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Callback in OrderStatusCache.PerformSuccess() is timeScale-dependent. On WebGL when the game is paused and the Time.timeScale is set to 0, callback does not trigger:

// IEnumerator ...
yield return new WaitForSeconds(0.1f); // uses scaled time

Fix:

private static IEnumerator PerformSuccess(OrderStatus status, Action<OrderStatus> callback)
{
	yield return new WaitForSecondsRealtime(0.1f);
	callback?.Invoke(status);
}

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