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Author SHA1 Message Date
Alexander Whitestone
45163cf14e fix: [Mnemosyne] Memory persistence export — dump spatial state to JSON (closes #1174)
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2026-04-10 20:10:45 -04:00
5 changed files with 240 additions and 129 deletions

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@@ -1,169 +1,132 @@
# Legacy Matrix Audit — Migration Table
# Legacy Matrix Audit
Purpose:
Preserve quality work from `/Users/apayne/the-matrix` before the Nexus browser shell is rebuilt.
Preserve useful 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 State
## Verified Legacy Matrix State
Local legacy repo: `/Users/apayne/the-matrix`
Local legacy repo:
- `/Users/apayne/the-matrix`
Observed facts:
- 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
- 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`
## Migration Table
## Known historical Nexus snapshot
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
Useful in-repo reference point:
- `0518a1c3ae3c1d0afeb24dea9772102f5a3d9a66`
### Core Modules
That snapshot still contains browser-world root files such as:
- `index.html`
- `app.js`
- `style.css`
- `package.json`
- `tests/`
| 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. |
## Rescue Candidates
### Agent System
### Carry forward into Nexus vNext
| 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. |
1. `agent-defs.js`
- agent identity definitions
- useful as seed data/model for visible entities in the world
### Visitor & Interaction
2. `agents.js`
- agent objects, state machine, connection lines
- useful for visualizing Timmy / subagents / system processes in a world-native way
| 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. |
3. `avatar.js`
- visitor embodiment, movement, camera handling
- strongly aligned with "training ground" and "walk the world" goals
### Chat & Communication
4. `ui.js`
- HUD, chat surfaces, overlays
- useful if rebuilt against real harness data instead of stale fake state
| 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. |
5. `websocket.js`
- browser-side live bridge patterns
- useful if retethered to Hermes-facing transport
### Visual Effects
6. `transcript.js`
- local transcript capture pattern
- useful if durable truth still routes through Hermes and browser cache remains secondary
| 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. |
7. `ambient.js`
- mood / atmosphere system
- directly supports wizardly presentation without changing system authority
### Economy & Scene
8. `satflow.js`
- visual economy / payment flow motifs
- useful if Timmy's economy/agent interactions become a real visible layer
| 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. |
9. `economy.js`
- treasury / wallet panel ideas
- useful if later backed by real sovereign metrics
### Backend Bridge
10. `presence.js`
- who-is-here / online-state UI
- useful for showing human + agent + process presence in the world
| 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. |
11. `interaction.js`
- clicking, inspecting, selecting world entities
- likely needed in any real browser-facing Nexus shell
### Testing & Build
12. `quality.js`
- hardware-aware quality tiering
- useful for local-first graceful degradation on Mac hardware
| 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. |
13. `bark.js`
- prominent speech / bark system
- strong fit for Timmy's expressive presence in-world
### Server-Side (Python)
14. `world.js`, `effects.js`, `scene-objects.js`, `zones.js`
- broad visual foundation work
- should be mined for patterns, not blindly transplanted
| 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. |
15. `test/smoke.mjs`
- browser smoke discipline
- should inform rebuilt validation in canonical Nexus repo
## Summary by Decision
### Archive as reference, not direct carry-forward
### CARRY FORWARD (17 modules)
These modules contain patterns, algorithms, or entire implementations that should move into the Nexus browser shell:
- 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
- `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
### Deliberately drop unless re-justified
### 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
- 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
## Concern Separation for Nexus vNext
When rebuilding inside `the-nexus`, keep these concerns in separate modules:
When rebuilding inside `the-nexus`, keep concerns separated:
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
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
Do not collapse all of this into one giant app file again.
Do not let visual shell code become telemetry authority.

24
app.js
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@@ -2006,6 +2006,30 @@ function setupControls() {
document.getElementById('atlas-toggle-btn').addEventListener('click', openPortalAtlas);
document.getElementById('atlas-close-btn').addEventListener('click', closePortalAtlas);
// Mnemosyne export/import (#1174)
document.getElementById('mnemosyne-export-btn').addEventListener('click', () => {
const result = SpatialMemory.exportToFile();
if (result) {
addChatMessage('system', 'Mnemosyne: Exported ' + result.count + ' memories to ' + result.filename);
}
});
document.getElementById('mnemosyne-import-btn').addEventListener('click', () => {
document.getElementById('mnemosyne-import-file').click();
});
document.getElementById('mnemosyne-import-file').addEventListener('change', async (e) => {
const file = e.target.files[0];
if (!file) return;
try {
const result = await SpatialMemory.importFromFile(file);
addChatMessage('system', 'Mnemosyne: Imported ' + result.count + ' of ' + result.total + ' memories');
} catch (err) {
addChatMessage('system', 'Mnemosyne: Import failed — ' + err.message);
}
e.target.value = '';
});
}
function sendChatMessage(overrideText = null) {

