at boot.\n\n### [global_event_bus.gd](scripts/global_event_bus.gd)\n**MANDATORY** before a cross-system Autoload bus (Achievements, UI, Save events).\n\n### [safe_scene_switcher.gd](scripts/safe_scene_switcher.gd)\n**MANDATORY** before Autoload-owned scene transitions (deferred free / root management).\n\n### [service_locator.gd](scripts/service_locator.gd) / [service_registry.gd](scripts/service_registry.gd)\n**MANDATORY** before `Engine.register_singleton` DI for non-Node services.\n\n### [persistent_data_holder.gd](scripts/persistent_data_holder.gd)\nData that must survive `change_scene_to_file()` (inventory, settings).\n\n### [static_state_manager.gd](scripts/static_state_manager.gd)\n`static var` global state when you do **not** need a SceneTree Node.\n\n### [lazy_loaded_singleton.gd](scripts/lazy_loaded_singleton.gd)\nOn-demand instantiate instead of eager boot cost.\n\n### [cross_autoload_comms.gd](scripts/cross_autoload_comms.gd)\nSafe cross-singleton calls after both are ready.\n\n### [thread_safe_global_access.gd](scripts/thread_safe_global_access.gd)\nMutex / `call_deferred` for background threads touching Autoload state.\n\n### [autoload_reference_checker.gd](scripts/autoload_reference_checker.gd) / [singleton_health_check_test.gd](scripts/singleton_health_check_test.gd)\nValidate registration + defaults (debug / CI).\n\n### [autoload_bootstrapper.gd](scripts/autoload_bootstrapper.gd) / [autoload_initializer.gd](scripts/autoload_initializer.gd)\nOrdered init helpers when `_ready` is too early for heavy work.\n\n### [debug_console_autoload.gd](scripts/debug_console_autoload.gd)\n`PROCESS_MODE_ALWAYS` CanvasLayer console.\n\n### [global_game_state.gd](scripts/global_game_state.gd) / [stateless_bus.gd](scripts/stateless_bus.gd)\nState holder vs pure event bus split.\n\n## NEVER Do in AutoLoad Architecture\n\n- **NEVER access AutoLoads in `_init()`** — AutoLoads are initialized sequentially. Accessing one in `_init()` may find a null reference.\n- **NEVER modify a Singleton's size or children in `_ready()`** — If multiple Singletons refer to each other's trees during boot, it can cause layout/sorting errors.\n- **NEVER store highly localized, scene-specific data in AutoLoads** — This creates \"God Objects\" and introduces global side effects that are hard to debug.\n- **NEVER use `Parent.method()` calls from an Autoload** — Autoloads sit at the root. They are the ultimate \"top\". Use signals to talk to the active scene.\n- **NEVER use an Autoload for pure data containers** — If you don't need `_process()` or signals, use a `static var` in a `class_name` script instead.\n- **NEVER create circular dependencies between Singletons** — If A needs B and B needs A, Godot will hang during the splash screen.\n- **NEVER free an Autoload node manually** — Removing a singleton from the root can leave dangling references that crash the engine.\n- **NEVER use AutoLoads for UI elements that aren't global** — Popups that only exist in one level should be in that level, not a global singleton.\n- **NEVER assume `get_tree().current_scene` is accurate in `_ready()`** — In Autoloads, the active scene might still be initializing. Access it via `get_tree().root.get_child(-1)`.\n- **NEVER skip `process_mode` configuration** — If your global console or music manager needs to work while the game is paused, set `process_mode = PROCESS_MODE_ALWAYS`.\n\n---\n\n## When to Use AutoLoads\n\n**Good:** Game/Audio/Save managers, SceneTransitioner, global score/inventory, cross-scene EventBus.\n\n**Avoid:** Scene-specific logic, temporary state, pure data (prefer `static` / Resource), over-architecting tiny projects.\n\n---\n\n## Expert Architecture Patterns\n\n### 1. Boot order & dependency diagram\n> **MANDATORY**: Read [autoload_init_order_diag.gd](scripts/autoload_init_order_diag.gd) and [singleton_dependency_diagram.gd](scripts/singleton_dependency_diagram.gd) before drawing or trusting any Autoload order.\n\nAutoloads initialize **top → bottom** in Project Settings. Upper singletons must not call lower ones in `_ready()`. Move dependents down the list.