sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: EXC_BAD_ACCESS (code=1, address=0x0) on iOS when running linked Godot Mono project in XCode
Labels: bug,platform:macos,topic:dotnet,crash

### Tested versions

- Reproducible in v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - macOS 13.7.2 - GLES3 (Compatibility) - AMD Radeon Pro 560 OpenGL Engine - Intel(R) Core(TM) i7-7820HQ CPU @ 2.90GHz (8 Threads)

### Issue description

I'm following [Steps to link a Godot project to XCode](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html#steps-to-link-a-godot-project-folder-to-xcode) on a Godot 4.3 mono.

Expected result:
- after final step, when running from XCode project should launch

Actual result:
- application crashes when launched

Note:
When creating the MRP, i've started without C#/Mono and can confirm that with GDScript project the guide works as expected.



```
    0x1c6f0813c <+2332>: bl     0x1c6efba70               ; lsl::Lock::unlock()
    0x1c6f08140 <+2336>: ldr    x8, [x19, #0x8]
    0x1c6f08144 <+2340>: ldr    w0, [x8, #0x68]
    0x1c6f08148 <+2344>: ldp    x1, x2, [x8, #0x70]
    0x1c6f0814c <+2348>: ldr    x3, [x8, #0x80]
    0x1c6f08150 <+2352>: blraaz x20
->  0x1c6f08154 <+2356>: mov    x1, x0 Thread 1: EXC_BAD_ACCESS (code=1, address=0x0)
    0x1c6f08158 <+2360>: ldr    x0, [x19, #0x98]
    0x1c6f0815c <+2364>: ldr    x16, [x0]
    0x1c6f08160 <+2368>: mov    x17, x0
    0x1c6f08164 <+2372>: movk   x17, #0x9abf, lsl #48
    0x1c6f08168 <+2376>: autda  x16, x17
```

<img width="720" alt="Image" src="https://github.com/user-attachments/assets/3aa84809-64de-4322-8e10-51a55a1b0287" />
<img width="720" alt="Image" src="https://github.com/user-attachments/assets/39174a03-f1fd-4c73-a899-58fc840d5f9d" />


### Steps to reproduce

1. Use the MRP project or create an empty
2. Add a C# script to it
3. Follow steps in [Steps to link a Godot project to XCode](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_ios.html#steps-to-link-a-godot-project-folder-to-xcode)

### Minimal reproduction project (MRP)

[xcodelinkmrp.zip](https://github.com/user-attachments/files/18268793/xcodelinkmrp.zip)
Repository: react
Issue: [Compiler]: React Compiler should error on document.getElementById call during render
Labels: Component: Optimizing Compiler

### What kind of issue is this?

- [ ] React Compiler core (the JS output is incorrect, or your app works incorrectly after optimization)
- [ ] babel-plugin-react-compiler (build issue installing or using the Babel plugin)
- [ ] eslint-plugin-react-compiler (build issue installing or using the eslint plugin)
- [ ] react-compiler-healthcheck (build issue installing or using the healthcheck script)

### Link to repro

https://playground.react.dev/#N4Igzg9grgTgxgUxALhAMygOzgFwJYSYAEAIngIYA2EA5gOp44AWAChDDlQBTBF5gB5AA4JiAXwCURYAB1iROITA4FhTnkwIYRALxEcATxEQ0RACYQ4UALaiVAQh16ZILGYRoNCMy6IB+c0sbOwA6GgQcAFFKBFtMHAAhAwBJMy4AciF2TkoAWhgICBx0qWQiTChKSgBuOSIiGAjYYi46+qIAHjIqWiIIEUwdYH5hUTEAPjb2zu7qGhC2DipVePIvGCHFVfWJqemZijmQgGE1O3GACQQqiA6AelnaE7P4yflp+8f5xZy3j4fDrQ-kQJLVMGIQGIgA

