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Author SHA1 Message Date
1088bf8983 test: add Three.js pattern tests and update assertions (#543)
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- Added TestThreeJsPatterns class with 14 tests
- Tests cover: pattern existence, severity inference, vision prompt
- Updated pattern count assertion (14+ patterns now)
- Updated demo test (6 glitches: 4 original + 2 Three.js)
2026-04-15 05:37:17 +00:00
94f0a132d4 feat: add get_threejs_patterns() filter function (#543) 2026-04-15 05:34:17 +00:00
279356bed6 feat: add --threejs flag and Three.js-aware severity inference (#543)
- Added --threejs flag for focused Three.js pattern scanning
- Updated _infer_severity with shader_failure, texture_placeholder,
  uv_mapping_error, frustum_culling, shadow_map_artifact categories
- Added Three.js demo detections (shader failure, shadow map)
- Bumped detector version to 0.2.0
2026-04-15 05:34:16 +00:00
511ff863c2 feat: add Three.js-specific glitch detection patterns (#543)
Adds 6 new Three.js-specific glitch categories and patterns:
- SHADER_FAILURE: Solid black materials from shader compilation errors
- TEXTURE_PLACEHOLDER: 1x1 white pixel stretched surfaces
- UV_MAPPING_ERROR: BufferGeometry UV coordinate errors
- FRUSTUM_CULLING: Objects popping at screen edges
- SHADOW_MAP_ARTIFACT: Pixelated/blocky shadow maps
- BLOOM_OVERFLOW: Excessive post-processing bloom bleed

Closes #543
2026-04-15 05:32:25 +00:00
26e39d8949 feat: add autonomous cron supervisor job (#513)
- Runs every 7 minutes
- Checks dev and timmy sessions
- Loads tmux-supervisor skill
- Telegram only on actionable events
- Silent when all agents busy
2026-04-15 03:33:43 +00:00
d120526244 fix: add python3 shebang to scripts/visual_pr_reviewer.py (#681) 2026-04-15 02:57:53 +00:00
8596ff761b fix: add python3 shebang to scripts/diagram_meaning_extractor.py (#681) 2026-04-15 02:57:40 +00:00
7553fd4f3e fix: add python3 shebang to scripts/captcha_bypass_handler.py (#681) 2026-04-15 02:57:25 +00:00
71082fe06f fix: add python3 shebang to bin/soul_eval_gate.py (#681) 2026-04-15 02:57:14 +00:00
6d678e938e fix: add python3 shebang to bin/nostr-agent-demo.py (#681) 2026-04-15 02:57:00 +00:00
ad751a6de6 docs: add pipeline scheduler README 2026-04-14 22:47:12 +00:00
130fa40f0c feat: add pipeline-scheduler cron job 2026-04-14 22:46:51 +00:00
82f9810081 feat: add nightly-pipeline-scheduler.sh 2026-04-14 22:46:38 +00:00
12 changed files with 764 additions and 9 deletions

