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Author SHA1 Message Date
Alexander Whitestone
dc389539f0 fix: [PORTALS] Add a portal status wall for production, staging, and local worlds (closes #714)
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2026-04-10 20:17:32 -04:00
5 changed files with 434 additions and 135 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.

110
app.js
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@@ -2516,24 +2516,46 @@ function populateAtlas() {
const grid = document.getElementById('atlas-grid');
grid.innerHTML = '';
// Counters by status
let onlineCount = 0;
let standbyCount = 0;
let rebuildingCount = 0;
let localCount = 0;
let blockedCount = 0;
// Group portals by environment
const byEnv = { production: [], staging: [], local: [] };
portals.forEach(portal => {
const config = portal.config;
if (config.status === 'online') onlineCount++;
if (config.status === 'standby') standbyCount++;
const status = config.status || 'online';
const env = config.environment || 'production';
// Count statuses
if (status === 'online' || status === 'active') onlineCount++;
else if (status === 'standby') standbyCount++;
else if (status === 'rebuilding') rebuildingCount++;
else if (status === 'local-only') localCount++;
else if (status === 'blocked') blockedCount++;
// Group by environment
if (byEnv[env]) {
byEnv[env].push({ config, status });
} else {
byEnv['production'].push({ config, status });
}
// Create atlas card
const card = document.createElement('div');
card.className = 'atlas-card';
card.style.setProperty('--portal-color', config.color);
const statusClass = `status-${config.status || 'online'}`;
const statusClass = `status-${status}`;
card.innerHTML = `
<div class="atlas-card-header">
<div class="atlas-card-name">${config.name}</div>
<div class="atlas-card-status ${statusClass}">${config.status || 'ONLINE'}</div>
<div class="atlas-card-status ${statusClass}">${status.toUpperCase()}</div>
</div>
<div class="atlas-card-desc">${config.description}</div>
<div class="atlas-card-footer">
@@ -2550,9 +2572,18 @@ function populateAtlas() {
grid.appendChild(card);
});
// Update footer counts
document.getElementById('atlas-online-count').textContent = onlineCount;
document.getElementById('atlas-standby-count').textContent = standbyCount;
document.getElementById('atlas-rebuilding-count').textContent = rebuildingCount;
document.getElementById('atlas-local-count').textContent = localCount;
document.getElementById('atlas-blocked-count').textContent = blockedCount;
// Populate status wall by environment
populateStatusWallEnv('production', byEnv.production);
populateStatusWallEnv('staging', byEnv.staging);
populateStatusWallEnv('local', byEnv.local);
// Update Bannerlord HUD status
const bannerlord = portals.find(p => p.config.id === 'bannerlord');
if (bannerlord) {
@@ -2561,6 +2592,75 @@ function populateAtlas() {
}
}
function populateStatusWallEnv(envName, portalList) {
const container = document.getElementById(`${envName}-portals`);
const summary = document.getElementById(`${envName}-summary`);
container.innerHTML = '';
if (portalList.length === 0) {
container.innerHTML = '<div class="status-portal-row"><span class="status-portal-name" style="font-style: italic; color: rgba(160,184,208,0.4);">No worlds</span></div>';
summary.textContent = 'No portals in this environment';
return;
}
// Count statuses in this environment
const statusCounts = {};
portalList.forEach(({ config, status }) => {
statusCounts[status] = (statusCounts[status] || 0) + 1;
});
// Create portal rows
portalList.forEach(({ config, status }) => {
const row = document.createElement('div');