### Repro steps

**Steps to reproduce**
1. Create a simple dialog component that uses Portal with a dynamic container:
```jsx
function DialogWithPortal({ isOpen }) {
  const container = typeof document !== "undefined" ? document.getElementById('portal-root') : null;
  return (
    <Dialog open={isOpen}>
      <Dialog.Portal container={container}>
        <Dialog.Content>Hello</Dialog.Content>
      </Dialog.Portal>
    </Dialog>
  );
}
```
2. Mount the component when portal container exists in DOM:
```jsx
// DOM has: <div id="portal-root"></div>
<DialogWithPortal isOpen={true} />
``` 
3. Observe that dialog doesn't open because compiler memoizes initial null container value

**Expected behavior:**
- document.getElementById() should be evaluated on each render to find the portal container

**Actual behaviour:**
- Compiler memoizes the initial document.getElementById() call
- If container doesn't exist on first render, null is cached permanently
- Subsequent renders use cached null value even after container is added to DOM

**The issue is in how the compiler transforms the code:**
```jsx
// Initial DOM query is memoized and never rechecked
  let t1;
  if ($[0] === Symbol.for("react.memo_cache_sentinel")) {
    t1 =
      typeof document !== "undefined"
        ? document.getElementById("portal-root")
        : null;
    $[0] = t1;
  } else {
    t1 = $[0];
  }
  const container = t1;
```

### How often does this bug happen?

Every time

### What version of React are you using?

^18.2.0

### What version of React Compiler are you using?

19.0.0-beta-201e55d-20241215
Repository: next.js
Issue: alternates metadata are not correctly merged
Labels: Metadata

### Link to the code that reproduces this issue

https://github.com/axeleroy/nextjs-alternates-repro

### To Reproduce

1. Start the dev server
2. Navigate to http://localhost:3000
3. Inspect the page. The alternates are 
  ```html
  <link rel="alternate" hrefLang="en-US" href="https://nextjs.org/en-US"/>
  <link rel="alternate" hrefLang="de-DE" href="https://nextjs.org/de-DE"/>
  ```
4. Navigate to http://localhost:3000/sub-page-1
5.  Inspect the page. The alternates are 
  ```html
  <link rel="alternate" type="application/rss+xml" href="https://example.tld/feed.xml"/>
  ```
6. Navigate to http://localhost:3000/sub-page-1
7.  Inspect the page. The alternates are 
  ```html
  <link rel="canonical" href="https://example.tld/sub-page-2"/>
  ```

### Current vs. Expected behavior

1. Start the dev server
2. Navigate to http://localhost:3000
3. Inspect the page. The alternates should be
  ```html
  <link rel="alternate" type="application/rss+xml" href="https://example.tld/feed.xml"/>
  <link rel="alternate" hrefLang="en-US" href="https://nextjs.org/en-US"/>
  <link rel="alternate" hrefLang="de-DE" href="https://nextjs.org/de-DE"/>
  ```
  instead of 
  ```html
  <link rel="alternate" hrefLang="en-US" href="https://nextjs.org/en-US"/>
  <link rel="alternate" hrefLang="de-DE" href="https://nextjs.org/de-DE"/>
  ```
4. Navigate to http://localhost:3000/sub-page-1
5.  Inspect the page. The alternates are 
  ```html
  <link rel="alternate" type="application/rss+xml" href="https://example.tld/feed.xml"/>
  ```
6. Navigate to http://localhost:3000/sub-page-1
7.  Inspect the page. The alternates should be
  ```html
  <link rel="alternate" type="application/rss+xml" href="https://example.tld/feed.xml"/>
  <link rel="canonical" href="https://example.tld/sub-page-2"/>
  ```
  instead of  
  ```html
  <link rel="canonical" href="https://example.tld/sub-page-2"/>
  ```

### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #51-Ubuntu SMP PREEMPT_DYNAMIC Sat Nov  9 17:58:29 UTC 2024
  Available memory (MB): 7680
  Available CPU cores: 8
Binaries:
  Node: 20.12.2
  npm: 10.5.0
  Yarn: 1.9.4
  pnpm: 8.15.4
Relevant Packages:
  next: 15.1.3 // Latest available version is detected (15.1.3).
  eslint-config-next: N/A
  react: 19.0.0
  react-dom: 19.0.0
  typescript: 5.7.2
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Metadata

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local), Vercel (Deployed), Other (Deployed)