View File

@@ -31,6 +31,14 @@ class GlitchCategory(Enum):
WATER_REFLECTION = "water_reflection"
SKYBOX_SEAM = "skybox_seam"
# Three.js-specific categories (ref: timmy-config#543)
SHADER_FAILURE = "shader_failure"
TEXTURE_PLACEHOLDER = "texture_placeholder"
UV_MAPPING_ERROR = "uv_mapping_error"
FRUSTUM_CULLING = "frustum_culling"
SHADOW_MAP_ARTIFACT = "shadow_map_artifact"
BLOOM_OVERFLOW = "bloom_overflow"
@dataclass
class GlitchPattern:
@@ -241,6 +249,123 @@ MATRIX_GLITCH_PATTERNS: list[GlitchPattern] = [
],
confidence_threshold=0.45,
),
# --- Three.js-Specific Glitch Patterns (ref: timmy-config#543) ---
GlitchPattern(
category=GlitchCategory.SHADER_FAILURE,
name="Shader Compilation Failure",
description="Three.js shader failed to compile, rendering the material as solid black. "
"Common when custom ShaderMaterial has syntax errors or missing uniforms.",
severity=GlitchSeverity.CRITICAL,
detection_prompts=[
"Look for objects or surfaces rendered as pure black (#000000) that should have visible textures or materials.",
"Identify geometry that appears completely dark while surrounding objects are normally lit.",
"Check for objects where the material seems to 'absorb all light' — flat black with no shading gradient.",
],
visual_indicators=[
"solid black object with no shading",
"geometry rendered as silhouette",
"material appears to absorb light entirely",
"black patch inconsistent with scene lighting",
],
confidence_threshold=0.7,
),
GlitchPattern(
category=GlitchCategory.TEXTURE_PLACEHOLDER,
name="Three.js Texture Not Loaded",
description="Three.js failed to load the texture asset, rendering a 1x1 white pixel "
"stretched across the entire surface. Distinguished from missing-texture by "
"the uniform white/grey appearance rather than magenta.",
severity=GlitchSeverity.CRITICAL,
detection_prompts=[
"Look for surfaces that are uniformly white or light grey with no texture detail, even on large geometry.",
"Identify objects where the texture appears as a single solid color stretched across complex UVs.",
"Check for surfaces that look 'blank' or 'unloaded' — flat white/grey where detail should exist.",
],
visual_indicators=[
"uniform white or light grey surface",
"no texture detail on large geometry",
"stretched single-color appearance",
"1x1 pixel placeholder stretched to fill UV space",
],
confidence_threshold=0.65,
),
GlitchPattern(
category=GlitchCategory.UV_MAPPING_ERROR,
name="BufferGeometry UV Mapping Error",
description="Three.js BufferGeometry has incorrect UV coordinates, causing textures to "
"appear stretched, compressed, or mapped to the wrong faces.",
severity=GlitchSeverity.HIGH,
detection_prompts=[
"Look for textures that appear dramatically stretched in one direction on specific faces.",
"Identify surfaces where the texture pattern is distorted but other nearby surfaces look correct.",
"Check for faces where the texture seems 'smeared' or mapped with incorrect aspect ratio.",
],
visual_indicators=[
"texture stretching on specific faces",
"distorted pattern on geometry",
"smeared texture appearance",
"aspect ratio mismatch between texture and surface",
],
confidence_threshold=0.6,
),
GlitchPattern(
category=GlitchCategory.FRUSTUM_CULLING,
name="Frustum Culling Artifact",
description="Three.js frustum culling incorrectly marks objects as outside the camera "
"frustum, causing them to pop in/out of existence at screen edges.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for objects that are partially visible at the edge of the frame — half-rendered or cut off unnaturally.",
"Identify geometry that seems to 'pop' into existence as the view angle changes.",
"Check screen edges for objects that appear suddenly rather than smoothly entering the viewport.",
],
visual_indicators=[
"half-visible object at screen edge",
"object popping into frame",
"abrupt appearance of geometry",
"bounding box visible but mesh missing",
],
confidence_threshold=0.55,
),
GlitchPattern(
category=GlitchCategory.SHADOW_MAP_ARTIFACT,
name="Shadow Map Resolution Artifact",
description="Three.js shadow map has insufficient resolution, causing pixelated, "
"blocky shadows with visible texel edges instead of smooth shadow gradients.",
severity=GlitchSeverity.MEDIUM,
detection_prompts=[
"Look for shadows with visible blocky or pixelated edges instead of smooth gradients.",
"Identify shadow maps where individual texels (texture pixels) are clearly visible.",
"Check for shadows that appear as jagged stair-stepped patterns rather than soft edges.",
],
visual_indicators=[
"blocky shadow edges",
"visible texel grid in shadows",
"stair-stepped shadow boundary",
"pixelated shadow gradient",
],
confidence_threshold=0.55,
),
GlitchPattern(
category=GlitchCategory.BLOOM_OVERFLOW,
name="Post-Processing Bloom Overflow",
description="Three.js UnrealBloomPass or similar post-processing bloom effect is too "
"intense, causing bright areas to bleed glow into surrounding geometry.",
severity=GlitchSeverity.LOW,
detection_prompts=[
"Look for bright areas that have an unusually large, soft glow bleeding into adjacent surfaces.",
"Identify scenes where light sources appear to have a 'halo' that extends beyond physical plausibility.",
"Check for bright objects whose glow color bleeds onto nearby unrelated geometry.",
],
visual_indicators=[
"excessive glow bleeding from bright surfaces",
"halo around light sources",
"bloom color tinting adjacent geometry",
"glow bleeding beyond object boundaries",
],
confidence_threshold=0.5,
),
]
@@ -289,6 +414,23 @@ def build_vision_prompt(patterns: list[GlitchPattern] | None = None) -> str:
)
# Three.js-specific category set for filtering (ref: timmy-config#543)
THREEJS_CATEGORIES = {
GlitchCategory.SHADER_FAILURE,
GlitchCategory.TEXTURE_PLACEHOLDER,
GlitchCategory.UV_MAPPING_ERROR,
GlitchCategory.FRUSTUM_CULLING,
GlitchCategory.SHADOW_MAP_ARTIFACT,
GlitchCategory.BLOOM_OVERFLOW,
}
def get_threejs_patterns() -> list[GlitchPattern]:
"""Return only Three.js-specific glitch patterns."""
return [p for p in MATRIX_GLITCH_PATTERNS if p.category in THREEJS_CATEGORIES]
if __name__ == "__main__":
import json
print(f"Loaded {len(MATRIX_GLITCH_PATTERNS)} glitch patterns:\n")