\n\n```mermaid\ngraph TD\n    subgraph Autoloads [Project Settings order]\n        B[1. GlobalAudio] --> C[2. ServiceLocator]\n        C --> D[3. QuestManager]\n    end\n    D --> E[Current Scene]\n    E -->|Queries| C\n```\n\n### 2. Service locator (non-Node DI)\n> **MANDATORY**: [service_locator.gd](scripts/service_locator.gd) / [service_registry.gd](scripts/service_registry.gd) before `Engine.register_singleton`.\n\nUse for lightweight `RefCounted` services; unregister in `_exit_tree` to avoid dangling engine singletons.\n\n### 3. Event bus vs state holder\n> **MANDATORY**: [global_event_bus.gd](scripts/global_event_bus.gd) for cross-system past-tense events. Keep mutable run state in [persistent_data_holder.gd](scripts/persistent_data_holder.gd) / [global_game_state.gd](scripts/global_game_state.gd) — not on the bus.\n\n### 4. Safe scene switching from Autoload\n> **MANDATORY**: [safe_scene_switcher.gd](scripts/safe_scene_switcher.gd) — deferred free + root ownership. Pair with `godot-scene-management` for threaded loads.\n\n### 5. Health checks\n> **MANDATORY** in debug/CI: [singleton_health_check_test.gd](scripts/singleton_health_check_test.gd) / [autoload_reference_checker.gd](scripts/autoload_reference_checker.gd) — `assert` presence + `Engine.has_singleton` for registered services.\n\n## Expert insights (WHY — keep in body)\n\n- **Boot order** — WHY: Autoloads init top→bottom in Project Settings. Upper singletons must not call lower ones in `_ready()` ([autoload_init_order_diag.gd](scripts/autoload_init_order_diag.gd)).\n- **Service locator vs Node Autoload** — WHY: `RefCounted` services avoid SceneTree overhead; register via `Engine.register_singleton` and unregister in `_exit_tree` ([service_locator.gd](scripts/service_locator.gd)).\n- **Event bus vs state** — WHY: buses emit past-tense events; mutable run state belongs in [persistent_data_holder.gd](scripts/persistent_data_holder.gd), not on the bus.\n- **`current_scene` in `_ready()`** — WHY: active scene may still be mounting; use `get_tree().root.get_child(-1)` or defer until scene ready.\n\n## Deep recipes (on demand)\n\n| Topic | Reference / script |\n|-------|-------------------|\n| Service locator / boot diagram / health checks | [expert-patterns.md](references/expert-patterns.md) |\n| Beginner registration only | [autoload-patterns.md](references/autoload-patterns.md) |\n## Reference\n\n> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.\n\n### Official Documentation\n- [Singletons (AutoLoad)](https://docs.godotengine.org/en/stable/tutorials/scripting/singletons_autoload.html) — How AutoLoads register under `/root`, become global names, and why boot order matches Project Settings list order.\n- [Autoloads versus regular nodes](https://docs.godotengine.org/en/stable/tutorials/best_practices/autoloads_versus_regular_nodes.html) — Decision guide for when a global singleton is justified versus a scene-owned node or static helper.\n- [Scene organization](https://docs.godotengine.org/en/stable/tutorials/best_practices/scene_organization.html) — Keep scene-local data out of AutoLoads so managers do not become God Objects.\n- [Logic preferences](https://docs.godotengine.org/en/stable/tutorials/best_practices/logic_preferences.html) — Prefer signals and ownership edges over reaching into Autoload trees for gameplay orchestration.\n- [Using SceneTree](https://docs.godotengine.org/en/stable/tutorials/scripting/scene_tree.html) — Why `current_scene` can be unreliable during Autoload `_ready()` and how root children relate to the active scene.\n- [Change scenes manually](https://docs.godotengine.org/en/stable/tutorials/scripting/change_scenes_manually.html) — Deferred free + root reparent patterns behind safe global scene switchers.\n- [Pausing games](https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html) — `process_mode` / `PROCESS_MODE_ALWAYS` for consoles, music, and managers that must run while `get_tree().paused`.\n- [Overridable functions](https://docs.godotengine.org/en/stable/tutorials/scripting/overridable_functions.html) — `_init` vs `_ready` timing so cross-Autoload access does not hit nulls during sequential boot.\n- [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — Emit/connect model for Autoload event buses that decouple scenes without hard node paths.