### Additional context

In addition to the stages mentioned above, I have also noted that the issue happens regardless of whether Turbo is used or not and on Static HTML exports.
Repository: rust
Issue: Const generic equivalence check overrides diagnostic::on_unimplemented
Labels: A-diagnostics,T-compiler,requires-nightly,F-generic_const_exprs

### Code

```Rust
#![feature(generic_const_exprs)]

trait Trait {
    const VAL: usize;
}

struct A;
impl Trait for A {
    const VAL: usize = 1;
}

struct B;
impl Trait for B {
    const VAL: usize = 2;
}

#[diagnostic::on_unimplemented(
    message = "`{Self}` is not equivalent to `{T}`",
)]
trait Equivalent<T: Trait>: IsEquivalent<T, true> {}
impl<A: Trait + IsEquivalent<B, true>, B: Trait> Equivalent<B> for A {}

trait IsEquivalent<T: Trait, const EQUIVALENT: bool>: Trait {}
impl<A: Trait, B: Trait> IsEquivalent<A, {A::VAL == B::VAL}> for B {}

fn check_equivalent<A: Trait + Equivalent<B>, B: Trait>(_a: &A, _b: &B) {}

fn main() {
    check_equivalent(&A, &A); // works as expected
    check_equivalent(&B, &B); // works as expected
    
    check_equivalent(&A, &B);
 // ^^^^^^^^^^^^^^^^^^^^^^^^ expected `true`, found `false`
}
```

### Current output

```Shell
error[E0308]: mismatched types
  --> src/main.rs:32:5
   |
32 |     check_equivalent(&A, &B);
   |     ^^^^^^^^^^^^^^^^^^^^^^^^ expected `true`, found `false`
   |
   = note: expected constant `true`
              found constant `false`
```

### Desired output

```Shell
--> src/main.rs:32:5
   |
32 |     check_equivalent(&A, &B);
   |     ^^^^^^^^^^^^^^^^^^^^^^^^ `A` is not equivalent to `B`
```

### Rationale and extra context

In the given example, the `A` does not implement the trait `Equivalent<B>` and there is a custom `#[diagnostic::on_unimplemented]` message. However, the diagnostic message is not shown, instead the mismatch between `true` and `false` const generics in the implementation of the equivalence check is leaked.

### Other cases

```Rust

```

### Rust Version

```Shell
1.85-nightly 2024-12-28 8742e0556dee3c64f714 (on Rust playground)
```

### Anything else?

https://play.rust-lang.org/?version=nightly&mode=debug&edition=2021&gist=eaf4f6a4a8d5336e43446dc1d0e9b575
Repository: terminal
Issue: Support Github Copilot Free in Terminal chat
Labels: Issue-Feature,Needs-Triage,Needs-Tag-Fix,Area-Chat

### Description of the new feature

Terminal Chat does currently not work with the free version of Github Copilot.

![Image](https://github.com/user-attachments/assets/78f8cff1-46f6-48c5-b796-eb60775075d8)


### Proposed technical implementation details

_No response_
Repository: flutter
Issue: Flavor sets
Labels: c: new feature,tool,framework,c: proposal,P3,team-tool,triaged-tool

### Use case

It would be nice to have flavor sets.
It is nice that flavor helps to exclude unneeded assets, specify bundle IDs, and exclude unneeded module code from the build. It is especially nice that flavor can be passed as an environment variable so we can reuse one container for Flutter Web.
Let's look at a simple scenario: White-labeling + features management.
In this case, we will have to multiply flavor as a composed string:
```
'Brand1_Feature1'
'Brand1_Feature2'
'Brand1_FeatureN'
'Brand2_Feature1'
'Brand2_FeatureN'
```

In real-life cases, it would be multiple dimensions to exclude or reassign assets and etc: OS (Watch/TV/Tablet) / Brand / Feature / Type / Region / Department, etc
Therefore parsing a complex flavor string `'A1_B1_C1_D1'`...`'AN_BN_CN_DN'` does not look like a solution.

