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schedule_wakeup's result carries `fires_at` and renders it as JSON for the UI, so frontends can show when the wakeup fires. `wakeup_prompt` recognizes injected wakeup messages. ACP says the result in words.
schedule_wakeup shows an alarm clock with the fire time and a live countdown; expanding it shows the prompt. A wakeup message that answers the schedule_wakeup block of its turn is not shown — the block says it fired. Otherwise the message reads like a tool line instead of a message from the user. cancel_wakeup gets its own line too. Renderers can choose a state-dependent icon (`icon`) and ask to render again when a time-based description changes (`refresh_after`).
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What
schedule_wakeupgets its own unobtrusive inline rendering in the GPUI frontend, and the injected wakeup message no longer looks like a message from the user.Tool line (alarm clock icon, Explore/Read style):
cancel_wakeup: "Cancel wakeup Add real UI based on Zed's gpui crate #3" with the alarm-clock-off iconWakeup message
schedule_wakeupblock within the same turn (matched by prompt) → not shown; the block says it firedHow
ScheduleWakeupOutputcarriesfires_at;render_for_uireturns JSON (likespawn_agent), the LLM still sees the text. Old records withoutfires_atstill parse.session::wakeup::wakeup_promptrecognizes injected messages.WakeupToolRenderer;ToolBlockRenderergainsicon()andrefresh_after()(defaults keep existing behavior). Wakeup recognition runs on every path that creates user messages (live input, session load, append, branch edit).Tests
main_screen::tests::wakeups: loaded session with a linked and an unlinked wakeupcargo test,clippy -D warnings,fmt --checkgreenKnown gap: a wakeup that fires while the agent runs briefly shows as pending message with the
[scheduled wakeup]prefix.