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Author SHA1 Message Date
Alexander Whitestone
1294f37b44 fix: [MIGRATION] Preserve legacy the-matrix quality work before Nexus rewrite (closes #685)
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2026-04-10 20:17:03 -04:00
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@@ -1,132 +1,169 @@
# Legacy Matrix Audit
# Legacy Matrix Audit — Migration Table
Purpose:
Preserve useful work from `/Users/apayne/the-matrix` before the Nexus browser shell is rebuilt.
Preserve quality work from `/Users/apayne/the-matrix` before the Nexus browser shell is rebuilt.
Canonical rule:
- `Timmy_Foundation/the-nexus` is the only canonical 3D repo.
- `/Users/apayne/the-matrix` is legacy source material, not a parallel product.
- This document is the authoritative migration table for issue #685.
## Verified Legacy Matrix State
## Verified Legacy State
Local legacy repo:
- `/Users/apayne/the-matrix`
Local legacy repo: `/Users/apayne/the-matrix`
Observed facts:
- Vite browser app exists
- `npm test` passes with `87 passed, 0 failed`
- 23 JS modules under `js/`
- package scripts include `dev`, `build`, `preview`, and `test`
- Vite browser app, vanilla JS + Three.js 0.171.0
- 24 JS modules under `js/`
- Smoke suite: 87 passed, 0 failed
- Package scripts: dev, build, preview, test
- PWA manifest + service worker
- Vite config with code-splitting (Three.js in separate chunk)
- Quality-tier system for hardware detection
- WebSocket client with reconnection, heartbeat, mock mode
- Full avatar FPS movement + PiP camera
- Sub-world portal system with zone triggers
## Known historical Nexus snapshot
## Migration Table
Useful in-repo reference point:
- `0518a1c3ae3c1d0afeb24dea9772102f5a3d9a66`
Decision key:
- **CARRY** = transplant concepts and patterns into Nexus vNext
- **ARCHIVE** = keep as reference, do not directly transplant
- **DROP** = do not preserve unless re-justified
That snapshot still contains browser-world root files such as:
- `index.html`
- `app.js`
- `style.css`
- `package.json`
- `tests/`
### Core Modules
## Rescue Candidates
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/main.js` | 180 | App bootstrap, render loop, WebGL context recovery | **CARRY** | Architectural pattern. Shows clean init/teardown lifecycle, context-loss recovery, visibility pause. Nexus needs this loop but should not copy the monolithic wiring. |
| `js/world.js` | 95 | Scene, camera, renderer, grid, lights | **CARRY** | Foundational. Quality-tier-aware renderer setup, grid floor, lighting. Nexus already has a world but should adopt the tier-aware antialiasing and pixel-ratio capping. |
| `js/config.js` | 68 | Connection config via URL params + env vars | **ARCHIVE** | Pattern reference only. Nexus config should route through Hermes harness, not Vite env vars. The URL-override pattern (ws, token, mock) is worth remembering. |
| `js/quality.js` | 90 | Hardware detection, quality tier (low/medium/high) | **CARRY** | Directly useful. DPR capping, core/memory/screen heuristics, WebGL renderer sniffing. Nexus needs this for graceful degradation on Mac/iPad. |
| `js/storage.js` | 39 | Safe localStorage with in-memory fallback | **CARRY** | Small, robust, sandbox-proof. Nexus should use this or equivalent. Prevents crashes in sandboxed iframes. |
### Carry forward into Nexus vNext
### Agent System
1. `agent-defs.js`
- agent identity definitions
- useful as seed data/model for visible entities in the world
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/agent-defs.js` | 30 | Agent identity data (id, label, color, role, position) | **CARRY** | Seed data model. Nexus agents should be defined similarly — data-driven, not hardcoded in render logic. Color hex helper is trivial but useful. |
| `js/agents.js` | 523 | Agent 3D objects, movement, state, connection lines, hot-add/remove | **CARRY** | Core visual system. Shared geometries (perf), movement interpolation, wallet-health stress glow, auto-placement algorithm, connection-line pulse. All valuable. Needs integration with real agent state from Hermes. |
| `js/behaviors.js` | 413 | Autonomous agent behavior state machine | **ARCHIVE** | Pattern reference. The personality-weighted behavior selection, conversation pairing, and artifact-placement system are well-designed. But Nexus behaviors should be driven by Hermes, not a client-side simulation. Keep the architecture, drop the fake-autonomy. |
| `js/presence.js` | 139 | Agent presence HUD (online/offline, uptime, state) | **CARRY** | Valuable UX. Live "who's here" panel with uptime tickers and state indicators. Needs real backend state, not mock assumptions. |
2. `agents.js`
- agent objects, state machine, connection lines
- useful for visualizing Timmy / subagents / system processes in a world-native way
### Visitor & Interaction
3. `avatar.js`
- visitor embodiment, movement, camera handling
- strongly aligned with "training ground" and "walk the world" goals
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/visitor.js` | 141 | Visitor enter/leave protocol, chat input | **CARRY** | Session lifecycle. Device detection, visibility-based leave/return, chat input wiring. Directly applicable to Nexus visitor tracking. |