### Proposal

It would be nice to have flavor sets.
It would be flavor YAML/JSON to specify tree structure or at least flavor list:

flavor list:
```
flavor_{name1}:
flavor_{name2}:
flavor_{nameN}:
```
flavor list example:
```
flavor_brand: Brand1
flavor_subscriptions: true
flavor_region: JP
```

flavor YAML/JSON/etc
```
flavor_{name1}:
   flavor_{subname1}:
   flavor_{subnameN}:
flavor_{name2}:
flavor_{nameN}:
```
Repository: transformers
Issue: Tokenizer does not split text according to newly added input tokens
Labels: Core: Tokenization,bug

### System Info

- `transformers` version: 4.47.1
- Platform: Linux-6.1.85+-x86_64-with-glibc2.35
- Python version: 3.10.12
- Huggingface_hub version: 0.27.0
- Safetensors version: 0.4.5
- Accelerate version: 1.2.1
- Accelerate config: 	not found
- PyTorch version (GPU?): 2.5.1+cu121 (False)
- Tensorflow version (GPU?): 2.17.1 (False)
- Flax version (CPU?/GPU?/TPU?): 0.8.5 (cpu)
- Jax version: 0.4.33
- JaxLib version: 0.4.33

### Who can help?

@ArthurZucker and @itazap 

### Information

- [ ] The official example scripts
- [X] My own modified scripts

### Tasks

- [ ] An officially supported task in the `examples` folder (such as GLUE/SQuAD, ...)
- [X] My own task or dataset (give details below)

### Reproduction

Repro Steps:

1. Initialize a tokenizer with use_fast=False
2. Add new tokens "red" and "e" to the tokenizer vocabulary using add_tokens()
3. Try to tokenize the word "read"

- Expected: The tokenizer should split "read" into ['r', 'e', 'ad'] since "e" is now a token
- Actual: The tokenizer keeps "read" as a single token, ignoring the newly added vocabulary

Repro Code:

```Python
from transformers import AutoTokenizer


def test(text, input_tokens):
    tokenizer = AutoTokenizer.from_pretrained(model_id, use_fast=False)
    tokenizer.add_tokens(input_tokens)
    output_tokens = tokenizer.tokenize(text)
    print(f"Output tokens: {output_tokens}")


model_id = "google-bert/bert-base-cased"
test("read", ["red", "e"])
```

- Expected Output: Output tokens: ['r', 'e', 'ad']
- Actual Output: Output tokens: ['read']


### Expected behavior

The tokenizer should split "read" into ['r', 'e', 'ad'] since "e" is now a token.
Repository: godot
Issue: The colour resolution is too low in Mobile
Labels: bug,topic:rendering

### Tested versions

-Reproducible in v4.3 stable

### System information

Windows 10 - Godot v4.3 Stable

### Issue description

So, I wanted to make my game using the Mobile Renderer because I get performance issues with Forward+ and when I started implementing a flashlight into it, turns out Mobile can't handle high colour resolution. It should be smoothly fading not becoming blocky or whatever![Image](https://github.com/user-attachments/assets/7e219440-c36f-4d11-94ca-40b8a1194bc5) It should at least be similar to Forward+ as they both use Vulkan

### Steps to reproduce

1. Set renderer to Mobile.
2. Make the whole scene dark.
3. Add a spotlight.
4. Press play.

### Minimal reproduction project (MRP)

N/A
Repository: rust
Issue: attribute macro's `call_site()` hygiene should come from the macro's name, not the `#[]`
Labels: A-attributes,T-compiler,C-bug,T-libs,A-proc-macros,A-hygiene

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
-->

I tried this code:

https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=ade138e8d44ac15e91fb351253675a23

`my-macros/lib.rs`:
```rust
use proc_macro2::TokenStream;
use quote::ToTokens;

#[proc_macro_attribute]
pub fn my_attr(
    attr: proc_macro::TokenStream,
    item: proc_macro::TokenStream,
) -> proc_macro::TokenStream {
    match main(attr.into(), item.into()) {
        Ok(retval) => retval.into(),
        Err(err) => err.into_compile_error().into(),
    }
}

fn main(_attr: TokenStream, item: TokenStream) -> syn::Result<TokenStream> {
    let mut item: syn::ItemFn = syn::parse2(item)?;
    item.sig = syn::parse_quote! {
        fn my_test_fn(arg: u8)
    };
    if cfg!(feature = "reset_hygiene") {
        Ok(syn::parse_str(&item.to_token_stream().to_string())?)
    } else {
        Ok(item.to_token_stream())
    }
}
```