row.className = 'status-portal-row';
const indicator = document.createElement('span');
indicator.className = `status-portal-indicator status-dot ${status}`;
const nameSpan = document.createElement('span');
nameSpan.className = 'status-portal-name';
nameSpan.textContent = config.name;
const statusSpan = document.createElement('span');
statusSpan.style.fontSize = '9px';
statusSpan.style.textTransform = 'uppercase';
statusSpan.style.marginLeft = '8px';
statusSpan.style.color = getStatusColor(status);
statusSpan.textContent = status;
row.appendChild(nameSpan);
row.appendChild(statusSpan);
row.appendChild(indicator);
container.appendChild(row);
});
// Create summary
const summaryParts = Object.entries(statusCounts).map(([status, count]) =>
`${count} ${status}`
);
summary.textContent = summaryParts.join(' · ');
}
function getStatusColor(status) {
switch (status) {
case 'online':
case 'active':
return 'var(--color-primary)';
case 'standby':
return 'var(--color-gold)';
case 'rebuilding':
return '#ffa500';
case 'local-only':
return '#00ff88';
case 'blocked':
return '#ff0000';
case 'offline':
return 'var(--color-danger)';
default:
return 'var(--color-text-muted)';
}
}
function focusPortal(portal) {
// Teleport player to a position in front of the portal
const offset = new THREE.Vector3(0, 0, 6).applyEuler(new THREE.Euler(0, portal.config.rotation?.y || 0, 0));

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@@ -264,11 +264,57 @@
<div class="atlas-grid" id="atlas-grid">
<!-- Portals will be injected here -->
</div>
<!-- Portal Status Wall -->
<div class="atlas-status-wall">
<div class="status-wall-header">
<span class="status-wall-title">WORLD STATUS WALL</span>
<span class="status-wall-subtitle">Real-time portal health</span>
</div>
<div class="status-wall-grid">
<div class="status-wall-env" id="status-wall-production">
<div class="status-env-header">
<span class="status-env-dot production"></span>
<span class="status-env-label">PRODUCTION</span>
</div>
<div class="status-env-portals" id="production-portals"></div>
<div class="status-env-summary" id="production-summary"></div>
</div>
<div class="status-wall-env" id="status-wall-staging">
<div class="status-env-header">
<span class="status-env-dot staging"></span>
<span class="status-env-label">STAGING</span>
</div>
<div class="status-env-portals" id="staging-portals"></div>
<div class="status-env-summary" id="staging-summary"></div>
</div>
<div class="status-wall-env" id="status-wall-local">
<div class="status-env-header">
<span class="status-env-dot local"></span>
<span class="status-env-label">LOCAL</span>
</div>
<div class="status-env-portals" id="local-portals"></div>
<div class="status-env-summary" id="local-summary"></div>
</div>
</div>
<div class="status-wall-legend">
<div class="legend-item"><span class="status-dot online"></span> Online</div>
<div class="legend-item"><span class="status-dot rebuilding"></span> Rebuilding</div>
<div class="legend-item"><span class="status-dot local-only"></span> Local-only</div>
<div class="legend-item"><span class="status-dot blocked"></span> Blocked</div>
<div class="legend-item"><span class="status-dot offline"></span> Offline</div>
</div>
</div>
<div class="atlas-footer">
<div class="atlas-status-summary">
<span class="status-indicator online"></span> <span id="atlas-online-count">0</span> ONLINE
&nbsp;&nbsp;
<span class="status-indicator standby"></span> <span id="atlas-standby-count">0</span> STANDBY
&nbsp;&nbsp;
<span class="status-indicator rebuilding"></span> <span id="atlas-rebuilding-count">0</span> REBUILDING
&nbsp;&nbsp;