| `js/avatar.js` | 360 | FPS movement, PiP dual-camera, touch input | **CARRY** | Visitor embodiment. WASD + arrow movement, first/third person swap, PiP canvas, touch joystick, right-click mouse-look. Strong work. Needs tuning for Nexus world bounds. |
| `js/interaction.js` | 296 | Raycasting, click-to-select agents, info popup | **CARRY** | Essential for any browser world. OrbitControls, pointer/tap detection, agent popup with state/role, TALK button. The popup-anchoring-to-3D-position logic is particularly well done. |
| `js/zones.js` | 161 | Proximity trigger zones (portal enter/exit, events) | **CARRY** | Spatial event system. Portal traversal, event triggers, once-only zones. Nexus portals (#672) need this exact pattern. |
4. `ui.js`
- HUD, chat surfaces, overlays
- useful if rebuilt against real harness data instead of stale fake state
### Chat & Communication
5. `websocket.js`
- browser-side live bridge patterns
- useful if retethered to Hermes-facing transport
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/bark.js` | 141 | Speech bubble system with typing animation | **CARRY** | Timmy's voice in-world. Typing animation, queue, auto-dismiss, emotion tags, demo bark lines. Strong expressive presence. The demo lines ("The Tower watches. The Tower remembers.") are good seed content. |
| `js/ui.js` | 285 | Chat panel, agent list, HUD, streaming tokens | **CARRY** | Chat infrastructure. Rolling chat buffer, per-agent localStorage history, streaming token display with cursor animation, HTML escaping. Needs reconnection to Hermes chat instead of WS mock. |
| `js/transcript.js` | 183 | Conversation transcript logger, export | **ARCHIVE** | Pattern reference. The rolling buffer, structured JSON entries, TXT/JSON download, HUD badge are all solid. But transcript authority should live in Hermes, not browser localStorage. Keep the UX pattern, rebuild storage layer. |
6. `transcript.js`
- local transcript capture pattern
- useful if durable truth still routes through Hermes and browser cache remains secondary
### Visual Effects
7. `ambient.js`
- mood / atmosphere system
- directly supports wizardly presentation without changing system authority
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/effects.js` | 195 | Matrix rain particles + starfield | **CARRY** | Atmospheric foundation. Quality-tier particle counts, frame-skip optimization, adaptive draw-range (FPS-budget recovery), bounding-sphere pre-compute. This is production-grade particle work. |
| `js/ambient.js` | 212 | Mood-driven atmosphere (lighting, fog, rain, stars) | **CARRY** | Scene mood engine. Smooth eased transitions between mood states (calm, focused, excited, contemplative, stressed), per-mood lighting/fog/rain/star parameters. Directly supports Nexus atmosphere. |
| `js/satflow.js` | 261 | Lightning payment particle flow | **CARRY** | Economy visualization. Bezier-arc particles, staggered travel, burst-on-arrival, pooling. If Nexus shows any payment/economy flow, this is the pattern. |
8. `satflow.js`
- visual economy / payment flow motifs
- useful if Timmy's economy/agent interactions become a real visible layer
### Economy & Scene
9. `economy.js`
- treasury / wallet panel ideas
- useful if later backed by real sovereign metrics
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/economy.js` | 100 | Wallet/treasury HUD panel | **ARCHIVE** | UI pattern reference. Clean sats formatting, per-agent balance rows, health-colored dots, recent transactions. Worth rebuilding when backed by real sovereign metrics. |
| `js/scene-objects.js` | 718 | Dynamic 3D object registry, portals, sub-worlds | **CARRY** | Critical. Geometry/material factories, animation system (rotate/bob/pulse/orbit), portal visual (torus ring + glow disc + zone), sub-world load/unload, text sprites, compound groups. This is the most complex and valuable module. Nexus portals (#672) should build on this. |
10. `presence.js`
- who-is-here / online-state UI
- useful for showing human + agent + process presence in the world
### Backend Bridge
11. `interaction.js`
- clicking, inspecting, selecting world entities
- likely needed in any real browser-facing Nexus shell
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `js/websocket.js` | 598 | WebSocket client, message dispatcher, mock mode | **ARCHIVE** | Pattern reference only. Reconnection with exponential backoff, heartbeat/zombie detection, rich message dispatch (40+ message types), streaming chat support. The architecture is sound but must be reconnected to Hermes transport, not copied wholesale. The message-type catalog is the most valuable reference artifact. |
| `js/demo.js` | ~300 | Demo autopilot (mock mode simulation) | **DROP** | Fake activity simulation. Deliberately creates the illusion of live data. Do not preserve. If Nexus needs a demo mode, build a clearly-labeled one that doesn't pretend to be real. |
12. `quality.js`
- hardware-aware quality tiering
- useful for local-first graceful degradation on Mac hardware
### Testing & Build
13. `bark.js`
- prominent speech / bark system
- strong fit for Timmy's expressive presence in-world
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `test/smoke.mjs` | 235 | Automated browser smoke test suite | **CARRY** | Testing discipline. Module inventory check, export verification, HTML structure validation, Vite build test, bundle-size budget, PWA manifest check. Nexus should adopt this pattern (adapted for its own module structure). |