`my-code/lib.rs`:
```rust
macro_rules! m {
    (
        $(#[$meta:meta])*
        $vis:vis fn $($rest:tt)*
    ) => {
        $(#[$meta])*
        $vis fn $($rest)*
    };
}

m! {
    #[my_macros::my_attr]
    pub fn my_test_fn() {
        dbg!(arg);
    }
}
```

I expected to see this happen: compile without error because the attribute macro adds the `arg` argument to the function definition and the hygiene used is from `my_attr` in the invocation of `m!`

Instead, this happened: got an error:
```
error[E0425]: cannot find value `arg` in this scope
  --> src/lib.rs:15:14
   |
15 |         dbg!(arg);
   |              ^^^ not found in this scope
```

### Meta
rustc version 1.83.0 on playground

also has same issue on `1.85.0-nightly (2024-12-28 8742e0556dee3c64f714)` on playground
Repository: godot
Issue: Freeze when resizing docks
Labels: bug,topic:editor,topic:gui

### Tested versions

Reproducible in: v4.3.stable.steam [77dcf97d8], v4.3.stable.official [77dcf97d8], v4.2.2.stable.official [15073afe3], v4.1.4.stable.official [fe0e8e557], v4.0.4.stable.official [fc0b241c9]
Not reproducible in: v3.6.stable.official [de2f0f147]

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.26100 - Vulkan (Forward+) - integrated Intel(R) Iris(R) Xe Graphics (Intel Corporation; 31.0.101.3358) - 12th Gen Intel(R) Core(TM) i5-12500H (16 Threads)

### Issue description

Godot editor freezes when trying to resize docks while in 2d or 3d editor. Seems to work fine while in Script editor

Tested on another PC: `Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4060 (NVIDIA; 32.0.15.6070) - AMD Ryzen 5 7500F 6-Core Processor (12 Threads)`, works fine

### Steps to reproduce

Open any project, open 2d or 3d editor, resize any dock horizontally couple times

Video replay:
https://youtu.be/LUhZdLDJL-k

### Minimal reproduction project (MRP)

N/A
Repository: tauri
Issue: [bug] Package name in `.deb` filename shouldn't contain uppercase letters
Labels: type: bug,status: needs triage

### Describe the bug

I think the title is clear enough about the problem. Here's a link that might be useful to someone: https://www.debian.org/doc/manuals/debian-reference/ch02.en.html#_debian_package_file_names

### Reproduction

_No response_

### Expected behavior

The package name in `.deb` filename has no uppercase letters.

### Full `tauri info` output

```text
Sorry, I don't use this project directly and have no output to provide. I just found the problem in another app which uses this project, so I came here to open this issue.
```


### Stack trace

_No response_

### Additional context

Here's the source code I think may need to change:
https://github.com/tauri-apps/tauri/blob/dev/crates/tauri-bundler/src/bundle/linux/debian.rs#L56
like this:
https://github.com/tauri-apps/tauri/blob/dev/crates/tauri-bundler/src/bundle/linux/debian.rs#L165
Repository: transformers
Issue: Support Constant Learning Rate with Cooldown
Labels: Feature request

### Feature request

In `transformers.optimization` support `constant learning rate with cooldown` functions.


### Motivation

This method will implement that scaling experiments can be performed with significantly reduced compute and GPU hours by utilizing fewer but reusable training runs.
[SmolLM](https://huggingface.co/blog/smollm) had used this method to train a series of SOTA small language models.
Paper: [https://arxiv.org/pdf/2405.18392](https://arxiv.org/pdf/2405.18392)

### Your contribution

I've created a branch, I'm finishing the implementation of these functions, and intend to submit a PR.
Repository: tauri
Issue: [bug] Weird Menu behaviour with custom titlebar
Labels: type: bug,status: needs triage

### Describe the bug

So there is some buggy behaviour going on with my menu. My app can switch from a custom titlebar to no custom titlebar using `appWindow.setDecorations()` while running.

