* fix(app): restore character-paced streaming reveal Restore the v0.8 character reveal model and remove the word-level fade implementation so streamed assistant and reasoning text remains opaque, grapheme-safe, and immediately completes when a turn ends. * fix(android): preserve inverted timeline selection React Native's prebuilt Android library does not consume source patches under node_modules. Register the compiled scroll manager before the core package so inverted child-reveal calculations leave focus and text selection in place while normal and explicit scrolling remain unchanged.
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Agent stream performance
How assistant text gets from a provider to the screen, and why it is paced on the way. Read this before changing packages/server/src/server/agent/agent-stream-coalescer.ts, the reducer queue in packages/app/src/timeline/session-stream-reducers.ts, or the reveal in packages/app/src/hooks/use-revealed-text.ts.
For terminal output, which is a separate pipeline with separate budgets, see terminal-performance.md.
The pipeline
provider deltas (every provider streams incrementally)
→ AgentStreamCoalescer (daemon, leading + trailing, ≤1 message per 60ms per agent)
→ recordTimeline: one canonical row per flushed item
→ agent_stream ws message
→ reducer queue (app, one commit per frame) → session store
→ source-item plugin transforms → native Markdown blocks / tool grouping
→ paced reveal (app, per displayed item) → paint
Every provider delivers incremental text, so there is no provider that needs special handling: Claude via includePartialMessages, Codex via agent_message_delta, ACP agents via agent_message_chunk, Pi and OMP via text_delta.
Why the reveal is paced
Arrival is lumpy and there is no fixing that at the source. A 60ms coalescing window carries however many characters the model produced in those 60ms, which swings by an order of magnitude within a single turn. Painting each delta as it lands makes the size of those lumps visible, and that is what reads as jagged.
So arrival sets a target and the reveal rate is derived from the backlog instead. A burst makes the text catch up faster; it does not make the text jump. Shrinking the coalescing window does not fix this — it makes the lumps smaller and more frequent, at the cost of message rate on a daemon loop that already contends with terminal frames and per-message relay encryption.
Invariants
- The coalescer is leading + trailing. The first delta after an idle window flushes synchronously; only the rest of the burst waits for the trailing timer. Reverting to trailing-only adds a full window to the first character of every turn. Same shape and the same reason as
TerminalOutputCoalescer. - The leading flush adds a canonical row, and that is fine. A burst's first chunk lands as its own timeline row.
mergeAssistantChunks/mergeReasoningChunksintimeline-projection.tsjoin contiguous same-turn rows, and clients read the projected timeline, so history is unaffected. Tests that assert on raw rows have to account for the extra row; tests that assert on what a client sees do not. - The store holds the full text; only the rendered slice is paced. Copy, selection, the chat outline, and scroll geometry all read the same string the user can see. Pacing the store instead would leave the bottom anchor chasing a content height that is ahead of the reveal.
- Markdown blocks belong to presentation.
agent-stream/presentation.tsretains completed native blocks and parses only the growing last block during append. Splitting in the reducer discards paragraph separators and exposes fragments to plugin callbacks, which need the whole source text. - First sight of a text is revealed whole. Only growth is paced. This is what makes history hydration, timeline replay, a virtualized row remounting on scroll, and an already-finished message all render complete on first paint without a special case for each.
- Leaving
phase: "streaming"snaps the reveal. A completed turn must never be left holding characters.layoutStreamsets the phase, so anything outside the live head with an active turn is already complete. - The reducer queue commits on a frame, with a timer as the ceiling. A frame callback never fires in a hidden tab, so a timer races it and wins when nothing is painting — the store has to keep advancing either way.
- A history row re-renders only when its item or layout item identity changes. The inverted
FlatList hands every mounted cell a new
indexandrefwhenever a row is prepended, so without a memo boundary each coalesced tick re-rendered every mounted row (about 50 on a phone, 100–250 ms of JS per tick).layoutStreamkeeps a layout item's identity when nothing about it changed,useRevisedHistoryRowshands a fresh item identity to rows whose tool-call group, expanded state, or breakpoint changed, andHistoryStreamRowmemoizes on both. Every viewport runs its history through that hook; the web viewport once skipped it and history hosts of a live tool group went stale. A new field onStreamLayoutItemmust be added toareLayoutItemsEquivalent, or sharing silently stops.
Measuring
- Smoothness (user-perceived):
packages/app/e2e/browser/agent-stream-smoothness.spec.ts, gated behindPASEO_AGENT_STREAM_PERF_E2E=1. Drives the mock provider'sbursty-streammodel and reports coefficient of variation of characters painted per frame (smoothness) plus p95 gap between visible updates (stalls). Both numbers are needed: a stalled stream is perfectly smooth. - Reproducing bursty arrival: the
bursty-streammodel inmock-load-test-agent.tsemits uneven runs of tokens separated by idle gaps. Burst sizes come from a seeded generator, so a run repeats exactly. - Rate policy in isolation:
computeRevealStepinpackages/app/src/agent-stream/text-reveal.tsis pure;text-reveal.test.tscovers convergence and burst flattening without a renderer.
Healthy numbers (2026-08, Expo web against a local dev daemon, real Claude Haiku agent, ~8.5s samples during active streaming). Setting TEXT_REVEAL_HORIZON_MS to 0 makes the reveal paint on arrival, which is how the baseline column was taken:
| paint on arrival | paced | |
|---|---|---|
| frames that advanced the text | 6% | 87% |
| chars-per-frame CV | 4.11 | 1.86 |
| gap between visible updates, p50 | 317ms | 17ms |
| gap between visible updates, p95 | 383ms | 17ms |
Total characters painted is roughly the same either way — the reveal changes when they land, not how many arrive.
Measure the total length across every assistant-message element, not the last one. A turn emits many assistant messages, so the tail element keeps changing identity and its length is not monotonic; sampling only the tail reads those handovers as resets and reports almost no growth. sampleStreamFrames does this correctly.