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Author SHA1 Message Date
Alexander Whitestone
aad950a28c feat: emergent narrative from agent interactions (closes #1607)
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2026-04-15 20:57:29 -04:00
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)
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2026-04-15 11:38:26 -04:00
27aa29f9c8 Merge pull request 'feat: enforce rebase-before-merge branch protection (#1253)' (#1596) from fix/1253 into main 2026-04-15 11:56:26 +00:00
39cf447ee0 docs: document rebase-before-merge protection (#1253)
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2026-04-15 09:59:17 +00:00
fe5b9c8b75 feat: codify rebase-before-merge protection (#1253) 2026-04-15 09:59:15 +00:00
871188ec12 feat: codify rebase-before-merge protection (#1253) 2026-04-15 09:59:12 +00:00
9482403a23 wip: add rebase-before-merge protection tests 2026-04-15 09:59:10 +00:00
8 changed files with 500 additions and 23 deletions

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@@ -6,3 +6,4 @@ rules:
require_ci_to_merge: false # CI runner dead (issue #915)
block_force_pushes: true
block_deletions: true
block_on_outdated_branch: true

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@@ -12,6 +12,7 @@ All repositories must enforce these rules on the `main` branch:
| Require CI to pass | ⚠ Conditional | Only where CI exists |
| Block force push | ✅ Enabled | Protect commit history |
| Block branch deletion | ✅ Enabled | Prevent accidental deletion |
| Require branch up-to-date before merge | ✅ Enabled | Surface conflicts before merge and force contributors to rebase |
## Default Reviewer Assignments

8
app.js
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@@ -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

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@@ -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
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@@ -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;