\n- [Engine](https://docs.godotengine.org/en/stable/classes/class_engine.html) — `register_singleton` / `get_singleton` for lightweight service locators that are not SceneTree Nodes.\n- [Thread-safe APIs](https://docs.godotengine.org/en/stable/tutorials/performance/thread_safe_apis.html) — Which engine APIs need Mutex/`call_deferred` when background threads touch global Autoload state.\n- [Saving games](https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html) — Persistence patterns for inventory/settings held in long-lived Autoload data holders.\n\n### Related Skills\n\n#### Prerequisites\n- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — AutoLoad entries live in Project Settings / `project.godot`; get registration and naming right before wiring managers.\n- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed signals, `static var` / `class_name`, and deferred calls are the language tools this skill’s patterns assume.\n- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Event-bus and Signal-Up contracts for Autoload mediators without circular emit chains.\n\n#### Complements\n- [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — Pair with safe scene switchers so transitions own loading/unload while AutoLoads keep cross-scene state.\n- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Serialize what persistent Autoload holders store; do not invent a second save path inside GameManager.\n- [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — Prefer Resources for shared config; reserve AutoLoads for lifecycle + signals, not duplicated data blobs.\n- [godot-composition](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-composition/SKILL.md) — Component ownership alternative when a “manager Autoload” is really scene-scoped behavior in disguise.\n- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Music/SFX pools are classic Autoload homes; use this skill for ownership and boot order around those managers.\n- [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SK","tagline":"Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. 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Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes."},{"id":"claude-code","label":"Claude Code","kind":"agent-prompt","value":"Add \"godot-autoload-architecture\" as a Claude Code skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes."},{"id":"cursor","label":"Cursor","kind":"agent-prompt","value":"Turn \"godot-autoload-architecture\" from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. 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Use Resolve, run one narrow sandbox task, then report the result.","metrics":{"totalOutcomes":0,"successfulOutcomes":0,"failedOutcomes":0,"installAttempts":0,"installSuccessRate":null,"successRate":null,"recentSuccessRate":null,"recentFailureRate":null,"riskBlocked":0,"setupRequired":0,"notRelevant":0,"avgOutputQuality":null,"avgTimeToUsefulMs":null,"productionOutcomes":0,"humanReviewRequired":0,"uniqueAgents":0,"lastOutcomeAt":null},"signals":[],"penalties":["No real agent outcome evidence yet"]},"audit":{"score":82,"risk_level":"safe_to_try","risk_label":"Safe to try","warnings":["The SKILL.md excerpt is truncated, but the provided content is sufficient for evaluation.","The skill uses strong 'MANDATORY' language for scripts, which might be interpreted as overly prescriptive, but it's a stylistic choice.","Quality score needs 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reviewing repository code, license, and permission surface"],"agent_contract":{"task_input":"Use godot-autoload-architecture in an agent workflow","recommended_action":"Review the audit page, then allow agent install in a sandboxed workflow.","install_policy":"review","minimum_review_before_use":["Trust: 75/100 Strong shortlist","Audit: 82/100 Safe to try","Safety: 70/100 Review before install","Review repository, license, install command, and permission surface before production use."],"expected_agent_output":{"selected_skill":"thedivergentai-godot-autoload-architecture (godot-autoload-architecture)","install_command":"npx skills add thedivergentai/GD-Agentic-Skills --skill godot-autoload-architecture","risk_summary":"Safe to try; Reviewed; Review before