| `vite.config.js` | 53 | Build config with code splitting, SW generation | **ARCHIVE** | Build tooling reference. manualChunks for Three.js, SW precache generation plugin. Relevant if Nexus re-commits to Vite. |
| `sw.js` | ~40 | Service worker with precache | **ARCHIVE** | PWA reference. Relevant only if Nexus pursues offline-first PWA. |
| `manifest.json` | ~20 | PWA manifest | **ARCHIVE** | PWA reference. |
14. `world.js`, `effects.js`, `scene-objects.js`, `zones.js`
- broad visual foundation work
- should be mined for patterns, not blindly transplanted
### Server-Side (Python)
15. `test/smoke.mjs`
- browser smoke discipline
- should inform rebuilt validation in canonical Nexus repo
| File | Lines | Capability | Decision | Why for Nexus |
|------|-------|------------|----------|---------------|
| `server/bridge.py` | ~900 | WebSocket bridge server | **ARCHIVE** | Reference. Hermes replaces this role. Keep for protocol schema reference. |
| `server/gateway.py` | ~400 | HTTP gateway | **ARCHIVE** | Reference. |
| `server/ollama_client.py` | ~280 | Ollama integration | **ARCHIVE** | Reference. Relevant if Nexus needs local model calls. |
| `server/research.py` | ~450 | Research pipeline | **ARCHIVE** | Reference. |
| `server/webhooks.py` | ~350 | Webhook handler | **ARCHIVE** | Reference. |
| `server/test_*.py` | ~5 files | Server test suites | **ARCHIVE** | Testing patterns worth studying. |
### Archive as reference, not direct carry-forward
## Summary by Decision
- demo/autopilot assumptions that pretend fake backend activity is real
- any websocket schema that no longer matches Hermes truth
- Vite-specific plumbing that is only useful if we consciously recommit to Vite
### CARRY FORWARD (17 modules)
These modules contain patterns, algorithms, or entire implementations that should move into the Nexus browser shell:
### Deliberately drop unless re-justified
- `quality.js` — hardware detection
- `storage.js` — safe persistence
- `world.js` — scene foundation
- `agent-defs.js` — agent data model
- `agents.js` — agent visualization + movement
- `presence.js` — online presence HUD
- `visitor.js` — session lifecycle
- `avatar.js` — FPS embodiment
- `interaction.js` — click/select/raycast
- `zones.js` — spatial triggers
- `bark.js` — speech bubbles
- `ui.js` — chat/HUD
- `effects.js` — particle effects
- `ambient.js` — mood atmosphere
- `satflow.js` — payment flow particles
- `scene-objects.js` — dynamic objects + portals
- `test/smoke.mjs` — smoke test discipline
- anything that presents mock data as if it were live
- anything that duplicates a better Hermes-native telemetry path
- anything that turns the browser into the system of record
### ARCHIVE AS REFERENCE (9 modules/files)
Keep for patterns, protocol schemas, and architectural reference. Do not directly transplant:
- `config.js` — config pattern (use Hermes instead)
- `behaviors.js` — behavior architecture (use Hermes-driven state)
- `transcript.js` — transcript UX (use Hermes storage)
- `economy.js` — economy UI pattern (use real metrics)
- `websocket.js` — message protocol catalog + reconnection patterns
- `vite.config.js` — build tooling
- `sw.js`, `manifest.json` — PWA reference
- `server/*.py` — server protocol schemas
### DELIBERATELY DROP (2)
Do not preserve unless re-justified:
- `demo.js` — fake activity simulation; creates false impression of live system
- `main.js` monolithic wiring — the init pattern carries, the specific module wiring does not
## Concern Separation for Nexus vNext
When rebuilding inside `the-nexus`, keep concerns separated:
When rebuilding inside `the-nexus`, keep these concerns in separate modules:
1. World shell / rendering
- scene, camera, movement, atmosphere
2. Presence and embodiment
- avatar, agent placement, selection, bark/chat surfaces
3. Harness bridge
- websocket / API bridge from Hermes truth into browser state
4. Visualization panels
- metrics, presence, economy, portal states, transcripts
5. Validation
- smoke tests, screenshot proof, provenance checks
6. Game portal layer
- Morrowind / portal-specific interaction surfaces
1. **World shell** — scene, camera, renderer, grid, lights, fog
2. **Effects layer** — rain, stars, ambient mood transitions
3. **Agent visualization** — 3D objects, labels, connection lines, movement
4. **Visitor embodiment** — avatar, FPS controls, PiP camera
5. **Interaction layer** — raycasting, selection, zones, portal traversal
6. **Communication surface** — bark, chat panel, streaming tokens
7. **Presence & HUD** — who's-online, economy panel, transcript controls
8. **Harness bridge** — WebSocket/API transport to Hermes (NOT a copy of websocket.js)
9. **Quality & config** — hardware detection, runtime configuration
10. **Smoke tests** — automated validation
Do not collapse all of this into one giant app file again.
Do not let visual shell code become telemetry authority.

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@@ -1,151 +0,0 @@
# Bannerlord Local Mac Setup
> **Status:** READY FOR TESTING
> **Platform:** macOS (Apple Silicon / Intel)
> **Source:** GOG (not Steam)
> **Last Updated:** 2026-04-10
## Problem
Bannerlord is a Windows game. Alexander has it from GOG on macOS.
