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SECURITY.md
162
SECURITY.md
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# Security Policy
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## Overview
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The Nexus is a sovereign AI agent system that prioritizes security, privacy, and local-first operation. This document outlines our security practices and how to report vulnerabilities.
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## Security Principles
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1. **Local-first**: All data and processing stays on the user's machine by default
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2. **Minimal attack surface**: Expose only what's necessary
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3. **Defense in depth**: Multiple layers of security controls
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4. **Transparency**: Open source, auditable code
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5. **User sovereignty**: Users control their data and connections
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## Recent Security Improvements
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### WebSocket Gateway Security (Issue #1504, #1514)
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**Problem**: WebSocket gateway was exposed on `0.0.0.0` without authentication.
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**Solution**:
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- **Localhost binding by default**: Gateway now binds to `127.0.0.1` by default
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- **Token authentication**: Optional token-based authentication via `NEXUS_WS_TOKEN`
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- **Rate limiting**: Connection and message rate limiting
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- **Configuration via environment variables**:
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- `NEXUS_WS_HOST`: Host to bind to (default: `127.0.0.1`)
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- `NEXUS_WS_PORT`: Port to listen on (default: `8765`)
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- `NEXUS_WS_TOKEN`: Authentication token (empty = no auth)
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### Branch Protection
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**Policy**: All repositories enforce branch protection rules on `main`:
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- Require pull requests for all changes
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- Require 1 approval before merge
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- Dismiss stale approvals on new commits
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- Block force pushes
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- Block branch deletion
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### Command Injection Prevention
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**Problem**: Shell injection vulnerabilities in commit messages and Electron IPC.
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**Solution**:
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- Input validation and sanitization
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- Use of parameterized commands
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- Avoid shell execution where possible
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- Use of safe APIs (e.g., `child_process.execFile` instead of `child_process.exec`)
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### ChromaDB Telemetry Disabled
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**Problem**: ChromaDB enables anonymous telemetry by default, leaking usage patterns.
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**Solution**:
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- Disabled telemetry in all client creation paths
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- Added `anonymized_telemetry=False` to all ChromaDB client instances
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## Security Configuration
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### Environment Variables
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| Variable | Default | Description |
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|----------|---------|-------------|
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| `NEXUS_WS_HOST` | `127.0.0.1` | WebSocket gateway host |
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| `NEXUS_WS_PORT` | `8765` | WebSocket gateway port |
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| `NEXUS_WS_TOKEN` | (empty) | Authentication token |
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| `GITEA_TOKEN` | (required) | Gitea API token |
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| `GITEA_URL` | `https://forge.alexanderwhitestone.com` | Gitea instance URL |
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### Secure Deployment
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For production deployments:
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1. **Use authentication**:
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```bash
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export NEXUS_WS_TOKEN=$(openssl rand -hex 32)
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```
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2. **Bind to localhost** (default):
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```bash
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export NEXUS_WS_HOST=127.0.0.1
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```
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3. **Use reverse proxy** for external access:
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```nginx
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# nginx example
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location /ws {
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proxy_pass http://127.0.0.1:8765;
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proxy_http_version 1.1;
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proxy_set_header Upgrade $http_upgrade;
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proxy_set_header Connection "upgrade";
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proxy_set_header Host $host;
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}
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```
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4. **Enable HTTPS** for external access
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## Reporting Vulnerabilities
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### Responsible Disclosure
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If you discover a security vulnerability, please follow responsible disclosure:
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1. **Do NOT** create a public issue
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2. **Email**: security@timmy.foundation (or contact Alexander directly)
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3. **Include**:
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- Description of the vulnerability
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- Steps to reproduce
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- Potential impact
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- Suggested fix (if any)
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### Response Timeline
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- **Acknowledgment**: Within 24 hours
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- **Assessment**: Within 72 hours
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- **Fix**: Within 7 days for critical issues
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- **Disclosure**: After fix is deployed
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## Security Best Practices
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### For Users
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1. **Keep software updated**: Regularly update The Nexus and dependencies
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2. **Use strong tokens**: Generate random, long tokens for authentication
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3. **Limit exposure**: Only expose services that need external access
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4. **Monitor logs**: Check logs for suspicious activity
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5. **Backup regularly**: Keep backups of important data
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### For Developers
