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* fix(table): cut dispatcher cold-start by lazy-loading heavy import chains The trigger.dev table-run-dispatcher spent ~6s in module init before its first batchTriggerAndWait — it imports lib/table/service for getTableById, which eagerly imported lib/table/trigger → @/lib/webhooks/processor → webhook-execution + executor, dragging the entire workflow-execution stack into the dispatcher container even though it never fires a trigger. - trigger.ts lazy-imports the webhook processor + polling utils inside fireTableTrigger (the only consumer), so importing service no longer pulls the executor. - buildEnqueueItems only imports the cell job (for the inline `runner`) on the database backend; the trigger.dev backend triggers by task id and ignores runner. * fix(table): run counter + gutter Stop update instantly on Run The "X running" badge, per-row gutter Stop button, and runningByRowId map stayed at zero after clicking Run until a manual refetch. useRunColumn optimistically stamped cells pending in the rows cache but never bumped the activeDispatches counter — so when the dispatcher's real pending SSE arrived, applyCell saw the cell was already in-flight (wasInFlight === isInFlight) and skipped the counter delta. The optimistic stamp ate the transition. - onMutate now bumps runningCellCount / runningByRowId by the cells it stamps, snapshotting prior run-state for rollback on error. - onSuccess seeds the dispatch into the overlay list from the response instead of invalidating activeDispatches (a refetch would reset the optimistic counter to the server's still-zero count before the dispatcher stamps). * fix(table): drive cell typewriter with rAF so concurrent reveals stay smooth The character-by-character reveal used a per-cell setInterval. When many cells reveal at once (a Run-all completing in waves), the independent interval callbacks fire at uncoordinated times and each forces its own render + layout/paint — O(cells) reflows over an un-virtualized grid, so it degrades as more cells fill. Switch to requestAnimationFrame: all cells' callbacks run before one paint, so React batches them into a single render + paint per frame regardless of cell count. Reveal length is derived from elapsed time, so a dropped frame catches up instead of slowing the animation. * fix(table): roll back optimistic run counter when no dispatch is created useRunColumn.onSuccess returned early on a null dispatchId (no matching groups / eligible rows) without undoing the onMutate counter bump — and no SSE would arrive to correct it, leaving the counter permanently inflated. Restore the pre-mutation run-state on that path, mirroring onError. * chore(table): tighten inline comments on dispatcher cold-start fixes