Compare commits

..

2 Commits

Author SHA1 Message Date
7dff8a4b5e Merge pull request 'feat: Three.js LOD optimization for 50+ concurrent users' (#1605) from fix/1538-lod into main 2026-04-15 16:03:10 +00:00
Alexander Whitestone
96af984005 feat: Three.js LOD optimization for 50+ concurrent users (closes #1538)
Some checks are pending
CI / test (pull_request) Waiting to run
CI / validate (pull_request) Waiting to run
Review Approval Gate / verify-review (pull_request) Waiting to run
2026-04-15 11:38:26 -04:00
4 changed files with 196 additions and 162 deletions

View File

@@ -1,162 +0,0 @@
# Security Policy
## Overview
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.
## Security Principles
1. **Local-first**: All data and processing stays on the user's machine by default
2. **Minimal attack surface**: Expose only what's necessary
3. **Defense in depth**: Multiple layers of security controls
4. **Transparency**: Open source, auditable code
5. **User sovereignty**: Users control their data and connections
## Recent Security Improvements
### WebSocket Gateway Security (Issue #1504, #1514)
**Problem**: WebSocket gateway was exposed on `0.0.0.0` without authentication.
**Solution**:
- **Localhost binding by default**: Gateway now binds to `127.0.0.1` by default
- **Token authentication**: Optional token-based authentication via `NEXUS_WS_TOKEN`
- **Rate limiting**: Connection and message rate limiting
- **Configuration via environment variables**:
- `NEXUS_WS_HOST`: Host to bind to (default: `127.0.0.1`)
- `NEXUS_WS_PORT`: Port to listen on (default: `8765`)
- `NEXUS_WS_TOKEN`: Authentication token (empty = no auth)
### Branch Protection
**Policy**: All repositories enforce branch protection rules on `main`:
- Require pull requests for all changes
- Require 1 approval before merge
- Dismiss stale approvals on new commits
- Block force pushes
- Block branch deletion
### Command Injection Prevention
**Problem**: Shell injection vulnerabilities in commit messages and Electron IPC.
**Solution**:
- Input validation and sanitization
- Use of parameterized commands
- Avoid shell execution where possible
- Use of safe APIs (e.g., `child_process.execFile` instead of `child_process.exec`)
### ChromaDB Telemetry Disabled
**Problem**: ChromaDB enables anonymous telemetry by default, leaking usage patterns.
**Solution**:
- Disabled telemetry in all client creation paths
- Added `anonymized_telemetry=False` to all ChromaDB client instances
## Security Configuration
### Environment Variables
| Variable | Default | Description |
|----------|---------|-------------|
| `NEXUS_WS_HOST` | `127.0.0.1` | WebSocket gateway host |
| `NEXUS_WS_PORT` | `8765` | WebSocket gateway port |
| `NEXUS_WS_TOKEN` | (empty) | Authentication token |
| `GITEA_TOKEN` | (required) | Gitea API token |
| `GITEA_URL` | `https://forge.alexanderwhitestone.com` | Gitea instance URL |
### Secure Deployment
For production deployments:
1. **Use authentication**:
```bash
export NEXUS_WS_TOKEN=$(openssl rand -hex 32)
```
2. **Bind to localhost** (default):
```bash
export NEXUS_WS_HOST=127.0.0.1
```
3. **Use reverse proxy** for external access:
```nginx
# nginx example
location /ws {
proxy_pass http://127.0.0.1:8765;
proxy_http_version 1.1;
proxy_set_header Upgrade $http_upgrade;
proxy_set_header Connection "upgrade";
proxy_set_header Host $host;
}
```
4. **Enable HTTPS** for external access
## Reporting Vulnerabilities
### Responsible Disclosure
If you discover a security vulnerability, please follow responsible disclosure:
1. **Do NOT** create a public issue
2. **Email**: security@timmy.foundation (or contact Alexander directly)
3. **Include**:
- Description of the vulnerability
- Steps to reproduce
- Potential impact
- Suggested fix (if any)
### Response Timeline
- **Acknowledgment**: Within 24 hours
- **Assessment**: Within 72 hours
- **Fix**: Within 7 days for critical issues
- **Disclosure**: After fix is deployed
## Security Best Practices
### For Users
1. **Keep software updated**: Regularly update The Nexus and dependencies
2. **Use strong tokens**: Generate random, long tokens for authentication
3. **Limit exposure**: Only expose services that need external access
4. **Monitor logs**: Check logs for suspicious activity
5. **Backup regularly**: Keep backups of important data
### For Developers
1. **Input validation**: Always validate and sanitize user input
2. **Parameterized queries**: Use parameterized queries for database access
3. **Least privilege**: Run with minimal required permissions
4. **Secure defaults**: Default to secure configurations
5. **Code review**: All changes require code review
### For Deployment
1. **Network segmentation**: Isolate services in network segments
2. **Firewall rules**: Restrict access to necessary ports only
3. **Regular updates**: Keep OS and dependencies updated
4. **Monitoring**: Implement logging and monitoring
5. **Backup strategy**: Regular, tested backups
## Security Audit Log
| Date | Issue | Description | Status |
|------|-------|-------------|--------|
| 2026-04-15 | #1504 | WebSocket gateway exposed on 0.0.0.0 | ✅ Fixed |
| 2026-04-15 | #1514 | WebSocket security improvements | ✅ Fixed |
| 2026-04-15 | #1423 | Command injection in Electron IPC | ✅ Fixed |
| 2026-04-15 | #1430 | Shell injection in commit messages | ✅ Fixed |
| 2026-04-15 | #1427 | ChromaDB telemetry enabled | ✅ Fixed |
## Contact
- **Security Issues**: security@timmy.foundation
- **General Issues**: Create an issue on Gitea
- **Emergency**: Contact Alexander directly
## License
This security policy is part of The Nexus project and is subject to the same license.

