Files
the-matrix/js/agents.js
Perplexity Computer 745208f3c8 feat: Integration Phase 2 — config.js, live WS client, auth, agent hot-add (#7, #11, #12)
- js/config.js: connection config with URL param + env var override
  - WS URL, auth token, mock mode toggle
  - Computed isLive and wsUrlWithAuth getters
  - Resolves #7 (config.js)
  - Resolves #11 (Phase 1 shared-secret auth via query param)

- js/websocket.js: refactored to use Config for live/mock switching
  - Live mode: real WS with reconnection + exponential backoff
  - Auth token appended as ?token= on WS connect
  - agent_joined handler dispatches to addAgent() for hot-add
  - sendMessage() public API for UI → backend communication

- js/agents.js: dynamic agent hot-add and removal
  - addAgent(def): spawns 3D avatar at runtime without reload
  - autoPlace(): finds unoccupied circular slot (radius 8+)
  - removeAgent(id): clean dispose + connection line rebuild
  - Connection distance threshold 8→14 for larger agent rings
  - Resolves #12 (dynamic agent hot-add)
2026-03-19 01:09:59 +00:00

263 lines
7.5 KiB
JavaScript

import * as THREE from 'three';
import { AGENT_DEFS, colorToCss } from './agent-defs.js';
const agents = new Map();
let scene;
let connectionLines = [];
/* ── Shared geometries (created once, reused by all agents) ── */
const SHARED_GEO = {
core: new THREE.IcosahedronGeometry(0.7, 1),
ring: new THREE.TorusGeometry(1.1, 0.04, 8, 32),
glow: new THREE.SphereGeometry(1.3, 16, 16),
};
/* ── Shared connection line material (one instance for all lines) ── */
const CONNECTION_MAT = new THREE.LineBasicMaterial({
color: 0x003300,
transparent: true,
opacity: 0.4,
});
class Agent {
constructor(def) {
this.id = def.id;
this.label = def.label;
this.color = def.color;
this.role = def.role;
this.position = new THREE.Vector3(def.x, 0, def.z);
this.state = 'idle';
this.pulsePhase = Math.random() * Math.PI * 2;
this.group = new THREE.Group();
this.group.position.copy(this.position);
this._buildMeshes();
this._buildLabel();
}
_buildMeshes() {
// Per-agent materials (need unique color + mutable emissiveIntensity)
const coreMat = new THREE.MeshStandardMaterial({
color: this.color,
emissive: this.color,
emissiveIntensity: 0.4,
roughness: 0.3,
metalness: 0.8,
});
this.core = new THREE.Mesh(SHARED_GEO.core, coreMat);
this.group.add(this.core);
const ringMat = new THREE.MeshBasicMaterial({ color: this.color, transparent: true, opacity: 0.5 });
this.ring = new THREE.Mesh(SHARED_GEO.ring, ringMat);
this.ring.rotation.x = Math.PI / 2;
this.group.add(this.ring);
const glowMat = new THREE.MeshBasicMaterial({
color: this.color,
transparent: true,
opacity: 0.05,
side: THREE.BackSide,
});
this.glow = new THREE.Mesh(SHARED_GEO.glow, glowMat);
this.group.add(this.glow);
const light = new THREE.PointLight(this.color, 1.5, 10);
this.group.add(light);
this.light = light;
}
_buildLabel() {
const canvas = document.createElement('canvas');
canvas.width = 256; canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(0,0,0,0)';
ctx.fillRect(0, 0, 256, 64);
ctx.font = 'bold 22px Courier New';
ctx.fillStyle = colorToCss(this.color);
ctx.textAlign = 'center';
ctx.fillText(this.label, 128, 28);
ctx.font = '14px Courier New';
ctx.fillStyle = '#007722';
ctx.fillText(this.role.toUpperCase(), 128, 50);
const tex = new THREE.CanvasTexture(canvas);
const spriteMat = new THREE.SpriteMaterial({ map: tex, transparent: true });
this.sprite = new THREE.Sprite(spriteMat);
this.sprite.scale.set(2.4, 0.6, 1);
this.sprite.position.y = 2;
this.group.add(this.sprite);
}
update(time) {
const pulse = Math.sin(time * 0.002 + this.pulsePhase);
const active = this.state === 'active';
const intensity = active ? 0.6 + pulse * 0.4 : 0.2 + pulse * 0.1;
this.core.material.emissiveIntensity = intensity;
this.light.intensity = active ? 2 + pulse : 0.8 + pulse * 0.3;
const scale = active ? 1 + pulse * 0.08 : 1 + pulse * 0.03;
this.core.scale.setScalar(scale);
this.ring.rotation.y += active ? 0.03 : 0.008;
this.ring.material.opacity = 0.3 + pulse * 0.2;
