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b87e83875e Merge branch 'main' into fix/1644
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2026-04-22 01:10:48 +00:00
e2299514b1 Merge branch 'main' into fix/1644
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2026-04-22 01:08:59 +00:00
Alexander Whitestone
c2003e258f docs: restore GENOME.md codebase architecture map (#1644)
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Restores the missing GENOME.md file which provides a comprehensive
map of the Nexus codebase for developers and AI agents.

## Contents
- Overview and key stats
- Architecture diagram
- Frontend systems (3D world, GOFAI, memory, audio)
- Backend services (WebSocket, scripts, tools)
- Data files and configuration
- Testing instructions
- Key patterns (component, WebSocket, portal schema)
- Security summary
- Related repos
- Quick start guide

Closes #1644
2026-04-20 19:16:52 -04:00
4 changed files with 235 additions and 174 deletions

234
GENOME.md Normal file
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@@ -0,0 +1,234 @@
# GENOME.md — The Nexus Codebase Architecture Map
**Generated**: 2026-04-20
**Repository**: Timmy_Foundation/the-nexus
**Purpose**: Comprehensive map of the Nexus codebase for developers and AI agents.
---
## Overview
The Nexus is Timmy's canonical 3D/world repository — a sovereign AI agent visualization surface and local-first training ground. It combines a Three.js 3D browser world with Python cognition components, WebSocket bridges, and fleet orchestration tools.
**Key Stats**:
- ~357 source files
- 201 Python files
- 23 JavaScript files
- 107 Markdown docs
- 24 Shell scripts
---
## Architecture
```
the-nexus/
├── app.js # Main Three.js 3D world (frontend entry)
├── index.html # HTML shell
├── style.css # Global styles
├── server.py # WebSocket gateway
├── gofai_worker.js # GOFAI web worker
├── portals.json # Portal registry
├── vision.json # Vision points config
├── provenance.json # File integrity hashes
├── nexus/ # Python cognition layer
│ ├── components/ # Frontend JS modules
│ ├── mnemosyne/ # Memory system
│ ├── mempalace/ # Long-term memory
│ └── symbolic-engine.js # GOFAI rules
├── scripts/ # Operational scripts
├── bin/ # CLI tools
├── tests/ # Test suite
├── docs/ # Documentation
└── config/ # Configuration files
```
---
## Frontend (Browser World)
### Entry Points
| File | Purpose |
|------|---------|
| `index.html` | HTML shell, HUD layout |
| `app.js` | Main Three.js app (~141K lines) |
| `style.css` | All styles (~61K) |
| `gofai_worker.js` | Off-thread GOFAI reasoning |
### Core Systems
| System | File | Description |
|--------|------|-------------|
| 3D World | `app.js` | Three.js scene, camera, rendering |
| GOFAI | `app.js` | Symbolic rules, blackboard, planner |
| Memory | `nexus/components/spatial-memory.js` | 3D memory crystals |
| Audio | `nexus/components/spatial-audio.js` | Spatial sound system |
| Portals | `portals.json` | External service links |
| Chat | `app.js` | Chat panel and messaging |
| HUD | `app.js` + `style.css` | Heads-up display |
### Components (`nexus/components/`)
| Component | Purpose |
|-----------|---------|
| `spatial-memory.js` | 3D memory crystal visualization |
| `spatial-audio.js` | Spatial sound for memories |
| `memory-birth.js` | Memory creation animation |
| `memory-pulse.js` | BFS pulse wave on click |
| `memory-inspect.js` | Memory detail panel |