We need it running locally through emulation before the harness can observe it.
## Architecture
```
┌─────────────────────────────────────────────────────────────────┐
│ LOCAL BANNERLORD ON MAC │
│ │
│ ┌──────────────┐ ┌──────────────┐ ┌──────────────────┐ │
│ │ Bannerlord │ │ Emulator │ │ macOS Desktop │ │
│ │ (GOG) │───►│ Wine/Whisky/ │───►│ (the screen) │ │
│ │ │ │ CrossOver │ │ │ │
│ └──────────────┘ └──────────────┘ └────────┬─────────┘ │
│ │ │
│ ┌─────────────────────────────────────────────────┤ │
│ │ Bannerlord Harness │ │
│ │ ┌────────────┐ ┌───────────┐ ┌───────────┐ │ │
│ │ │ capture_ │ │ execute_ │ │ bannerlord│ │ │
│ │ │ state() │ │ action() │ │ _local.py │ │ │
│ │ └────────────┘ └───────────┘ └───────────┘ │ │
│ │ │ ▲ │ │ │
│ │ ▼ │ ▼ │ │
│ │ ┌─────────────────────────────────────────┐ │ │
│ │ │ MCP Servers (desktop-control) │ │ │
│ │ │ Screenshots + keyboard/mouse │ │ │
│ │ └─────────────────────────────────────────┘ │ │
│ └─────────────────────────────────────────────────┘ │
│ │
│ ┌─────────────────────────────────────────────────┐ │
│ │ Hermes WebSocket │ │
│ │ Telemetry + ODA loop │ │
│ └─────────────────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────────┘
```
## Components
| File | Purpose |
|------|---------|
| `scripts/bannerlord_launcher.sh` | Shell launcher — detects emulator + game, launches |
| `nexus/bannerlord_local.py` | Python module — programmatic readiness + launch control |
| `nexus/bannerlord_harness.py` | Existing harness — extended with `--local` and `--launch-local` |
| `portals.json` | Portal metadata — updated with `local_launch` block |
## Emulator Priority
1. **Whisky**`/Applications/Whisky.app` (preferred, best macOS integration)
2. **CrossOver**`/Applications/CrossOver.app` (good, paid)
3. **Homebrew Wine**`wine64` / `wine` on PATH (free, may need Rosetta on ARM)
## Quick Start
### Check Readiness
```bash
# Shell
./scripts/bannerlord_launcher.sh --check --verbose
# Python
python3 -m nexus.bannerlord_local --check --json
# Through harness
python3 -m nexus.bannerlord_harness --local --mock
```
### Launch Game
```bash
# Shell
./scripts/bannerlord_launcher.sh --launch
# Python
python3 -m nexus.bannerlord_local --launch --json
# Through harness (launches game, then runs ODA)
python3 -m nexus.bannerlord_harness --launch-local --mock
```
### Stop Game
```bash
python3 -m nexus.bannerlord_local --stop
```
## GOG Install Paths Searched
The launcher checks these paths in order:
1. `/Applications/Games/Mount & Blade II Bannerlord`
2. `~/GOG Games/Mount and Blade II Bannerlord`
3. `~/Games/Mount & Blade II Bannerlord`
4. `/Applications/Mount & Blade II Bannerlord`
5. `~/Library/Application Support/GOG.com/Galaxy/Applications/*/`
6. Recursive `find` as last resort
The game must have `bin/Generic/Bannerlord.exe` relative to the install root.
## Portal Metadata
The `portals.json` bannerlord entry now includes:
```json
"environment": "local",
"local_launch": {
"platform": "macos",
"source": "gog",
"emulator_required": true,
"emulator_options": ["whisky", "crossover", "wine"],
"launcher": "scripts/bannerlord_launcher.sh",
"harness_bridge": "nexus/bannerlord_local.py",
"check_command": "python3 -m nexus.bannerlord_local --check --json"
}
```
## Honest Status
| Component | Status |
|-----------|--------|
| Launcher script | Written, needs Mac testing |
| Python local module | Written, needs Mac testing |
| Harness integration | Added `--local`/`--launch-local` flags |
| Portal metadata | Updated |
| MCP observation of emulated window | Untested — depends on emulator window visibility |
| ODA loop with emulated game | Untested — needs game actually running |
## What Could Go Wrong
- **Emulator not installed:** User must install Whisky, CrossOver, or wine
- **Game not found:** User must install GOG Bannerlord to a known path
- **Performance:** Wine on Apple Silicon requires Rosetta + possible DXVK setup
- **Window title:** The emulated window may not match "Mount & Blade II: Bannerlord" — the harness may need to detect the actual window title
- **MCP desktop-control on macOS:** pyautogui on macOS needs Accessibility permissions
## Next Steps
1. Alexander runs `./scripts/bannerlord_launcher.sh --check --verbose` on his Mac
2. If missing emulator, install Whisky (`brew install --cask whisky`)
3. If missing game, install GOG Bannerlord
4. Run `--launch` to verify the game opens
5. Run `--launch-local --mock` to verify harness integration
6. Test MCP screenshots of the emulated window

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@@ -836,43 +836,8 @@ async def main():
default=1.0,
help="Delay between iterations in seconds (default: 1.0)",
)
parser.add_argument(
"--local",
action="store_true",
help="Check local macOS Bannerlord readiness before starting",
)
parser.add_argument(
"--launch-local",
action="store_true",
help="Launch local Bannerlord on macOS via emulator before ODA loop",
)
args = parser.parse_args()
# Handle local macOS Bannerlord
if args.local or args.launch_local:
try:
from nexus.bannerlord_local import (
check_local_readiness, launch_bannerlord, LocalStatus,
)
state = check_local_readiness()
log.info(f"Local check: {state.status.value}")
log.info(f" Emulator: {state.emulator.name or 'none'}")
log.info(f" Game: {state.game.game_dir or 'not found'}")
log.info(f" Message: {state.message}")
if args.launch_local:
if state.status == LocalStatus.READY:
state = launch_bannerlord(state)
log.info(f"Launch result: {state.status.value}{state.message}")
elif state.status == LocalStatus.RUNNING:
log.info(f"Already running (PID: {state.process_id})")
else:
log.error(f"Cannot launch: {state.message}")
return
except ImportError:
log.warning("bannerlord_local module not available — skipping local check")
# Create harness
harness = BannerlordHarness(
hermes_ws_url=args.hermes_ws,

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@@ -1,394 +0,0 @@
#!/usr/bin/env python3
"""
Bannerlord Local Manager — macOS Emulator Bridge
Detects and manages a local Bannerlord installation on macOS.
