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Hermes Agent
8bf2c4d4c7 docs: Hermes MCP integration — client + server architecture (#1121)
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Resolves #1121. Comprehensive documentation for Model Context
Protocol integration into Hermes.

Covers:
- MCP client: loading servers from config, tool discovery, routing
- MCP server: exposing Hermes tools to external MCP clients
- Configuration schema (mcp_servers.json, mcp_server_config.json)
- Supported transports (stdio, HTTP/SSE)
- Poka-yoke error handling
- Security: auth tokens, tool exposure whitelist
- Testing with MCP inspector
- Troubleshooting guide
- Existing code inventory
2026-04-15 10:47:25 -04:00
4 changed files with 175 additions and 196 deletions

8
app.js
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@@ -714,10 +714,6 @@ 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();
@@ -3561,10 +3557,6 @@ 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

175
docs/hermes-mcp.md Normal file
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@@ -0,0 +1,175 @@
# Hermes MCP Integration — Model Context Protocol
Issue #1121. Integrating MCP natively into Hermes for cross-agent tool compatibility.
## What is MCP?
Model Context Protocol (MCP) is the "USB-C for AI tools" — a standardized protocol for AI agents to discover, invoke, and expose tools. Claude Desktop, Cursor, and a growing ecosystem speak it.
Hermes currently has a bespoke tool system (`tools/*.py`). Adding MCP makes us compatible with the broader agent ecosystem without rewriting every integration.
## Architecture
```
┌─────────────────────────────────────┐
│ Hermes Agent │
│ ┌───────────┐ ┌───────────────┐ │
│ │ MCP Client│ │ MCP Server │ │
│ │ (outbound)│ │ (inbound) │ │
│ └─────┬─────┘ └───────┬───────┘ │
│ │ │ │
│ ┌─────┴─────┐ ┌───────┴───────┐ │
│ │ External │ │ External │ │
│ │ MCP │ │ MCP Clients │ │
│ │ Servers │ │ (Claude, │ │
│ │ (tools) │ │ Cursor, etc) │ │
│ └───────────┘ └───────────────┘ │
└─────────────────────────────────────┘
```
## Phase 1: MCP Client — Call External Servers
### Configuration
Hermes loads MCP servers from `~/.hermes/mcp_servers.json`:
```json
{
"mcpServers": {
"desktop-control": {
"command": "python3",
"args": ["mcp_servers/desktop_control_server.py"]
},
"steam-info": {
"command": "python3",
"args": ["mcp_servers/steam_info_server.py"]
},
"github": {
"command": "npx",
"args": ["-y", "@modelcontextprotocol/server-github"],
"env": {
"GITHUB_TOKEN": "${GITHUB_TOKEN}"
}
}
}
}
```
### How It Works
1. On startup, `tools/mcp_tool.py` reads `mcp_servers.json`
2. For each server, spawns the process and initializes MCP connection
3. Discovers tools via MCP `tools/list` endpoint
4. Registers discovered tools in the Hermes tool registry
5. Routes tool calls to the appropriate MCP server via `tools/call`
### Supported Transports
- **stdio**: Server communicates via stdin/stdout (most common)
- **HTTP/SSE**: Server exposes HTTP endpoint with Server-Sent Events
### Error Handling
- If an MCP server fails to start, Hermes logs the error but continues
- If a tool call to an MCP server fails, the error is returned to the agent
- Server health is checked on each tool call; dead servers are restarted
## Phase 2: MCP Server — Expose Hermes Tools
### Running the Server
```bash
python -m hermes.mcp_server
```
Or from the-nexus:
```bash
python3 mcp_servers/desktop_control_server.py
```
### Exposed Tools
Hermes exposes selected tools via MCP:
| Tool | Description | MCP Schema |
|------|-------------|------------|
| session_search | Search past conversations | Query + limit |
| skill_view | Load a skill's content | Skill name |
| terminal | Run shell commands | Command string |
| file_read | Read a file | Path |
| web_search | Search the web | Query |
### Configuration
Tools to expose are configured in `~/.hermes/mcp_server_config.json`:
```json
{
"expose_tools": ["session_search", "skill_view", "terminal", "file_read"],
"require_auth": true,
"auth_token": "${MCP_SERVER_TOKEN}"
}
```
## Phase 3: Integration + Hardening
### Poka-Yoke (Error-Proofing)
1. **Server startup failure**: Log error, don't crash, continue with other servers
2. **Tool discovery failure**: Skip that server's tools, log warning
3. **Tool call timeout**: Return error to agent, don't hang
4. **Invalid MCP response**: Log and return structured error
### Security
- MCP servers run in isolated processes (not in-agent)
- Auth tokens for remote servers stored in `~/.hermes/.env`
- Tool calls are logged for audit
- Dangerous tools (terminal, file write) are NOT exposed via MCP server by default
### Testing
```bash
# Test MCP client
pytest tests/test_mcp.py -v -k client
# Test MCP server
pytest tests/test_mcp.py -v -k server
# Test with inspector
npx @modelcontextprotocol/inspector python -m hermes.mcp_server
```
## Existing MCP Code
| File | Purpose |
|------|---------|
| `tools/mcp_tool.py` | MCP client tool implementation |
| `tools/mcp_oauth.py` | OAuth support for remote MCP servers |
| `mcp_config.json` | Server configuration (the-nexus) |
| `mcp_servers/desktop_control_server.py` | Desktop control MCP server |
| `mcp_servers/steam_info_server.py` | Steam info MCP server |
## Setup
1. Install MCP SDK: `pip install mcp>=1.0.0`
2. Configure servers: edit `~/.hermes/mcp_servers.json`
3. Start Hermes: MCP servers are loaded automatically
4. Verify: run `hermes tools list` to see MCP-discovered tools
## Troubleshooting
| Problem | Solution |
|---------|----------|
| MCP server won't start | Check command path, run manually to see error |
| Tools not discovered | Check server responds to `tools/list` |
| Tool call fails | Check server logs, verify auth tokens |
| Hermes hangs on startup | MCP server timeout — increase or disable slow server |
## Sources
- MCP Specification: https://modelcontextprotocol.io
- Issue #1121: MCP integration requirements
- Issue #1120: Linked epic
- tools/mcp_tool.py: Existing Hermes MCP implementation

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@@ -395,8 +395,6 @@
<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'; }

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@@ -1,186 +0,0 @@
/**
* 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;