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1. **Input validation**: Always validate and sanitize user input
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2. **Parameterized queries**: Use parameterized queries for database access
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3. **Least privilege**: Run with minimal required permissions
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4. **Secure defaults**: Default to secure configurations
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5. **Code review**: All changes require code review
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### For Deployment
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1. **Network segmentation**: Isolate services in network segments
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2. **Firewall rules**: Restrict access to necessary ports only
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3. **Regular updates**: Keep OS and dependencies updated
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4. **Monitoring**: Implement logging and monitoring
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5. **Backup strategy**: Regular, tested backups
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## Security Audit Log
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| Date | Issue | Description | Status |
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|------|-------|-------------|--------|
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| 2026-04-15 | #1504 | WebSocket gateway exposed on 0.0.0.0 | ✅ Fixed |
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| 2026-04-15 | #1514 | WebSocket security improvements | ✅ Fixed |
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| 2026-04-15 | #1423 | Command injection in Electron IPC | ✅ Fixed |
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| 2026-04-15 | #1430 | Shell injection in commit messages | ✅ Fixed |
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| 2026-04-15 | #1427 | ChromaDB telemetry enabled | ✅ Fixed |
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## Contact
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- **Security Issues**: security@timmy.foundation
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- **General Issues**: Create an issue on Gitea
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- **Emergency**: Contact Alexander directly
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## License
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This security policy is part of The Nexus project and is subject to the same license.
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8
app.js
8
app.js
@@ -714,6 +714,10 @@ async function init() {
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camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 1000);
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camera.position.copy(playerPos);
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// Initialize avatar and LOD systems
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if (window.AvatarCustomization) window.AvatarCustomization.init(scene, camera);
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if (window.LODSystem) window.LODSystem.init(scene, camera);
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updateLoad(20);
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createSkybox();
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@@ -3557,6 +3561,10 @@ function gameLoop() {
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if (composer) { composer.render(); } else { renderer.render(scene, camera); }
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// Update avatar and LOD systems
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if (window.AvatarCustomization && playerPos) window.AvatarCustomization.update(playerPos);
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if (window.LODSystem && playerPos) window.LODSystem.update(playerPos);
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updateAshStorm(delta, elapsed);
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// Project Mnemosyne - Memory Orb Animation
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@@ -395,6 +395,8 @@
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<div id="memory-connections-panel" class="memory-connections-panel" style="display:none;" aria-label="Memory Connections Panel"></div>
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<script src="./boot.js"></script>
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<script src="./avatar-customization.js"></script>
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<script src="./lod-system.js"></script>
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<script>
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function openMemoryFilter() { renderFilterList(); document.getElementById('memory-filter').style.display = 'flex'; }
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function closeMemoryFilter() { document.getElementById('memory-filter').style.display = 'none'; }
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186
lod-system.js
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186
lod-system.js
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/**
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* LOD (Level of Detail) System for The Nexus
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*
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* Optimizes rendering when many avatars/users are visible:
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* - Distance-based LOD: far users become billboard sprites
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* - Occlusion: skip rendering users behind walls
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* - Budget: maintain 60 FPS target with 50+ avatars
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*
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* Usage:
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* LODSystem.init(scene, camera);
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* LODSystem.registerAvatar(avatarMesh, userId);
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* LODSystem.update(playerPos); // call each frame
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*/
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const LODSystem = (() => {
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let _scene = null;
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let _camera = null;
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let _registered = new Map(); // userId -> { mesh, sprite, distance }
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let _spriteMaterial = null;
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let _frustum = new THREE.Frustum();
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let _projScreenMatrix = new THREE.Matrix4();
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// Thresholds
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const LOD_NEAR = 15; // Full mesh within 15 units
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const LOD_FAR = 40; // Billboard beyond 40 units
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const LOD_CULL = 80; // Don't render beyond 80 units
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const SPRITE_SIZE = 1.2;
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function init(sceneRef, cameraRef) {
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_scene = sceneRef;
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_camera = cameraRef;
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// Create shared sprite material
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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// Simple avatar indicator: colored circle
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ctx.fillStyle = '#00ffcc';
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ctx.beginPath();
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ctx.arc(32, 32, 20, 0, Math.PI * 2);
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ctx.fill();
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ctx.fillStyle = '#0a0f1a';
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ctx.beginPath();
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ctx.arc(32, 28, 8, 0, Math.PI * 2); // head
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ctx.fill();
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const texture = new THREE.CanvasTexture(canvas);
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_spriteMaterial = new THREE.SpriteMaterial({
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map: texture,