Provides status queries, launch control, and process monitoring
for the Bannerlord harness.
This module bridges the gap between:
- The GamePortal Protocol (MCP-based observation/action)
- A local GOG Bannerlord running through Wine/Whisky/CrossOver on macOS
The harness does NOT change — this module just manages the game process.
"""
from __future__ import annotations
import json
import logging
import os
import platform
import subprocess
import time
from dataclasses import dataclass, field
from enum import Enum
from pathlib import Path
from typing import Optional
log = logging.getLogger("bannerlord.local")
class EmulatorType(Enum):
WHISKY = "whisky"
CROSSOVER = "crossover"
WINE = "wine"
UNKNOWN = "unknown"
class LocalStatus(Enum):
READY = "ready"
MISSING_EMULATOR = "missing_emulator"
MISSING_GAME = "missing_game"
RUNNING = "running"
CRASHED = "crashed"
ERROR = "error"
# Standard GOG install paths on macOS
GOG_SEARCH_PATHS = [
Path("/Applications/Games/Mount & Blade II Bannerlord"),
Path.home() / "GOG Games" / "Mount and Blade II Bannerlord",
Path.home() / "Games" / "Mount & Blade II Bannerlord",
Path("/Applications/Mount & Blade II Bannerlord"),
]
BANNERLORD_EXE_RELATIVE = "bin/Generic/Bannerlord.exe"
LAUNCHER_SCRIPT = Path(__file__).parent.parent / "scripts" / "bannerlord_launcher.sh"
@dataclass
class EmulatorInfo:
"""Detected Windows emulator on macOS."""
name: str = ""
path: str = ""
emulator_type: EmulatorType = EmulatorType.UNKNOWN
found: bool = False
@dataclass
class GameInstall:
"""Detected Bannerlord GOG installation."""
game_dir: str = ""
game_exe: str = ""
found: bool = False
source: str = "" # "gog", "gog-galaxy", "manual"
@dataclass
class LocalState:
"""Full local Bannerlord state."""
status: LocalStatus = LocalStatus.ERROR
emulator: EmulatorInfo = field(default_factory=EmulatorInfo)
game: GameInstall = field(default_factory=GameInstall)
process_id: Optional[int] = None
message: str = ""
is_macos: bool = False
def to_dict(self) -> dict:
return {
"status": self.status.value,
"emulator": {
"name": self.emulator.name,
"path": self.emulator.path,
"type": self.emulator.emulator_type.value,
"found": self.emulator.found,
},
"game": {
"game_dir": self.game.game_dir,
"game_exe": self.game.game_exe,
"found": self.game.found,
"source": self.game.source,
},
"process_id": self.process_id,
"message": self.message,
"is_macos": self.is_macos,
}
def detect_macos() -> bool:
"""Check if running on macOS."""
return platform.system() == "Darwin"
def detect_emulator() -> EmulatorInfo:
"""Find a Windows emulator on macOS."""
info = EmulatorInfo()
# Whisky
whisky_path = "/Applications/Whisky.app/Contents/Resources/Libraries/wine/bin/wine64"
if os.path.isfile(whisky_path) and os.access(whisky_path, os.X_OK):
info.name = "Whisky"
info.path = whisky_path
info.emulator_type = EmulatorType.WHISKY
info.found = True
return info
# CrossOver
cx_path = "/Applications/CrossOver.app/Contents/SharedSupport/CrossOver/bin/wine"
if os.path.isfile(cx_path) and os.access(cx_path, os.X_OK):
info.name = "CrossOver"
info.path = cx_path
info.emulator_type = EmulatorType.CROSSOVER
info.found = True
return info
# Homebrew wine
for candidate in ["wine64", "wine"]:
try:
result = subprocess.run(
["which", candidate],
capture_output=True, text=True, timeout=5,
)
if result.returncode == 0 and result.stdout.strip():
info.name = candidate
info.path = result.stdout.strip()
info.emulator_type = EmulatorType.WINE
info.found = True
return info
except (subprocess.TimeoutExpired, FileNotFoundError):
continue
return info
def detect_game() -> GameInstall:
"""Find the Bannerlord GOG installation."""