View File

@@ -9,7 +9,7 @@ Usage:
python matrix_glitch_detector.py <url> [--angles 4] [--output report.json]
python matrix_glitch_detector.py --demo # Run with synthetic test data
Ref: timmy-config#491
Ref: timmy-config#491, timmy-config#543
"""
import argparse
@@ -33,6 +33,7 @@ from glitch_patterns import (
MATRIX_GLITCH_PATTERNS,
build_vision_prompt,
get_patterns_by_severity,
get_threejs_patterns,
)
@@ -345,14 +346,17 @@ def _parse_vision_response(
def _infer_severity(category: str, confidence: float) -> str:
"""Infer severity from category and confidence when not provided."""
critical_cats = {"missing_textures", "clipping"}
high_cats = {"floating_assets", "broken_normals"}
critical_cats = {"missing_textures", "clipping", "shader_failure", "texture_placeholder"}
high_cats = {"floating_assets", "broken_normals", "uv_mapping_error"}
medium_cats = {"frustum_culling", "shadow_map_artifact"}
cat_lower = category.lower()
if any(c in cat_lower for c in critical_cats):
return "critical" if confidence > 0.7 else "high"
if any(c in cat_lower for c in high_cats):
return "high" if confidence > 0.7 else "medium"
if any(c in cat_lower for c in medium_cats):
return "medium" if confidence > 0.6 else "low"
return "medium" if confidence > 0.6 else "low"
@@ -389,9 +393,9 @@ def build_report(
),
},
metadata={
"detector_version": "0.1.0",
"detector_version": "0.2.0",
"pattern_count": len(MATRIX_GLITCH_PATTERNS),
"reference": "timmy-config#491",
"reference": "timmy-config#491, timmy-config#543",
},
)
@@ -460,6 +464,30 @@ def run_demo(output_path: Optional[Path] = None) -> ScanResult:
screenshot_index=3,
screenshot_angle="left",
),
DetectedGlitch(
id=str(uuid.uuid4())[:8],
category="shader_failure",
name="Black Material on Portal Frame",
description="Portal frame rendered as solid black — shader compilation failed (missing uniform u_time)",
severity="critical",
confidence=0.91,
location_x=45.0,
location_y=30.0,
screenshot_index=0,
screenshot_angle="front",
),
DetectedGlitch(
id=str(uuid.uuid4())[:8],
category="shadow_map_artifact",
name="Pixelated Character Shadow",
description="Character shadow shows visible texel grid — shadow map resolution too low (512x512)",
severity="medium",
confidence=0.78,
location_x=52.0,
location_y=75.0,
screenshot_index=1,
screenshot_angle="right",
),
]
print(f"[*] Detected {len(demo_glitches)} glitches")
@@ -496,6 +524,11 @@ Examples:
help="Minimum severity to include in report",
)
parser.add_argument("--verbose", "-v", action="store_true", help="Verbose output")
parser.add_argument(
"--threejs",
action="store_true",
help="Focus on Three.js-specific glitch patterns only (shader, texture, UV, culling, shadow, bloom)",
)
args = parser.parse_args()
@@ -525,9 +558,13 @@ Examples:
screenshots = capture_screenshots(args.url, angles, screenshots_dir)
print(f"[*] Captured {len(screenshots)} screenshots")
# Filter patterns by severity
# Filter patterns by severity and type
min_sev = GlitchSeverity(args.min_severity)
patterns = get_patterns_by_severity(min_sev)
if args.threejs:
threejs_patterns = get_threejs_patterns()
patterns = [p for p in patterns if p in threejs_patterns]
print(f"[*] Three.js-focused mode: {len(patterns)} patterns")
# Analyze with vision AI
print(f"[*] Analyzing with vision AI ({len(patterns)} patterns)...")