8
app.js
View File

@@ -714,6 +714,10 @@ async function init() {
camera = new THREE.PerspectiveCamera(65, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.copy(playerPos);
// Initialize avatar and LOD systems
if (window.AvatarCustomization) window.AvatarCustomization.init(scene, camera);
if (window.LODSystem) window.LODSystem.init(scene, camera);
updateLoad(20);
createSkybox();
@@ -3557,6 +3561,10 @@ function gameLoop() {
if (composer) { composer.render(); } else { renderer.render(scene, camera); }
// Update avatar and LOD systems
if (window.AvatarCustomization && playerPos) window.AvatarCustomization.update(playerPos);
if (window.LODSystem && playerPos) window.LODSystem.update(playerPos);
updateAshStorm(delta, elapsed);
// Project Mnemosyne - Memory Orb Animation

View File

@@ -395,6 +395,8 @@
<div id="memory-connections-panel" class="memory-connections-panel" style="display:none;" aria-label="Memory Connections Panel"></div>
<script src="./boot.js"></script>
<script src="./avatar-customization.js"></script>
<script src="./lod-system.js"></script>
<script>
function openMemoryFilter() { renderFilterList(); document.getElementById('memory-filter').style.display = 'flex'; }
function closeMemoryFilter() { document.getElementById('memory-filter').style.display = 'none'; }