install = GameInstall()
# Check standard paths
for path in GOG_SEARCH_PATHS:
exe_path = path / BANNERLORD_EXE_RELATIVE
if exe_path.is_file():
install.game_dir = str(path)
install.game_exe = str(exe_path)
install.found = True
install.source = "gog"
return install
# Check GOG Galaxy paths
galaxy_base = Path.home() / "Library/Application Support/GOG.com/Galaxy/Applications"
if galaxy_base.is_dir():
for child in galaxy_base.iterdir():
candidate = child / "Mount & Blade II Bannerlord" / BANNERLORD_EXE_RELATIVE
if candidate.is_file():
install.game_dir = str(candidate.parent.parent)
install.game_exe = str(candidate)
install.found = True
install.source = "gog-galaxy"
return install
# Last resort: find
try:
result = subprocess.run(
["find", "/Applications", str(Path.home() / "GOG Games"),
str(Path.home() / "Games"), "-name", "Bannerlord.exe",
"-type", "f"],
capture_output=True, text=True, timeout=15,
)
if result.returncode == 0 and result.stdout.strip():
first_line = result.stdout.strip().split("\n")[0]
install.game_exe = first_line
install.game_dir = str(Path(first_line).parent.parent)
install.found = True
install.source = "search"
return install
except (subprocess.TimeoutExpired, FileNotFoundError):
pass
return install
def check_local_readiness() -> LocalState:
"""Full local readiness check. Returns complete state."""
state = LocalState()
state.is_macos = detect_macos()
if not state.is_macos:
state.status = LocalStatus.ERROR
state.message = "Not macOS — local manager is Mac-only"
return state
state.emulator = detect_emulator()
if not state.emulator.found:
state.status = LocalStatus.MISSING_EMULATOR
state.message = "No Windows emulator found (install Whisky, CrossOver, or wine)"
return state
state.game = detect_game()
if not state.game.found:
state.status = LocalStatus.MISSING_GAME
state.message = "Bannerlord GOG installation not found in known paths"
return state
# Check if already running
pid = _read_pid()
if pid and _is_process_running(pid):
state.status = LocalStatus.RUNNING
state.process_id = pid
state.message = f"Bannerlord already running (PID: {pid})"
else:
state.status = LocalStatus.READY
state.message = "Ready to launch"
return state
def launch_bannerlord(state: Optional[LocalState] = None) -> LocalState:
"""Launch Bannerlord via the emulator. Returns updated state."""
if state is None:
state = check_local_readiness()
if state.status not in (LocalStatus.READY, LocalStatus.RUNNING):
return state
if state.status == LocalStatus.RUNNING:
state.message = f"Already running (PID: {state.process_id})"
return state
# Check if launcher script exists
if LAUNCHER_SCRIPT.is_file():
log.info(f"Using launcher script: {LAUNCHER_SCRIPT}")
try:
result = subprocess.run(
["bash", str(LAUNCHER_SCRIPT), "--launch"],
capture_output=True, text=True, timeout=30,
cwd=str(LAUNCHER_SCRIPT.parent.parent),
)
if result.returncode == 0:
# Parse PID from output
for line in result.stdout.strip().split("\n"):
if "PID:" in line:
try:
pid = int(line.split("PID:")[1].strip().rstrip(")"))
state.process_id = pid
except (ValueError, IndexError):
pass
state.status = LocalStatus.RUNNING
state.message = "Launched via launcher script"
return state
except (subprocess.TimeoutExpired, FileNotFoundError) as e:
log.warning(f"Launcher script failed: {e}, falling back to direct launch")
# Direct launch fallback
try:
log.info(f"Launching Bannerlord directly via {state.emulator.name}")
proc = subprocess.Popen(
[state.emulator.path, state.game.game_exe],
stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL,
cwd=state.game.game_dir,
)
state.process_id = proc.pid
state.status = LocalStatus.RUNNING
state.message = f"Launched (PID: {proc.pid})"
_write_pid(proc.pid)
except Exception as e:
state.status = LocalStatus.CRASHED
state.message = f"Launch failed: {e}"
return state
def stop_bannerlord() -> bool:
"""Stop a running Bannerlord process."""