218
narrative_engine.py Executable file
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@@ -0,0 +1,218 @@
#!/usr/bin/env python3
"""
narrative_engine.py — Emergent narrative from agent interactions.
Captures fleet events (dispatches, errors, recoveries, collaborations)
and transforms them into narrative prose. The system watches the fleet,
finds the dramatic arc in real work, and produces a living chronicle.
Usage:
python3 narrative_engine.py --watch # Watch and generate in real-time
python3 narrative_engine.py --generate # Generate from recent events
python3 narrative_engine.py --output chronicle.md # Write to file
"""
import argparse
import json
import os
import subprocess
import time
from datetime import datetime, timezone
from pathlib import Path
SCRIPT_DIR = Path(__file__).resolve().parent
CHRONICLE_PATH = SCRIPT_DIR / "docs" / "chronicle.md"
EVENTS_PATH = SCRIPT_DIR / "narrative-events.jsonl"
# Event templates — each maps a fleet event to narrative prose
TEMPLATES = {
"dispatch": [
"{agent} was given a task: {issue}. A problem to solve, a wound to close in the code.",
"The call went out to {agent}. Issue #{issue}{title}. The work begins.",
"{agent} accepted the charge. {title}. Not for glory, but because the work needed doing.",
],
"commit": [
"{agent} committed. {message}. The code remembers what the agent learned.",
"Lines changed. {agent} shaped something new from something broken.",
"{agent} pushed to {branch}. The work is done. The next task waits.",
],
"pr_created": [
"A pull request emerged: {title}. The work is ready for review. Another step forward.",
"{agent} opened PR #{number}. The code speaks for itself now.",
"PR #{number}: {title}. The work stands on its own, waiting for eyes.",
],
"pr_merged": [
"PR #{number} merged. The work is part of the world now.",
"It's in. {title}. Merged. The codebase grows, one fix at a time.",
"PR #{number} closed. The fix lives in main. The fleet moves on.",
],
"error": [
"{agent} hit an error: {message}. Not every path is clear.",
"The build failed for {agent}. {message}. Errors are teachers, not judges.",
"Something broke in {agent}'s work. {message}. The repair will come.",
],
"recovery": [
"{agent} recovered. After the failure, the fix. This is how systems learn.",
"The error passed. {agent} is working again. Resilience is not the absence of failure.",
"{agent} back online after {duration}. The dark interval is over.",
],
"idle": [
"The fleet is quiet. No dispatches. The agents rest, or wait.",
"Silence in the burn lanes. All issues claimed. All panes dark or finished.",
"The work is done for now. The fleet waits for the next call.",
],
"collaboration": [
"{agent1} and {agent2} touched the same code: {file}. Collision or collaboration?",
"Two agents, one file. {agent1} and {agent2} both worked on {file}.",
"{file} was changed by multiple agents. The code is a conversation.",
],
}
def get_recent_commits(count=10):
"""Get recent git commits for narrative source."""
try:
result = subprocess.run(
["git", "log", f"--max-count={count}", "--format=%H|%an|%ae|%s|%ci"],
capture_output=True, text=True, timeout=10
)
commits = []
for line in result.stdout.strip().split("\n"):
if not line:
continue
parts = line.split("|", 4)
if len(parts) == 5:
commits.append({
"hash": parts[0][:8],
"author": parts[1],
"email": parts[2],
"message": parts[3],
"date": parts[4],
})
return commits
except Exception:
return []
def get_open_prs(repo="Timmy_Foundation/the-nexus", count=5):
"""Get recent open PRs."""
try:
import urllib.request
token_path = Path.home() / ".config" / "gitea" / "token"
token = token_path.read_text().strip() if token_path.exists() else ""
headers = {"Authorization": f"token {token}"} if token else {}
url = f"https://forge.alexanderwhitestone.com/api/v1/repos/{repo}/pulls?state=open&limit={count}"
req = urllib.request.Request(url, headers=headers)
resp = urllib.request.urlopen(req, timeout=10)
return json.loads(resp.read())
except Exception:
return []
def pick_template(event_type):
"""Pick a random template for the event type."""
import random
templates = TEMPLATES.get(event_type, TEMPLATES["idle"])
return random.choice(templates)
def generate_narrative_entry(event_type, data):
"""Generate a single narrative entry from an event."""
template = pick_template(event_type)
try:
return template.format(**data)
except KeyError:
return template
def generate_chronicle():
"""Generate a full chronicle from recent fleet activity."""
now = datetime.now(timezone.utc)
lines = []
lines.append(f"# Fleet Chronicle")
lines.append(f"\n_Generated: {now.strftime('%Y-%m-%d %H:%M UTC')}_")
lines.append("")
lines.append("The story of the fleet, told from the data.")
lines.append("")
# Recent commits
commits = get_recent_commits(15)
if commits:
lines.append("## Recent Work")
lines.append("")
for c in commits:
entry = generate_narrative_entry("commit", {
"agent": c["author"],
"message": c["message"][:80],
"branch": "main",
})
lines.append(f"- {entry}")
lines.append("")
# Open PRs
prs = get_open_prs(count=5)
if prs:
lines.append("## Open Pull Requests")
lines.append("")
for pr in prs:
entry = generate_narrative_entry("pr_created", {
"agent": pr.get("user", {}).get("login", "unknown"),
"number": pr["number"],
"title": pr["title"][:60],
})
lines.append(f"- {entry}")
lines.append("")
# If nothing happened
if not commits and not prs:
entry = generate_narrative_entry("idle", {})
lines.append(f"> {entry}")
lines.append("")
lines.append("---")
lines.append("\n_The fleet writes its own story. We just read it._")
return "\n".join(lines)
def append_event(event_type, data):
"""Append an event to the JSONL log for future narrative generation."""
event = {
"timestamp": datetime.now(timezone.utc).isoformat(),
"type": event_type,
"data": data,
}
with open(EVENTS_PATH, "a") as f:
f.write(json.dumps(event) + "\n")
def main():
parser = argparse.ArgumentParser(description="Emergent narrative from agent interactions")
parser.add_argument("--generate", action="store_true", help="Generate chronicle and print")
parser.add_argument("--output", default=None, help="Write chronicle to file")
parser.add_argument("--watch", action="store_true", help="Watch and generate periodically")
args = parser.parse_args()
if args.generate or args.output:
chronicle = generate_chronicle()
if args.output:
Path(args.output).parent.mkdir(parents=True, exist_ok=True)
Path(args.output).write_text(chronicle)
print(f"Chronicle written to {args.output}")
else:
print(chronicle)
elif args.watch:
print("Watching for fleet events... (Ctrl+C to stop)")
while True:
time.sleep(60)
chronicle = generate_chronicle()
CHRONICLE_PATH.parent.mkdir(parents=True, exist_ok=True)
CHRONICLE_PATH.write_text(chronicle)
print(f"[{datetime.now().strftime('%H:%M')}] Chronicle updated")
else:
print("Use --generate, --output <file>, or --watch")
if __name__ == "__main__":
main()