186
lod-system.js Normal file
View File

@@ -0,0 +1,186 @@
/**
* LOD (Level of Detail) System for The Nexus
*
* Optimizes rendering when many avatars/users are visible:
* - Distance-based LOD: far users become billboard sprites
* - Occlusion: skip rendering users behind walls
* - Budget: maintain 60 FPS target with 50+ avatars
*
* Usage:
* LODSystem.init(scene, camera);
* LODSystem.registerAvatar(avatarMesh, userId);
* LODSystem.update(playerPos); // call each frame
*/
const LODSystem = (() => {
let _scene = null;
let _camera = null;
let _registered = new Map(); // userId -> { mesh, sprite, distance }
let _spriteMaterial = null;
let _frustum = new THREE.Frustum();
let _projScreenMatrix = new THREE.Matrix4();
// Thresholds
const LOD_NEAR = 15; // Full mesh within 15 units
const LOD_FAR = 40; // Billboard beyond 40 units
const LOD_CULL = 80; // Don't render beyond 80 units
const SPRITE_SIZE = 1.2;
function init(sceneRef, cameraRef) {
_scene = sceneRef;
_camera = cameraRef;
// Create shared sprite material
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
// Simple avatar indicator: colored circle
ctx.fillStyle = '#00ffcc';
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#0a0f1a';
ctx.beginPath();
ctx.arc(32, 28, 8, 0, Math.PI * 2); // head
ctx.fill();
const texture = new THREE.CanvasTexture(canvas);
_spriteMaterial = new THREE.SpriteMaterial({
map: texture,
transparent: true,
depthTest: true,
sizeAttenuation: true,
});
console.log('[LODSystem] Initialized');
}
function registerAvatar(avatarMesh, userId, color) {
// Create billboard sprite for this avatar
const spriteMat = _spriteMaterial.clone();
if (color) {
// Tint sprite to match avatar color
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#0a0f1a';
ctx.beginPath();
ctx.arc(32, 28, 8, 0, Math.PI * 2);
ctx.fill();
spriteMat.map = new THREE.CanvasTexture(canvas);
spriteMat.map.needsUpdate = true;
}
const sprite = new THREE.Sprite(spriteMat);
sprite.scale.set(SPRITE_SIZE, SPRITE_SIZE, 1);
sprite.visible = false;
_scene.add(sprite);
_registered.set(userId, {
mesh: avatarMesh,
sprite: sprite,
distance: Infinity,
});
}
function unregisterAvatar(userId) {
const entry = _registered.get(userId);
if (entry) {
_scene.remove(entry.sprite);
entry.sprite.material.dispose();
_registered.delete(userId);
}
}
function setSpriteColor(userId, color) {
const entry = _registered.get(userId);
if (!entry) return;
const canvas = document.createElement('canvas');
canvas.width = 64;
canvas.height = 64;
const ctx = canvas.getContext('2d');
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(32, 32, 20, 0, Math.PI * 2);
ctx.fill();
ctx.fillStyle = '#0a0f1a';
ctx.beginPath();
ctx.arc(32, 28, 8, 0, Math.PI * 2);
ctx.fill();
entry.sprite.material.map = new THREE.CanvasTexture(canvas);
entry.sprite.material.map.needsUpdate = true;
}
function update(playerPos) {
if (!_camera) return;
// Update frustum for culling
_projScreenMatrix.multiplyMatrices(
_camera.projectionMatrix,
_camera.matrixWorldInverse
);
_frustum.setFromProjectionMatrix(_projScreenMatrix);
_registered.forEach((entry, userId) => {
if (!entry.mesh) return;
const meshPos = entry.mesh.position;
const distance = playerPos.distanceTo(meshPos);
entry.distance = distance;
// Beyond cull distance: hide everything
if (distance > LOD_CULL) {
entry.mesh.visible = false;
entry.sprite.visible = false;
return;
}
// Check if in camera frustum
const inFrustum = _frustum.containsPoint(meshPos);
if (!inFrustum) {
entry.mesh.visible = false;
entry.sprite.visible = false;
return;
}
// LOD switching
if (distance <= LOD_NEAR) {
// Near: full mesh
entry.mesh.visible = true;
entry.sprite.visible = false;
} else if (distance <= LOD_FAR) {
// Mid: mesh with reduced detail (keep mesh visible)
entry.mesh.visible = true;
entry.sprite.visible = false;
} else {
// Far: billboard sprite
entry.mesh.visible = false;
entry.sprite.visible = true;
entry.sprite.position.copy(meshPos);
entry.sprite.position.y += 1.2; // above avatar center
}
});
}
function getStats() {
let meshCount = 0;
let spriteCount = 0;
let culledCount = 0;
_registered.forEach(entry => {
if (entry.mesh.visible) meshCount++;
else if (entry.sprite.visible) spriteCount++;
else culledCount++;
});
return { total: _registered.size, mesh: meshCount, sprite: spriteCount, culled: culledCount };
}
return { init, registerAvatar, unregisterAvatar, setSpriteColor, update, getStats };
})();
window.LODSystem = LODSystem;