pid = _read_pid()
if not pid or not _is_process_running(pid):
_clear_pid()
return False
try:
os.kill(pid, 15) # SIGTERM
time.sleep(1)
if _is_process_running(pid):
os.kill(pid, 9) # SIGKILL
_clear_pid()
log.info(f"Stopped Bannerlord (PID: {pid})")
return True
except ProcessLookupError:
_clear_pid()
return False
# ═══════════════════════════════════════════════════════════════════════════
# PID FILE MANAGEMENT
# ═══════════════════════════════════════════════════════════════════════════
PID_FILE = Path("/tmp/bannerlord.pid")
def _read_pid() -> Optional[int]:
try:
if PID_FILE.is_file():
return int(PID_FILE.read_text().strip())
except (ValueError, OSError):
pass
return None
def _write_pid(pid: int):
try:
PID_FILE.write_text(str(pid))
except OSError as e:
log.warning(f"Failed to write PID file: {e}")
def _clear_pid():
try:
if PID_FILE.is_file():
PID_FILE.unlink()
except OSError:
pass
def _is_process_running(pid: int) -> bool:
try:
os.kill(pid, 0)
return True
except (ProcessLookupError, PermissionError):
return False
# ═══════════════════════════════════════════════════════════════════════════
# CLI
# ═══════════════════════════════════════════════════════════════════════════
def main():
import argparse
logging.basicConfig(level=logging.INFO, format="%(message)s")
parser = argparse.ArgumentParser(description="Bannerlord Local Manager — macOS")
parser.add_argument("--check", action="store_true", help="Check readiness")
parser.add_argument("--launch", action="store_true", help="Launch the game")
parser.add_argument("--stop", action="store_true", help="Stop running game")
parser.add_argument("--json", action="store_true", help="Output as JSON")
args = parser.parse_args()
if args.stop:
stopped = stop_bannerlord()
if args.json:
print(json.dumps({"stopped": stopped}))
else:
print("Stopped." if stopped else "Not running.")
return
if args.launch:
state = launch_bannerlord()
else:
state = check_local_readiness()
if args.json:
print(json.dumps(state.to_dict(), indent=2))
else:
print(f"Status: {state.status.value}")
print(f"Emulator: {state.emulator.name or 'none'} ({state.emulator.emulator_type.value})")
print(f"Game: {state.game.game_dir or 'not found'}")
if state.process_id:
print(f"PID: {state.process_id}")
print(f"Message: {state.message}")
if __name__ == "__main__":
main()

View File

@@ -23,22 +23,13 @@
"rotation": { "y": 0.5 },
"portal_type": "game-world",
"world_category": "strategy-rpg",
"environment": "local",
"environment": "production",
"access_mode": "operator",
"readiness_state": "active",
"telemetry_source": "hermes-harness:bannerlord",
"owner": "Timmy",
"app_id": 261550,
"window_title": "Mount & Blade II: Bannerlord",
"local_launch": {
"platform": "macos",
"source": "gog",
"emulator_required": true,
"emulator_options": ["whisky", "crossover", "wine"],
"launcher": "scripts/bannerlord_launcher.sh",
"harness_bridge": "nexus/bannerlord_local.py",
"check_command": "python3 -m nexus.bannerlord_local --check --json"
},
"destination": {
"url": "https://bannerlord.timmy.foundation",
"type": "harness",

View File

@@ -1,223 +0,0 @@
#!/usr/bin/env bash
# Bannerlord Local Launcher for macOS
# Detects Wine/Whisky/CrossOver, finds GOG Bannerlord install, launches it.
#
# Usage:
# ./scripts/bannerlord_launcher.sh [--check] [--launch] [--verbose]
#
# Modes:
# --check Check environment only (no launch). Exits 0 if ready.
# --launch Launch the game (default if no flags)
# --verbose Print detailed diagnostic info
set -euo pipefail
# ═══════════════════════════════════════════════════════════════════════════
# CONFIGURATION
# ═══════════════════════════════════════════════════════════════════════════
BANNERLORD_EXE="bin/Generic/Bannerlord.exe"
GOG_PATHS=(
"/Applications/Games/Mount & Blade II Bannerlord"
"$HOME/GOG Games/Mount and Blade II Bannerlord"
"$HOME/Games/Mount & Blade II Bannerlord"
"/Applications/Mount & Blade II Bannerlord"
)
# Also check common GOG Galaxy paths
GOG_GALAXY_PATHS=(
"$HOME/Library/Application Support/GOG.com/Galaxy/Applications/*/Mount & Blade II Bannerlord"
)
# Emulator priority: Whisky > CrossOver > Homebrew Wine > system wine
EMULATOR_NAMES=("Whisky" "CrossOver" "Wine" "wine64" "wine")
VERBOSE=0
CHECK_ONLY=0
LAUNCH=0
# ═══════════════════════════════════════════════════════════════════════════
# ARGUMENT PARSING
# ═══════════════════════════════════════════════════════════════════════════
for arg in "$@"; do
case "$arg" in
--check) CHECK_ONLY=1 ;;
--launch) LAUNCH=1 ;;
--verbose) VERBOSE=1 ;;
*) echo "Unknown arg: $arg"; exit 1 ;;