<span class="status-indicator local-only"></span> <span id="atlas-local-count">0</span> LOCAL
&nbsp;&nbsp;
<span class="status-indicator blocked"></span> <span id="atlas-blocked-count">0</span> BLOCKED
</div>
<div class="atlas-hint">Click a portal to focus or teleport</div>
</div>

View File

@@ -4,6 +4,7 @@
"name": "Morrowind",
"description": "The Vvardenfell harness. Ash storms and ancient mysteries.",
"status": "online",
"environment": "production",
"color": "#ff6600",
"position": { "x": 15, "y": 0, "z": -10 },
"rotation": { "y": -0.5 },
@@ -17,13 +18,13 @@
"id": "bannerlord",
"name": "Bannerlord",
"description": "Calradia battle harness. Massive armies, tactical command.",
"status": "active",
"status": "online",
"environment": "production",
"color": "#ffd700",
"position": { "x": -15, "y": 0, "z": -10 },
"rotation": { "y": 0.5 },
"portal_type": "game-world",
"world_category": "strategy-rpg",
"environment": "production",
"access_mode": "operator",
"readiness_state": "active",
"telemetry_source": "hermes-harness:bannerlord",
@@ -42,6 +43,7 @@
"name": "Workshop",
"description": "The creative harness. Build, script, and manifest.",
"status": "online",
"environment": "production",
"color": "#4af0c0",
"position": { "x": 0, "y": 0, "z": -20 },
"rotation": { "y": 0 },
@@ -56,6 +58,7 @@
"name": "Archive",
"description": "The repository of all knowledge. History, logs, and ancient data.",
"status": "online",
"environment": "production",
"color": "#0066ff",
"position": { "x": 25, "y": 0, "z": 0 },
"rotation": { "y": -1.57 },
@@ -70,6 +73,7 @@
"name": "Chapel",
"description": "A sanctuary for reflection and digital peace.",
"status": "online",
"environment": "production",
"color": "#ffd700",
"position": { "x": -25, "y": 0, "z": 0 },
"rotation": { "y": 1.57 },
@@ -84,6 +88,7 @@
"name": "Courtyard",
"description": "The open nexus. A place for agents to gather and connect.",
"status": "online",
"environment": "production",
"color": "#4af0c0",
"position": { "x": 15, "y": 0, "z": 10 },
"rotation": { "y": -2.5 },
@@ -98,6 +103,7 @@
"name": "Gate",
"description": "The transition point. Entry and exit from the Nexus core.",
"status": "standby",
"environment": "staging",
"color": "#ff4466",
"position": { "x": -15, "y": 0, "z": 10 },
"rotation": { "y": 2.5 },
@@ -106,5 +112,20 @@
"type": "harness",
"params": { "mode": "transit" }
}
},
{
"id": "dev",
"name": "Dev Sandbox",
"description": "Local development world. Unstable, experimental, honest.",
"status": "local-only",
"environment": "local",
"color": "#00ff88",
"position": { "x": 0, "y": 0, "z": 20 },
"rotation": { "y": 0 },
"destination": {
"url": "http://localhost:3000",
"type": "local",
"params": { "mode": "dev" }
}
}
]

169
style.css
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@@ -365,7 +365,11 @@ canvas#nexus-canvas {
}
.status-online { background: rgba(74, 240, 192, 0.2); color: var(--color-primary); border: 1px solid var(--color-primary); }
.status-active { background: rgba(74, 240, 192, 0.2); color: var(--color-primary); border: 1px solid var(--color-primary); }
.status-standby { background: rgba(255, 215, 0, 0.2); color: var(--color-gold); border: 1px solid var(--color-gold); }
.status-rebuilding { background: rgba(255, 165, 0, 0.2); color: #ffa500; border: 1px solid #ffa500; }
.status-local-only { background: rgba(0, 255, 136, 0.2); color: #00ff88; border: 1px solid #00ff88; }
.status-blocked { background: rgba(255, 0, 0, 0.2); color: #ff0000; border: 1px solid #ff0000; }
.status-offline { background: rgba(255, 68, 102, 0.2); color: var(--color-danger); border: 1px solid var(--color-danger); }
.atlas-card-desc {
@@ -410,6 +414,165 @@ canvas#nexus-canvas {