| `memory-connections.js` | Connection graph |
| `memory-particles.js` | Particle effects |
| `memory-optimizer.js` | Memory cleanup |
| `session-rooms.js` | Evennia room snapshots |
| `timeline-scrubber.js` | Time navigation |
| `resonance-visualizer.js` | Pattern visualization |
| `portal-health-check.js` | Portal status monitoring |
| `spatial-chat.js` | 3D audio chat notifications |
---
## Backend (Python)
### Core Services
| File | Purpose |
|------|---------|
| `server.py` | WebSocket gateway for real-time comms |
| `multi_user_bridge.py` | Multi-user MUD bridge |
| `gitea_api/` | Gitea API helpers |
### Scripts (`scripts/`)
| Script | Purpose |
|--------|---------|
| `cleanup-duplicate-prs.sh` | Close duplicate PRs |
| `check-existing-prs.sh` | Pre-flight PR check |
| `pr_backlog_analyzer.py` | PR backlog analysis |
| `audit_mempalace_privacy.py` | Privacy audit |
| `provision-runner.sh` | Runner setup |
| `runner_health_probe.sh` | Health monitoring |
### Bin Tools (`bin/`)
| Tool | Purpose |
|------|---------|
| `enforce_branch_protection.py` | Branch protection enforcement |
| `check_duplicate_milestones.py` | Milestone cleanup |
| `generate_provenance.py` | Provenance hash generation |
---
## Data Files
| File | Format | Purpose |
|------|--------|---------|
| `portals.json` | JSON | Portal registry (8 portals) |
| `vision.json` | JSON | Vision points |
| `world_state.json` | JSON | World state snapshot |
| `provenance.json` | JSON | File integrity hashes |
| `manifest.json` | JSON | PWA manifest |
---
## Configuration
| File | Purpose |
|------|---------|
| `.gitea/branch-protection/` | Branch protection rules |
| `.github/workflows/` | CI/CD workflows |
| `config/` | Runtime configuration |
| `pytest.ini` | Test configuration |
---
## Testing
| Directory | Coverage |
|-----------|----------|
| `tests/` | Unit and integration tests |
| `tests/test_provenance.py` | File integrity tests |
| `tests/test_spatial_search.js` | Spatial search tests |
Run tests:
```bash
python3 -m pytest tests/ -v
node --test tests/*.js
```
---
## Key Patterns
### Component Pattern
```javascript
const ComponentName = (() => {
let _state = null;
function init(config) { ... }
function update(delta) { ... }
return { init, update };
})();
export { ComponentName };
```
### WebSocket Pattern
```python
async def handler(websocket):
async for message in websocket:
# Process and broadcast
pass
```
### Portal Schema
```json
{
"id": "portal-id",
"name": "Display Name",
"portal_type": "game-world",
"destination": { "url": "...", "type": "harness" }
}
```
---
## Security
- WebSocket gateway binds to `127.0.0.1` by default
- Optional token authentication via `NEXUS_WS_TOKEN`
- Rate limiting on connections and messages
- Branch protection on `main`
- Provenance hash verification
See `SECURITY.md` for full details.
---
## Related Repos
| Repo | Relationship |
|------|--------------|
| `timmy-config` | Configuration and fleet management |
| `hermes-agent` | Agent runtime |
| `timmy-home` | SOUL.md and core docs |
| `the-door` | Crisis detection system |
---
## Quick Start
```bash
# Clone
git clone https://forge.alexanderwhitestone.com/Timmy_Foundation/the-nexus.git
# Run WebSocket gateway
python3 server.py
# Open browser world
open index.html
# Run tests
python3 -m pytest tests/
```
---
*This GENOME.md is auto-maintained. Update when adding major new systems.*