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@@ -4,48 +4,61 @@ Sync branch protection rules from .gitea/branch-protection/*.yml to Gitea.
Correctly uses the Gitea 1.25+ API (not GitHub-style).
"""
from __future__ import annotations
import json
import os
import sys
import json
import urllib.request
from pathlib import Path
import yaml
GITEA_URL = os.getenv("GITEA_URL", "https://forge.alexanderwhitestone.com")
GITEA_TOKEN = os.getenv("GITEA_TOKEN", "")
ORG = "Timmy_Foundation"
CONFIG_DIR = ".gitea/branch-protection"
PROJECT_ROOT = Path(__file__).resolve().parent.parent
CONFIG_DIR = PROJECT_ROOT / ".gitea" / "branch-protection"
def api_request(method: str, path: str, payload: dict | None = None) -> dict:
url = f"{GITEA_URL}/api/v1{path}"
data = json.dumps(payload).encode() if payload else None
req = urllib.request.Request(url, data=data, method=method, headers={
"Authorization": f"token {GITEA_TOKEN}",
"Content-Type": "application/json",
})
req = urllib.request.Request(
url,
data=data,
method=method,
headers={
"Authorization": f"token {GITEA_TOKEN}",
"Content-Type": "application/json",
},
)
with urllib.request.urlopen(req, timeout=30) as resp:
return json.loads(resp.read().decode())
def apply_protection(repo: str, rules: dict) -> bool:
branch = rules.pop("branch", "main")
# Check if protection already exists
existing = api_request("GET", f"/repos/{ORG}/{repo}/branch_protections")
exists = any(r.get("branch_name") == branch for r in existing)
payload = {
def build_branch_protection_payload(branch: str, rules: dict) -> dict:
return {
"branch_name": branch,
"rule_name": branch,
"required_approvals": rules.get("required_approvals", 1),
"block_on_rejected_reviews": rules.get("block_on_rejected_reviews", True),
"dismiss_stale_approvals": rules.get("dismiss_stale_approvals", True),
"block_deletions": rules.get("block_deletions", True),
"block_force_push": rules.get("block_force_push", True),
"block_force_push": rules.get("block_force_push", rules.get("block_force_pushes", True)),
"block_admin_merge_override": rules.get("block_admin_merge_override", True),
"enable_status_check": rules.get("require_ci_to_merge", False),
"status_check_contexts": rules.get("status_check_contexts", []),
"block_on_outdated_branch": rules.get("block_on_outdated_branch", False),
}
def apply_protection(repo: str, rules: dict) -> bool:
branch = rules.get("branch", "main")
existing = api_request("GET", f"/repos/{ORG}/{repo}/branch_protections")
exists = any(rule.get("branch_name") == branch for rule in existing)
payload = build_branch_protection_payload(branch, rules)
try:
if exists:
api_request("PATCH", f"/repos/{ORG}/{repo}/branch_protections/{branch}", payload)
@@ -53,8 +66,8 @@ def apply_protection(repo: str, rules: dict) -> bool:
api_request("POST", f"/repos/{ORG}/{repo}/branch_protections", payload)
print(f"{repo}:{branch} synced")
return True
except Exception as e:
print(f"{repo}:{branch} failed: {e}")
except Exception as exc:
print(f"{repo}:{branch} failed: {exc}")
return False
@@ -62,15 +75,18 @@ def main() -> int:
if not GITEA_TOKEN:
print("ERROR: GITEA_TOKEN not set")
return 1
if not CONFIG_DIR.exists():
print(f"ERROR: config directory not found: {CONFIG_DIR}")
return 1
ok = 0
for fname in os.listdir(CONFIG_DIR):
if not fname.endswith(".yml"):
continue
repo = fname[:-4]
with open(os.path.join(CONFIG_DIR, fname)) as f:
cfg = yaml.safe_load(f)
if apply_protection(repo, cfg.get("rules", {})):
for cfg_path in sorted(CONFIG_DIR.glob("*.yml")):
repo = cfg_path.stem
with cfg_path.open() as fh:
cfg = yaml.safe_load(fh) or {}
rules = cfg.get("rules", {})
rules.setdefault("branch", cfg.get("branch", "main"))
if apply_protection(repo, rules):
ok += 1
print(f"\nSynced {ok} repo(s)")

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@@ -0,0 +1,45 @@
from __future__ import annotations
import importlib.util
import sys
from pathlib import Path
import yaml
PROJECT_ROOT = Path(__file__).parent.parent
_spec = importlib.util.spec_from_file_location(
"sync_branch_protection_test",
PROJECT_ROOT / "scripts" / "sync_branch_protection.py",
)
_mod = importlib.util.module_from_spec(_spec)
sys.modules["sync_branch_protection_test"] = _mod
_spec.loader.exec_module(_mod)
build_branch_protection_payload = _mod.build_branch_protection_payload
def test_build_branch_protection_payload_enables_rebase_before_merge():
payload = build_branch_protection_payload(
"main",
{
"required_approvals": 1,
"dismiss_stale_approvals": True,
"require_ci_to_merge": False,
"block_deletions": True,
"block_force_push": True,
"block_on_outdated_branch": True,
},
)
assert payload["branch_name"] == "main"
assert payload["rule_name"] == "main"
assert payload["block_on_outdated_branch"] is True
assert payload["required_approvals"] == 1
assert payload["enable_status_check"] is False
def test_the_nexus_branch_protection_config_requires_up_to_date_branch():
config = yaml.safe_load((PROJECT_ROOT / ".gitea" / "branch-protection" / "the-nexus.yml").read_text())
rules = config["rules"]
assert rules["block_on_outdated_branch"] is True