The menu stays in place, but you can't click on it, and only if you use Alt to access it can you use the mouse on it as normal. It also looks off. I tried to offset my html and even not capture any pointer events, but it seems the menu is completely outside the scope of the dom and actually sits behind the window rendering the webview until it becomes active using alt. See this gif:

![capture](https://github.com/user-attachments/assets/c1589a74-d344-4e68-9786-24ba28b2bc88)

As you can see there is also weird rendering on resize its hidden then when it gets out of focus or you use Alt its back again.

_Also, the menu is transparent, my window has "transparent": true, which looks bad. The menu should not be transparent or have an option in how much its transparent. If transparent is false, this buggy menu behaviour is still there, this is just a side note._

### Reproduction

Run on Windows 10. Add a menu and a custom titlebar. See the chaos.

### Expected behavior

I'd expect that on Windows, if there is a menu, it will claim space below your custom title bar and just sit there nicely and work as intended with the mouse, sitting above the whole web view. For MacOS and Linux, the menu bar can stay at the operating system level in its default location, which works fine at the moment.

A temporary solution would be to simply disable the menu if `Decorations` is set to `false` specifically for Windows. But of course, eventually you want your sweet cross-platform menu to work on all platforms and not have to create a custom HTML menu just for fucking Windows...

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.19045 x86_64 (X64)
    ✔ WebView2: 131.0.2903.112
    ✔ MSVC: Visual Studio Build Tools 2022
    ✔ rustc: 1.83.0 (90b35a623 2024-11-26)
    ✔ cargo: 1.83.0 (5ffbef321 2024-10-29)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)

[-] Packages
    - tauri 🦀: 2.1.1
    - tauri-build 🦀: 2.0.3
    - wry 🦀: 0.47.2
    - tao 🦀: 0.30.8
    - tauri-cli 🦀: 2.1.0

[-] Plugins

[-] App
    - build-type: bundle
    - CSP: unset
    - frontendDist: ../src
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: next.js
Issue: Importing local font in edge runtime is broken since Next 15 with pages router (vercel/og example)
Labels: Runtime,Pages Router

### Link to the code that reproduces this issue

https://github.com/chemicalkosek/og-reproduction

### To Reproduce

1. Start the app in dev mode `npm run dev`
2. Visit http://localhost:3000/api/og
3. See error:
```bash
 ⨯ Error [TypeError]: fetch failed
    at handler (pages/api/og.js:11:25)
   9 |
  10 | export default async function handler() {
> 11 |   const fontData = await fetch(
     |                         ^
  12 |     new URL('./og/lexend-deca-v21-latin_latin-ext-700.ttf', import.meta.url),
  13 |   ).then((res) => res.arrayBuffer());
  14 |
  ```

### Current vs. Expected behavior

Current behavior: Og generation fails with a fetch error while importing local file

Expected behavior: It should generate og with custom font. This is working with Next 14
I didn't see any breaking changes in Next 15 that could cause this.
The code also comes from the official example: https://vercel.com/guides/using-custom-font


### Provide environment information

```bash
Operating System:
  Platform: linux
  Arch: x64
  Version: #52-Ubuntu SMP PREEMPT_DYNAMIC Thu Dec  5 13:09:44 UTC 2024
  Available memory (MB): 27914
  Available CPU cores: 16
Binaries:
  Node: 22.12.0
  npm: 10.9.0
  Yarn: N/A
  pnpm: N/A
Relevant Packages:
  next: 15.1.1-canary.23 // Latest available version is detected (15.1.1-canary.23).
  eslint-config-next: N/A
  react: 18.3.1
  react-dom: 18.3.1
  typescript: 5.1.3
Next.js Config:
  output: N/A
```


### Which area(s) are affected? (Select all that apply)

Pages Router, Runtime

### Which stage(s) are affected? (Select all that apply)

next dev (local), next build (local), next start (local)

### Additional context

_No response_