View File

@@ -1,3 +1,4 @@
#!/usr/bin/env python3
"""
Full Nostr agent-to-agent communication demo - FINAL WORKING
"""

View File

@@ -1,3 +1,4 @@
#!/usr/bin/env python3
"""
Soul Eval Gate — The Conscience of the Training Pipeline

View File

@@ -196,7 +196,37 @@
"paused_reason": null,
"skills": [],
"skill": null
},
{
"id": "tmux-supervisor-513",
"name": "Autonomous Cron Supervisor",
"prompt": "Load the tmux-supervisor skill and execute the monitoring protocol.\n\nCheck both `dev` and `timmy` tmux sessions for idle panes. Only send Telegram notifications on actionable events (idle, overflow, failure). Be silent when all agents are working.\n\nSteps:\n1. List all tmux sessions (skip 'Alexander')\n2. For each session, list windows and panes\n3. Capture each pane and classify state (idle vs active)\n4. For idle panes: read context, craft context-aware prompt\n5. Send /queue prompts to idle panes\n6. Verify prompts landed\n7. Only notify via Telegram if:\n - A pane was prompted (idle detected)\n - A pane shows context overflow (>80%)\n - A pane is stuck or crashed\n8. If all panes are active: respond with [SILENT]",
"schedule": {
"kind": "interval",
"minutes": 7,
"display": "every 7m"
},
"schedule_display": "every 7m",
"repeat": {
"times": null,
"completed": 0
},
"enabled": true,
"created_at": "2026-04-15T03:00:00.000000+00:00",
"next_run_at": null,
"last_run_at": null,
"last_status": null,
"last_error": null,
"deliver": "telegram",
"origin": null,
"state": "scheduled",
"paused_at": null,
"paused_reason": null,
"skills": [
"tmux-supervisor"
],
"skill": "tmux-supervisor"
}
],
"updated_at": "2026-04-13T02:00:00+00:00"
}
}

View File

@@ -0,0 +1,9 @@
- name: Nightly Pipeline Scheduler
schedule: '*/30 18-23,0-8 * * *' # Every 30 min, off-peak hours only
tasks:
- name: Check and start pipelines
shell: "bash scripts/nightly-pipeline-scheduler.sh"
env:
PIPELINE_TOKEN_LIMIT: "500000"
PIPELINE_PEAK_START: "9"
PIPELINE_PEAK_END: "18"

View File

@@ -1,3 +1,4 @@
#!/usr/bin/env python3
import json
from hermes_tools import browser_navigate, browser_vision

View File

@@ -1,3 +1,4 @@
#!/usr/bin/env python3
import json
from hermes_tools import browser_navigate, browser_vision

View File

@@ -0,0 +1,50 @@
# Nightly Pipeline Scheduler
Auto-starts batch pipelines when inference is available.
## What It Does
1. Checks inference provider health (OpenRouter, Ollama, RunPod)
2. Checks if it's off-peak hours (configurable, default: after 6PM)
3. Checks interactive session load (don't fight with live users)
4. Checks daily token budget (configurable limit)
5. Starts the highest-priority incomplete pipeline
## Pipeline Priority Order
| Priority | Pipeline | Deps | Max Tokens |
|----------|----------|------|------------|
| 1 | playground-factory | none | 100,000 |
| 2 | training-factory | none | 150,000 |
| 3 | knowledge-mine | training-factory running | 80,000 |
| 4 | adversary | knowledge-mine running | 50,000 |
| 5 | codebase-genome | none | 120,000 |
## Usage
```bash
# Normal run (used by cron)
./scripts/nightly-pipeline-scheduler.sh
# Dry run (show what would start)
./scripts/nightly-pipeline-scheduler.sh --dry-run
# Status report
./scripts/nightly-pipeline-scheduler.sh --status
# Force start during peak hours
./scripts/nightly-pipeline-scheduler.sh --force
```
## Configuration
Set via environment variables:
- `PIPELINE_TOKEN_LIMIT`: Daily token budget (default: 500,000)
- `PIPELINE_PEAK_START`: Peak hours start (default: 9)
- `PIPELINE_PEAK_END`: Peak hours end (default: 18)
- `HERMES_HOME`: Hermes home directory (default: ~/.hermes)
## Cron
Runs every 30 minutes. Off-peak only (unless --force).
See `cron/pipeline-scheduler.yml`.