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transparent: true,
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depthTest: true,
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sizeAttenuation: true,
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});
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console.log('[LODSystem] Initialized');
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}
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function registerAvatar(avatarMesh, userId, color) {
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// Create billboard sprite for this avatar
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const spriteMat = _spriteMaterial.clone();
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if (color) {
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// Tint sprite to match avatar color
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(32, 32, 20, 0, Math.PI * 2);
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ctx.fill();
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ctx.fillStyle = '#0a0f1a';
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ctx.beginPath();
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ctx.arc(32, 28, 8, 0, Math.PI * 2);
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ctx.fill();
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spriteMat.map = new THREE.CanvasTexture(canvas);
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spriteMat.map.needsUpdate = true;
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}
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const sprite = new THREE.Sprite(spriteMat);
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sprite.scale.set(SPRITE_SIZE, SPRITE_SIZE, 1);
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sprite.visible = false;
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_scene.add(sprite);
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_registered.set(userId, {
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mesh: avatarMesh,
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sprite: sprite,
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distance: Infinity,
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});
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}
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function unregisterAvatar(userId) {
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const entry = _registered.get(userId);
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if (entry) {
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_scene.remove(entry.sprite);
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entry.sprite.material.dispose();
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_registered.delete(userId);
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}
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}
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function setSpriteColor(userId, color) {
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const entry = _registered.get(userId);
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if (!entry) return;
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 64;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = color;
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ctx.beginPath();
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ctx.arc(32, 32, 20, 0, Math.PI * 2);
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ctx.fill();
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ctx.fillStyle = '#0a0f1a';
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ctx.beginPath();
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ctx.arc(32, 28, 8, 0, Math.PI * 2);
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ctx.fill();
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entry.sprite.material.map = new THREE.CanvasTexture(canvas);
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entry.sprite.material.map.needsUpdate = true;
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}
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function update(playerPos) {
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if (!_camera) return;
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// Update frustum for culling
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_projScreenMatrix.multiplyMatrices(
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_camera.projectionMatrix,
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_camera.matrixWorldInverse
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);
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_frustum.setFromProjectionMatrix(_projScreenMatrix);
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_registered.forEach((entry, userId) => {
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if (!entry.mesh) return;
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const meshPos = entry.mesh.position;
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const distance = playerPos.distanceTo(meshPos);
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entry.distance = distance;
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// Beyond cull distance: hide everything
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if (distance > LOD_CULL) {
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entry.mesh.visible = false;
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entry.sprite.visible = false;
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return;
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}
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// Check if in camera frustum
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const inFrustum = _frustum.containsPoint(meshPos);
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if (!inFrustum) {
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entry.mesh.visible = false;
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entry.sprite.visible = false;
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return;
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}
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// LOD switching
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if (distance <= LOD_NEAR) {
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// Near: full mesh
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entry.mesh.visible = true;
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entry.sprite.visible = false;
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} else if (distance <= LOD_FAR) {
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// Mid: mesh with reduced detail (keep mesh visible)
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entry.mesh.visible = true;
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entry.sprite.visible = false;
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} else {
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// Far: billboard sprite
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entry.mesh.visible = false;
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entry.sprite.visible = true;
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entry.sprite.position.copy(meshPos);
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entry.sprite.position.y += 1.2; // above avatar center
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}
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});
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}
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function getStats() {
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let meshCount = 0;
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let spriteCount = 0;
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let culledCount = 0;
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_registered.forEach(entry => {
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if (entry.mesh.visible) meshCount++;
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else if (entry.sprite.visible) spriteCount++;
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else culledCount++;
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});
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return { total: _registered.size, mesh: meshCount, sprite: spriteCount, culled: culledCount };
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}
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return { init, registerAvatar, unregisterAvatar, setSpriteColor, update, getStats };
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})();
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window.LODSystem = LODSystem;
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Reference in New Issue
Block a user