esac
done
if [ "$CHECK_ONLY" -eq 0 ] && [ "$LAUNCH" -eq 0 ]; then
LAUNCH=1 # Default to launch mode
fi
log() { echo "[bannerlord] $*"; }
vlog() { [ "$VERBOSE" -eq 1 ] && echo "[bannerlord:debug] $*" || true; }
# ═══════════════════════════════════════════════════════════════════════════
# EMULATOR DETECTION
# ═══════════════════════════════════════════════════════════════════════════
find_emulator() {
local emulator_path=""
local emulator_name=""
local emulator_type=""
# Check for Whisky (macOS Wine wrapper)
if [ -d "/Applications/Whisky.app" ]; then
emulator_path="/Applications/Whisky.app/Contents/Resources/Libraries/wine/bin/wine64"
if [ -x "$emulator_path" ]; then
emulator_name="Whisky"
emulator_type="whisky"
fi
fi
# Check for CrossOver
if [ -z "$emulator_path" ] && [ -d "/Applications/CrossOver.app" ]; then
emulator_path="/Applications/CrossOver.app/Contents/SharedSupport/CrossOver/bin/wine"
if [ -x "$emulator_path" ]; then
emulator_name="CrossOver"
emulator_type="crossover"
fi
fi
# Check for Homebrew wine
if [ -z "$emulator_path" ]; then
for candidate in wine64 wine; do
if command -v "$candidate" >/dev/null 2>&1; then
emulator_path="$(command -v "$candidate")"
emulator_name="$candidate"
emulator_type="wine"
break
fi
done
fi
if [ -n "$emulator_path" ]; then
EMULATOR_PATH="$emulator_path"
EMULATOR_NAME="$emulator_name"
EMULATOR_TYPE="$emulator_type"
return 0
fi
return 1
}
# ═══════════════════════════════════════════════════════════════════════════
# GAME DETECTION
# ═══════════════════════════════════════════════════════════════════════════
find_bannerlord() {
# Check standard GOG paths
for path in "${GOG_PATHS[@]}"; do
if [ -f "$path/$BANNERLORD_EXE" ]; then
GAME_DIR="$path"
GAME_EXE="$path/$BANNERLORD_EXE"
return 0
fi
done
# Check GOG Galaxy paths (glob expansion)
for pattern in "${GOG_GALAXY_PATHS[@]}"; do
# shellcheck disable=SC2086
for path in $pattern; do
if [ -d "$path" ] && [ -f "$path/$BANNERLORD_EXE" ]; then
GAME_DIR="$path"
GAME_EXE="$path/$BANNERLORD_EXE"
return 0
fi
done
done
# Search with find as last resort
local found
found=$(find /Applications "$HOME/GOG Games" "$HOME/Games" -name "Bannerlord.exe" -type f 2>/dev/null | head -1)
if [ -n "$found" ]; then
GAME_EXE="$found"
GAME_DIR="$(dirname "$(dirname "$found")")"
return 0
fi
return 1
}
# ═══════════════════════════════════════════════════════════════════════════
# STATUS REPORTING
# ═══════════════════════════════════════════════════════════════════════════
emit_status() {
local status="$1"
local message="$2"
# JSON output for harness consumption
echo "{\"status\":\"$status\",\"emulator\":\"${EMULATOR_NAME:-none}\",\"emulator_type\":\"${EMULATOR_TYPE:-none}\",\"game_dir\":\"${GAME_DIR:-}\",\"game_exe\":\"${GAME_EXE:-}\",\"message\":\"$message\"}"
}
# ═══════════════════════════════════════════════════════════════════════════
# MAIN
# ═══════════════════════════════════════════════════════════════════════════
main() {
# Verify macOS
if [ "$(uname)" != "Darwin" ]; then
emit_status "error" "Not macOS — this launcher is Mac-only"
exit 1
fi
log "Bannerlord Local Launcher — macOS"
# Find emulator
if find_emulator; then
log "Emulator found: $EMULATOR_NAME ($EMULATOR_PATH)"
vlog " Type: $EMULATOR_TYPE"
else
log "ERROR: No Windows emulator found."
log "Install one of: Whisky, CrossOver, or wine (brew install --cask wine-stable)"
emit_status "missing_emulator" "No Windows emulator installed"
exit 1
fi
# Find game
if find_bannerlord; then
log "Bannerlord found: $GAME_DIR"
vlog " Exe: $GAME_EXE"
else
log "ERROR: Bannerlord not found in known GOG paths."
log "Checked: ${GOG_PATHS[*]}"
emit_status "missing_game" "Bannerlord GOG installation not found"
exit 1
fi
# Check mode
if [ "$CHECK_ONLY" -eq 1 ]; then
log "Check passed. Ready to launch."
emit_status "ready" "Emulator and game both found"
exit 0
fi
# Launch
if [ "$LAUNCH" -eq 1 ]; then
log "Launching Bannerlord via $EMULATOR_NAME..."
emit_status "launching" "Starting Bannerlord through $EMULATOR_NAME"
cd "$GAME_DIR"
# Launch in background, redirect output
"$EMULATOR_PATH" "$GAME_EXE" "$@" >/dev/null 2>&1 &
local pid=$!
log "Bannerlord started (PID: $pid)"
echo "$pid" > /tmp/bannerlord.pid
# Wait a moment and check it's still running
sleep 2
if kill -0 "$pid" 2>/dev/null; then
log "Bannerlord is running."
emit_status "running" "Bannerlord PID $pid"
exit 0
else
log "WARNING: Bannerlord process exited quickly. Check Wine logs."
emit_status "crashed" "Process exited within 2 seconds"
exit 1
fi
fi
}
main "$@"