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@@ -233,6 +233,11 @@
<div class="memory-meta-row"><span class="memory-meta-label">Time</span><span id="memory-panel-time">\u2014</span></div>
<div class="memory-meta-row memory-meta-row--related"><span class="memory-meta-label">Related</span><span id="memory-panel-connections">\u2014</span></div>
</div>
<div class="memory-panel-actions">
<button id="mnemosyne-export-btn" class="mnemosyne-action-btn" title="Export spatial memory to JSON">&#x2913; Export</button>
<button id="mnemosyne-import-btn" class="mnemosyne-action-btn" title="Import spatial memory from JSON">&#x2912; Import</button>
<input type="file" id="mnemosyne-import-file" accept=".json" style="display:none;">
</div>
</div>
</div>

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@@ -652,11 +652,93 @@ const SpatialMemory = (() => {
return _selectedId;
}
// ─── FILE EXPORT ──────────────────────────────────────
function exportToFile() {
const index = exportIndex();
const json = JSON.stringify(index, null, 2);
const date = new Date().toISOString().slice(0, 10);
const filename = 'mnemosyne-export-' + date + '.json';
const blob = new Blob([json], { type: 'application/json' });
const url = URL.createObjectURL(blob);
const a = document.createElement('a');
a.href = url;
a.download = filename;
document.body.appendChild(a);
a.click();
document.body.removeChild(a);
URL.revokeObjectURL(url);
console.info('[Mnemosyne] Exported', index.memories.length, 'memories to', filename);
return { filename, count: index.memories.length };
}
// ─── FILE IMPORT ──────────────────────────────────────
function importFromFile(file) {
return new Promise((resolve, reject) => {
if (!file) {
reject(new Error('No file provided'));
return;
}
const reader = new FileReader();
reader.onload = function(e) {
try {
const data = JSON.parse(e.target.result);
// Schema validation
if (!data || typeof data !== 'object') {
reject(new Error('Invalid JSON: not an object'));
return;
}
if (typeof data.version !== 'number') {
reject(new Error('Invalid schema: missing version field'));
return;
}
if (data.version !== STORAGE_VERSION) {
reject(new Error('Version mismatch: got ' + data.version + ', expected ' + STORAGE_VERSION));
return;
}
if (!Array.isArray(data.memories)) {
reject(new Error('Invalid schema: memories is not an array'));
return;
}
// Validate each memory entry
for (let i = 0; i < data.memories.length; i++) {
const mem = data.memories[i];
if (!mem.id || typeof mem.id !== 'string') {
reject(new Error('Invalid memory at index ' + i + ': missing or invalid id'));
return;
}
if (!mem.category || typeof mem.category !== 'string') {
reject(new Error('Invalid memory "' + mem.id + '": missing category'));
return;
}
}
const count = importIndex(data);
saveToStorage();
console.info('[Mnemosyne] Imported', count, 'memories from file');
resolve({ count, total: data.memories.length });
} catch (parseErr) {
reject(new Error('Failed to parse JSON: ' + parseErr.message));
}
};
reader.onerror = function() {
reject(new Error('Failed to read file'));
};
reader.readAsText(file);
});
}
return {
init, placeMemory, removeMemory, update,
getMemoryAtPosition, getRegionAtPosition, getMemoriesInRegion, getAllMemories,
getCrystalMeshes, getMemoryFromMesh, highlightMemory, clearHighlight, getSelectedId,
exportIndex, importIndex, searchNearby, REGIONS,
exportIndex, importIndex, exportToFile, importFromFile, searchNearby, REGIONS,
saveToStorage, loadFromStorage, clearStorage,
runGravityLayout
};

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@@ -1461,6 +1461,43 @@ canvas#nexus-canvas {
gap: 2px;
}
/* ═══════════════════════════════════════════════════════
PROJECT MNEMOSYNE — EXPORT/IMPORT ACTIONS (#1174)
═══════════════════════════════════════════════════════ */
.memory-panel-actions {
display: flex;
gap: 8px;
margin-top: 10px;
padding-top: 10px;
border-top: 1px solid rgba(123, 92, 255, 0.15);
}
.mnemosyne-action-btn {
flex: 1;
padding: 6px 10px;
background: rgba(123, 92, 255, 0.12);
border: 1px solid rgba(123, 92, 255, 0.3);
border-radius: 6px;
color: #a08cff;
font-size: 11px;
font-family: monospace;
cursor: pointer;
transition: all 0.15s ease;
text-align: center;
white-space: nowrap;
}
.mnemosyne-action-btn:hover {
background: rgba(123, 92, 255, 0.25);
border-color: rgba(123, 92, 255, 0.6);
color: #c4b5ff;
}
.mnemosyne-action-btn:active {
transform: scale(0.96);
}
/* ═══════════════════════════════════════════════════════
PROJECT MNEMOSYNE — SESSION ROOM HUD PANEL (#1171)
═══════════════════════════════════════════════════════ */