production","verification_result":"Report the smallest successful task, files touched, warnings, and any missing 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try","requiresReview":true,"notes":["The SKILL.md excerpt is truncated, but the provided content is sufficient for evaluation.","The skill uses strong 'MANDATORY' language for scripts, which might be interpreted as overly prescriptive, but it's a stylistic choice.","Quality score needs review"]},"coverageTags":["Coding","GitHub automation","research","agent-skill"]},"audit":{"audit_score":82,"risk_level":"safe_to_try","risk_label":"Safe to try","quality_score":75,"trust_score":75,"maintenance_score":100,"security_score":82,"install_score":92,"warnings":["The SKILL.md excerpt is truncated, but the provided content is sufficient for evaluation.","The skill uses strong 'MANDATORY' language for scripts, which might be interpreted as overly prescriptive, but it's a stylistic choice.","Quality score needs review"]},"quality_signals":{"model":"v2","star_score":19.74,"usage_score":0,"review_score":5.4,"metadata_score":3,"freshness_score":15},"platforms":["Claude Code"],"use_cases":[{"slug":"local-desktop","title":"Local desktop","url":"https://www.openagentskill.com/use-cases/local-desktop"},{"slug":"browser-automation","title":"Browser automation","url":"https://www.openagentskill.com/use-cases/browser-automation"},{"slug":"research-agents","title":"Research agents","url":"https://www.openagentskill.com/use-cases/research-agents"},{"slug":"github-automation","title":"GitHub automation","url":"https://www.openagentskill.com/use-cases/github-automation"}],"stacks":[{"slug":"browser-qa-agent","title":"Browser QA agent","url":"https://www.openagentskill.com/collections/browser-qa-agent"},{"slug":"research-report-agent","title":"Research report agent","url":"https://www.openagentskill.com/collections/research-report-agent"},{"slug":"coding-review-agent","title":"Coding review agent","url":"https://www.openagentskill.com/collections/coding-review-agent"}],"install":"npx skills add thedivergentai/GD-Agentic-Skills --skill godot-autoload-architecture","install_targets":[{"id":"openagentskill-cli","label":"CLI","title":"OpenAgentSkill CLI","kind":"command","value":"npx --yes https://github.com/Leon-Drq/openagentskill/releases/download/cli-v0.3.0/openagentskill-0.3.0.tgz add thedivergentai-godot-autoload-architecture","description":"Resolve policy, run the source installer safely, and report a verified install receipt.","copyLabel":"Copy command"},{"id":"codex","label":"Codex","title":"Codex install prompt","kind":"agent-prompt","value":"Install the \"godot-autoload-architecture\" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Give Codex a repo-aware install prompt when the skill is not available through a local CLI.","copyLabel":"Copy prompt"},{"id":"claude-code","label":"Claude Code","title":"Claude Code skill prompt","kind":"agent-prompt","value":"Add \"godot-autoload-architecture\" as a Claude Code skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this prompt to ask Claude Code to add the skill and explain the local activation steps.","copyLabel":"Copy prompt"},{"id":"cursor","label":"Cursor","title":"Cursor rule prompt","kind":"agent-prompt","value":"Turn \"godot-autoload-architecture\" from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"thedivergentai-godot-autoload-architecture\",\"task\":\"Install godot-autoload-architecture\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this when installing as Cursor project rules or reusable agent instructions.","copyLabel":"Copy prompt"}],"repository":"https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture","github_repo":"thedivergentai/GD-Agentic-Skills","version":"1.0.0","license":"LGPL-3.0","urls":{"web":"https://www.openagentskill.com/skills/thedivergentai-godot-autoload-architecture","repository":"https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-autoload-architecture","api":"/api/agent/skills/thedivergentai-godot-autoload-architecture","install_api":"/api/skills/thedivergentai-godot-autoload-architecture/install"},"meta":{"created_at":"2026-09-05T14:41:01.119393+00:00","updated_at":"2026-09-05T14:41:01.28373+00:00","agent_friendly":true}}