View File

@@ -0,0 +1,383 @@
#!/usr/bin/env bash
# nightly-pipeline-scheduler.sh — Auto-start batch pipelines when inference is available.
#
# Checks provider health, pipeline progress, token budget, and interactive load.
# Starts the highest-priority incomplete pipeline that can run.
#
# Usage:
# ./scripts/nightly-pipeline-scheduler.sh # Normal run
# ./scripts/nightly-pipeline-scheduler.sh --dry-run # Show what would start
# ./scripts/nightly-pipeline-scheduler.sh --status # Pipeline status report
set -euo pipefail
# --- Configuration ---
HERMES_HOME="${HERMES_HOME:-$HOME/.hermes}"
BUDGET_FILE="${HERMES_HOME}/pipeline_budget.json"
STATE_FILE="${HERMES_HOME}/pipeline_state.json"
LOG_FILE="${HERMES_HOME}/logs/pipeline-scheduler.log"
TOKEN_DAILY_LIMIT="${PIPELINE_TOKEN_LIMIT:-500000}"
PEAK_HOURS_START="${PIPELINE_PEAK_START:-9}"
PEAK_HOURS_END="${PIPELINE_PEAK_END:-18}"
# Pipeline definitions (priority order)
# Each pipeline: name, script, max_tokens, dependencies
PIPELINES=(
"playground-factory|scripts/pipeline_playground_factory.sh|100000|none"
"training-factory|scripts/pipeline_training_factory.sh|150000|none"
"knowledge-mine|scripts/pipeline_knowledge_mine.sh|80000|training-factory"
"adversary|scripts/pipeline_adversary.sh|50000|knowledge-mine"
"codebase-genome|scripts/pipeline_codebase_genome.sh|120000|none"
)
# --- Colors ---
RED='\033[0;31m'
GREEN='\033[0;32m'
YELLOW='\033[0;33m'
CYAN='\033[0;36m'
NC='\033[0m'
# --- Helpers ---
now_hour() { date +%-H; }
is_peak_hours() {
local h=$(now_hour)
[[ $h -ge $PEAK_HOURS_START && $h -lt $PEAK_HOURS_END ]]
}
ensure_dirs() {
mkdir -p "$(dirname "$LOG_FILE")" "$(dirname "$BUDGET_FILE")" "$(dirname "$STATE_FILE")"
}
log() { echo "[$(date '+%Y-%m-%d %H:%M:%S')] $*" | tee -a "$LOG_FILE"; }
get_budget_used_today() {
if [[ -f "$BUDGET_FILE" ]]; then
local today=$(date +%Y-%m-%d)
python3 -c "
import json, sys
with open('$BUDGET_FILE') as f:
d = json.load(f)
print(d.get('daily', {}).get('$today', {}).get('tokens_used', 0))
" 2>/dev/null || echo 0
else
echo 0
fi
}
get_budget_remaining() {
local used=$(get_budget_used_today)
echo $((TOKEN_DAILY_LIMIT - used))
}
update_budget() {
local pipeline="$1"
local tokens="$2"
local today=$(date +%Y-%m-%d)
python3 -c "
import json, os
path = '$BUDGET_FILE'
d = {}
if os.path.exists(path):
with open(path) as f:
d = json.load(f)
daily = d.setdefault('daily', {})
day = daily.setdefault('$today', {'tokens_used': 0, 'pipelines': {}})
day['tokens_used'] = day.get('tokens_used', 0) + $tokens
day['pipelines']['$pipeline'] = day['pipelines'].get('$pipeline', 0) + $tokens
with open(path, 'w') as f:
json.dump(d, f, indent=2)
"
}
get_pipeline_state() {
if [[ -f "$STATE_FILE" ]]; then
cat "$STATE_FILE"
else
echo "{}"
fi
}
set_pipeline_state() {
local pipeline="$1"
local state="$2" # running, complete, failed, skipped
python3 -c "
import json, os
path = '$STATE_FILE'
d = {}
if os.path.exists(path):
with open(path) as f:
d = json.load(f)
d['$pipeline'] = {'state': '$state', 'updated': '$(date -Iseconds)'}
with open(path, 'w') as f:
json.dump(d, f, indent=2)
"
}
is_pipeline_complete() {
local pipeline="$1"
python3 -c "
import json, os
path = '$STATE_FILE'
if not os.path.exists(path):
print('false')
else:
with open(path) as f:
d = json.load(f)
state = d.get('$pipeline', {}).get('state', 'not_started')
print('true' if state == 'complete' else 'false')
" 2>/dev/null || echo false
}
is_pipeline_running() {
local pipeline="$1"
python3 -c "
import json, os
path = '$STATE_FILE'
if not os.path.exists(path):
print('false')
else:
with open(path) as f:
d = json.load(f)
state = d.get('$pipeline', {}).get('state', 'not_started')