this.group.position.y = this.position.y + Math.sin(time * 0.001 + this.pulsePhase) * 0.15;
}
setState(state) {
this.state = state;
}
/**
* Dispose per-agent GPU resources (materials + textures).
* Shared geometries are NOT disposed here — they outlive individual agents.
*/
dispose() {
this.core.material.dispose();
this.ring.material.dispose();
this.glow.material.dispose();
this.sprite.material.map.dispose();
this.sprite.material.dispose();
}
}
export function initAgents(sceneRef) {
scene = sceneRef;
AGENT_DEFS.forEach(def => {
const agent = new Agent(def);
agents.set(def.id, agent);
scene.add(agent.group);
});
buildConnectionLines();
}
function buildConnectionLines() {
// Dispose old line geometries before removing
connectionLines.forEach(l => {
scene.remove(l);
l.geometry.dispose();
// Material is shared — do NOT dispose here
});
connectionLines = [];
const agentList = [...agents.values()];
for (let i = 0; i < agentList.length; i++) {
for (let j = i + 1; j < agentList.length; j++) {
const a = agentList[i];
const b = agentList[j];
if (a.position.distanceTo(b.position) <= 14) {
const points = [a.position.clone(), b.position.clone()];
const geo = new THREE.BufferGeometry().setFromPoints(points);
const line = new THREE.Line(geo, CONNECTION_MAT);
connectionLines.push(line);
scene.add(line);
}
}
}
}
export function updateAgents(time) {
agents.forEach(agent => agent.update(time));
}
export function getAgentCount() {
return agents.size;
}
export function setAgentState(agentId, state) {
const agent = agents.get(agentId);
if (agent) agent.setState(state);
}
export function getAgentDefs() {
return [...agents.values()].map(a => ({
id: a.id, label: a.label, role: a.role, color: a.color, state: a.state,
}));
}
/**
* Dynamic agent hot-add (Issue #12).
*
* Spawns a new 3D agent at runtime when the backend sends an agent_joined event.
* If x/z are not provided, the agent is auto-placed in the next available slot
* on a circle around the origin (radius 8) to avoid overlapping existing agents.
*
* @param {object} def — Agent definition { id, label, color, role, direction, x, z }
* @returns {boolean} true if added, false if agent with that id already exists
*/
export function addAgent(def) {
if (agents.has(def.id)) {
console.warn('[Agents] Agent', def.id, 'already exists — skipping hot-add');
return false;
}
// Auto-place if no position given
if (def.x == null || def.z == null) {
const placed = autoPlace();
def.x = placed.x;
def.z = placed.z;
}
const agent = new Agent(def);
agents.set(def.id, agent);
scene.add(agent.group);
// Rebuild connection lines to include the new agent
buildConnectionLines();
console.info('[Agents] Hot-added agent:', def.id, 'at', def.x, def.z);
return true;
}
/**
* Find an unoccupied position on a circle around the origin.
* Tries radius 8 first (same ring as the original 4), then expands.
*/
function autoPlace() {
const existing = [...agents.values()].map(a => a.position);
const RADIUS_START = 8;
const RADIUS_STEP = 4;
const ANGLE_STEP = Math.PI / 6; // 30° increments = 12 slots per ring
const MIN_DISTANCE = 3; // minimum gap between agents
for (let r = RADIUS_START; r <= RADIUS_START + RADIUS_STEP * 3; r += RADIUS_STEP) {
for (let angle = 0; angle < Math.PI * 2; angle += ANGLE_STEP) {
const x = Math.round(r * Math.sin(angle) * 10) / 10;
const z = Math.round(r * Math.cos(angle) * 10) / 10;
const candidate = new THREE.Vector3(x, 0, z);
const tooClose = existing.some(p => p.distanceTo(candidate) < MIN_DISTANCE);
if (!tooClose) {
return { x, z };
}
}
}
// Fallback: random offset if all slots taken (very unlikely)
return { x: (Math.random() - 0.5) * 20, z: (Math.random() - 0.5) * 20 };
}
/**
* Remove an agent from the scene and dispose its resources.
* Useful for agent_left events.
*
* @param {string} agentId
* @returns {boolean} true if removed
*/
export function removeAgent(agentId) {
const agent = agents.get(agentId);
if (!agent) return false;
scene.remove(agent.group);
agent.dispose();
agents.delete(agentId);
buildConnectionLines();
console.info('[Agents] Removed agent:', agentId);
return true;
}