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AgentWorld

Struct AgentWorld 

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pub struct AgentWorld { /* private fields */ }
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A running embedded world: agents spawn into it, events stream out of it.

Internally this is the same WorldHost the daemon serves - addressed in-process over a channel instead of over the control socket.

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impl AgentWorld

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pub fn builder() -> AgentWorldBuilder

Start building a world.

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pub async fn spawn(&self, spec: SpawnSpec) -> Result<RunId, EmbedError>

Spawn an agent. Returns its RunId once the agent is live in the world (blueprint loaded, stages resolved, seeds applied).

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pub fn events(&self) -> EventStream

Subscribe to the world’s events, from this moment on.

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pub async fn status(&self, id: &RunId) -> Option<AgentStatus>

A run’s current status, or None if the world doesn’t know it.

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pub async fn send_message(&self, id: &RunId, content: &str) -> bool

Deliver a message into a running agent’s inbox. false when the world can no longer accept messages (shut down or shutting down).

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pub async fn pause(&self, id: &RunId) -> bool

Pause a run. false if there is no such live run.

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pub async fn resume(&self, id: &RunId) -> bool

Resume a paused run. false if there is no such live run.

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pub async fn cancel(&self, id: &RunId) -> bool

Cancel a run. false if there is no such live run.

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pub fn pending_inputs(&self) -> Vec<(RunId, InteractionRequest)>

Every open question agents are waiting on, as (run, request). Each also arrived as an Interaction event.

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pub fn answer(&self, response: InteractionResponse) -> bool

Answer an open question (matched by the response’s request_id). false if no such request is open.

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pub async fn shutdown(self)

Shut the world down and wait for it to finish. The serve loop drains every queued persistence write before it returns (its own flush-and-stop), so once this resolves nothing is left in flight.

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