font-style: italic;
}
/* Portal Status Wall */
.atlas-status-wall {
padding: 20px 30px;
border-top: 1px solid var(--color-border);
background: rgba(10, 15, 40, 0.5);
}
.status-wall-header {
display: flex;
flex-direction: column;
gap: 4px;
margin-bottom: 16px;
}
.status-wall-title {
font-family: var(--font-display);
font-size: 14px;
font-weight: 700;
color: var(--color-primary);
letter-spacing: 1px;
}
.status-wall-subtitle {
font-family: var(--font-body);
font-size: 11px;
color: var(--color-text-muted);
}
.status-wall-grid {
display: grid;
grid-template-columns: repeat(3, 1fr);
gap: 20px;
margin-bottom: 16px;
}
.status-wall-env {
background: rgba(20, 30, 60, 0.3);
border: 1px solid rgba(255, 255, 255, 0.05);
padding: 12px;
border-radius: 4px;
}
.status-env-header {
display: flex;
align-items: center;
gap: 8px;
margin-bottom: 10px;
padding-bottom: 8px;
border-bottom: 1px solid rgba(255, 255, 255, 0.05);
}
.status-env-dot {
width: 8px;
height: 8px;
border-radius: 50%;
}
.status-env-dot.production {
background: var(--color-primary);
box-shadow: 0 0 5px var(--color-primary);
}
.status-env-dot.staging {
background: var(--color-gold);
box-shadow: 0 0 5px var(--color-gold);
}
.status-env-dot.local {
background: #00ff88;
box-shadow: 0 0 5px #00ff88;
}
.status-env-label {
font-family: var(--font-display);
font-size: 11px;
font-weight: 600;
color: #fff;
letter-spacing: 0.5px;
}
.status-env-portals {
display: flex;
flex-direction: column;
gap: 6px;
margin-bottom: 10px;
max-height: 120px;
overflow-y: auto;
}
.status-portal-row {
display: flex;
align-items: center;
justify-content: space-between;
font-family: var(--font-body);
font-size: 11px;
color: var(--color-text-muted);
padding: 4px 0;
}
.status-portal-name {
flex: 1;
overflow: hidden;
text-overflow: ellipsis;
white-space: nowrap;
}
.status-portal-indicator {
width: 6px;
height: 6px;
border-radius: 50%;
margin-left: 8px;
flex-shrink: 0;
}
.status-env-summary {
font-family: var(--font-body);
font-size: 10px;
color: var(--color-text-muted);
padding-top: 8px;
border-top: 1px solid rgba(255, 255, 255, 0.05);
}
.status-wall-legend {
display: flex;
flex-wrap: wrap;
gap: 16px;
padding-top: 12px;
border-top: 1px solid rgba(255, 255, 255, 0.05);
}
.legend-item {
display: flex;
align-items: center;
gap: 6px;
font-family: var(--font-body);
font-size: 10px;
color: var(--color-text-muted);
}
.status-dot {
display: inline-block;
width: 6px;
height: 6px;
border-radius: 50%;
}
.status-dot.online { background: var(--color-primary); box-shadow: 0 0 4px var(--color-primary); }
.status-dot.active { background: var(--color-primary); box-shadow: 0 0 4px var(--color-primary); }
.status-dot.standby { background: var(--color-gold); box-shadow: 0 0 4px var(--color-gold); }
.status-dot.rebuilding { background: #ffa500; box-shadow: 0 0 4px #ffa500; }
.status-dot.local-only { background: #00ff88; box-shadow: 0 0 4px #00ff88; }
.status-dot.blocked { background: #ff0000; box-shadow: 0 0 4px #ff0000; }
.status-dot.offline { background: var(--color-danger); box-shadow: 0 0 4px var(--color-danger); }
/* Additional status indicators for footer */
.status-indicator.rebuilding { background: #ffa500; box-shadow: 0 0 5px #ffa500; }
.status-indicator.local-only { background: #00ff88; box-shadow: 0 0 5px #00ff88; }
.status-indicator.blocked { background: #ff0000; box-shadow: 0 0 5px #ff0000; }
@keyframes fadeIn {
from { opacity: 0; }
to { opacity: 1; }
@@ -423,6 +586,12 @@ canvas#nexus-canvas {
.atlas-content {
max-height: 90vh;
}
.status-wall-grid {
grid-template-columns: 1fr;
}
.atlas-status-wall {
padding: 15px 20px;
}
}
/* Debug overlay */