6
app.js
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@@ -734,8 +734,6 @@ async function init() {
const response = await fetch('./portals.json');
const portalData = await response.json();
createPortals(portalData);
// Initialize portal health checks (#1539)
if (window.PortalHealthCheck) window.PortalHealthCheck.init(portals);
} catch (e) {
console.error('Failed to load portals.json:', e);
addChatMessage('error', 'Portal registry offline. Check logs.');
@@ -3574,9 +3572,7 @@ function gameLoop() {
animateMemoryOrbs(delta);
}
updatePortalTunnel(delta, elapsed);
// Update portal health visuals (#1539)
if (window.PortalHealthCheck) window.PortalHealthCheck.update(portals);
updatePortalTunnel(delta, elapsed);
if (workshopScanMat) workshopScanMat.uniforms.uTime.value = clock.getElapsedTime();
if (activePortal !== lastFocusedPortal) {

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@@ -396,7 +396,6 @@
<script src="./boot.js"></script>
<script src="./avatar-customization.js"></script>
<script src="./portal-health-check.js"></script>
<script src="./lod-system.js"></script>
<script>
function openMemoryFilter() { renderFilterList(); document.getElementById('memory-filter').style.display = 'flex'; }

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@@ -1,168 +0,0 @@
/**
* Portal Health Check Module (#1539)
*
* Monitors portal status and updates visuals:
* - Dims offline/blocked portals
* - Shows "Offline" tooltip
* - Auto-re-enables when status changes to online
* - Runs check every 5 minutes
*/
(function () {
'use strict';
const CHECK_INTERVAL = 5 * 60 * 1000; // 5 minutes
const DIM_OPACITY = 0.15;
const NORMAL_OPACITY = 1.0;
const FADE_SPEED = 0.02;
let portalHealthStates = {}; // portal_id -> { healthy, fading, currentOpacity, targetOpacity }
let checkTimer = null;
// ═══ Health Check ═══════════════════════════════════════════
function checkPortalHealth(portals, wsConnected) {
for (const portal of portals) {
const id = portal.config.id;
const status = portal.config.status || 'unknown';
const blocked = portal.config.blocked_reason;
const interactionReady = portal.config.interaction_ready !== false;
// Determine health
const healthy = status === 'online' && !blocked && interactionReady && wsConnected;
if (!portalHealthStates[id]) {
portalHealthStates[id] = { healthy: true, currentOpacity: NORMAL_OPACITY, targetOpacity: NORMAL_OPACITY };
}
const state = portalHealthStates[id];
const wasHealthy = state.healthy;
state.healthy = healthy;
state.targetOpacity = healthy ? NORMAL_OPACITY : DIM_OPACITY;
// Log state changes
if (wasHealthy !== healthy) {
const label = portal.config.name || id;
if (healthy) {
console.log(`[PortalHealth] ${label} — back online`);
} else {
const reason = blocked || (!wsConnected ? 'bridge offline' : `status: ${status}`);
console.log(`[PortalHealth] ${label} — offline (${reason})`);
}
}
}
}
// ═══ Visual Update ══════════════════════════════════════════
function updatePortalVisuals(portals) {
for (const portal of portals) {
const id = portal.config.id;
const state = portalHealthStates[id];
if (!state) continue;
// Smooth fade toward target opacity
if (Math.abs(state.currentOpacity - state.targetOpacity) > 0.01) {
state.currentOpacity += (state.targetOpacity - state.currentOpacity) * FADE_SPEED;
} else {
state.currentOpacity = state.targetOpacity;
}
const opacity = state.currentOpacity;
const dimmed = opacity < NORMAL_OPACITY * 0.5;
// Apply to portal meshes
if (portal.ring) {
portal.ring.material.opacity = opacity;
portal.ring.material.transparent = true;
portal.ring.material.emissiveIntensity = dimmed ? 0.2 : 1.5;
}
if (portal.swirl) {
portal.swirl.material.uniforms.uTime.value += dimmed ? 0.001 : 0.016; // Slow/stop swirl when offline
portal.swirl.material.opacity = opacity;
}
if (portal.pSystem) {
portal.pSystem.material.opacity = opacity * 0.6;
}
if (portal.light) {
portal.light.intensity = dimmed ? 0.3 : 2;
}
// Update label to show offline status
if (portal.labelMesh && dimmed) {
updatePortalLabel(portal, state);
}
}
}
function updatePortalLabel(portal, state) {
// Re-render label canvas with offline indicator
const labelMesh = portal.labelMesh;
if (!labelMesh || !labelMesh.material.map) return;
// We can't easily re-render a canvas texture each frame,
// so we'll use a separate overlay sprite for offline status
if (!portal.offlineLabel) {
const canvas = document.createElement('canvas');
canvas.width = 256;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgba(255, 68, 102, 0.8)';
ctx.roundRect(0, 0, 256, 64, 8);
ctx.fill();
ctx.fillStyle = '#ffffff';
ctx.font = 'bold 20px monospace';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText('⚠ OFFLINE', 128, 32);
const texture = new THREE.CanvasTexture(canvas);
const material = new THREE.SpriteMaterial({ map: texture, transparent: true });
const sprite = new THREE.Sprite(material);
sprite.scale.set(2, 0.5, 1);
sprite.position.y = 8.5;
portal.group.add(sprite);
portal.offlineLabel = sprite;
}
portal.offlineLabel.visible = state.currentOpacity < NORMAL_OPACITY * 0.5;
}
// ═══ Public API ═════════════════════════════════════════════
window.PortalHealthCheck = {
init(portalsRef) {
// Initial check
this.check(portalsRef, true);
// Periodic checks
if (checkTimer) clearInterval(checkTimer);
checkTimer = setInterval(() => this.check(portalsRef, true), CHECK_INTERVAL);
console.log('[PortalHealth] Initialized — checking every 5 minutes');
},
check(portalsRef, wsConnected) {
checkPortalHealth(portalsRef, wsConnected);
},
update(portalsRef) {
updatePortalVisuals(portalsRef);
},
getStatus() {
return { ...portalHealthStates };
},
isHealthy(portalId) {
return portalHealthStates[portalId]?.healthy !== false;
},
destroy() {
if (checkTimer) {
clearInterval(checkTimer);
checkTimer = null;
}
},
};
})();