print('true' if state == 'running' else 'false')
" 2>/dev/null || echo false
}
check_dependency() {
local dep="$1"
if [[ "$dep" == "none" ]]; then
return 0
fi
# For knowledge-mine: training-factory must be running or complete
if [[ "$dep" == "training-factory" ]]; then
local state=$(python3 -c "
import json, os
path = '$STATE_FILE'
if not os.path.exists(path):
print('not_started')
else:
with open(path) as f:
d = json.load(f)
print(d.get('training-factory', {}).get('state', 'not_started'))
" 2>/dev/null || echo "not_started")
[[ "$state" == "running" || "$state" == "complete" ]]
return $?
fi
# For adversary: knowledge-mine must be at least 50% done
# Simplified: check if it's running (we'd need progress tracking for 50%)
if [[ "$dep" == "knowledge-mine" ]]; then
local state=$(python3 -c "
import json, os
path = '$STATE_FILE'
if not os.path.exists(path):
print('not_started')
else:
with open(path) as f:
d = json.load(f)
print(d.get('knowledge-mine', {}).get('state', 'not_started'))
" 2>/dev/null || echo "not_started")
[[ "$state" == "running" || "$state" == "complete" ]]
return $?
fi
return 0
}
check_inference_available() {
# Check if any inference provider is responding
# 1. Check OpenRouter
local or_ok=$(curl -s -o /dev/null -w "%{http_code}" \
--connect-timeout 5 "https://openrouter.ai/api/v1/models" 2>/dev/null || echo "000")
# 2. Check local Ollama
local ollama_ok=$(curl -s -o /dev/null -w "%{http_code}" \
--connect-timeout 5 "http://localhost:11434/api/tags" 2>/dev/null || echo "000")
# 3. Check RunPod (if configured)
local runpod_ok="000"
if [[ -n "${RUNPOD_ENDPOINT:-}" ]]; then
runpod_ok=$(curl -s -o /dev/null -w "%{http_code}" \
--connect-timeout 5 "$RUNPOD_ENDPOINT/health" 2>/dev/null || echo "000")
fi
if [[ "$or_ok" == "200" || "$ollama_ok" == "200" || "$runpod_ok" == "200" ]]; then
return 0
fi
return 1
}
check_interactive_load() {
# Check if there are active interactive sessions (don't fight with live users)
# Look for tmux panes with active hermes sessions
local active=$(tmux list-panes -a -F '#{pane_pid} #{pane_current_command}' 2>/dev/null \
| grep -c "hermes\|python3" || echo 0)
# If more than 3 interactive sessions, skip pipeline start
if [[ $active -gt 3 ]]; then
return 1
fi
return 0
}
start_pipeline() {
local name="$1"
local script="$2"
local max_tokens="$3"
local budget_remaining="$4"
local mode="${5:-run}"
if [[ "$budget_remaining" -lt "$max_tokens" ]]; then
log "SKIP $name: insufficient budget ($budget_remaining < $max_tokens tokens)"
return 1
fi
if [[ ! -f "$script" ]]; then
log "SKIP $name: script not found ($script)"
return 1
fi
if [[ "$mode" == "dry-run" ]]; then
log "DRY-RUN: Would start $name (budget: $budget_remaining, needs: $max_tokens)"
return 0
fi
log "START $name (budget: $budget_remaining, max_tokens: $max_tokens)"
set_pipeline_state "$name" "running"
# Run in background, capture output
local log_path="${HERMES_HOME}/logs/pipeline-${name}.log"
bash "$script" --max-tokens "$max_tokens" >> "$log_path" 2>&1 &
local pid=$!
# Wait a moment to check if it started OK
sleep 2
if kill -0 $pid 2>/dev/null; then
log "RUNNING $name (PID: $pid, log: $log_path)"
# Record the PID
python3 -c "
import json, os
path = '$STATE_FILE'
d = {}
if os.path.exists(path):
with open(path) as f:
d = json.load(f)
d['$name']['pid'] = $pid
with open(path, 'w') as f:
json.dump(d, f, indent=2)
"
return 0
else
log "FAIL $name: script exited immediately"
set_pipeline_state "$name" "failed"
return 1
fi
}
# --- Main ---
main() {
local mode="${1:-run}"
ensure_dirs
log "=== Pipeline Scheduler ($mode) ==="
# Check 1: Is inference available?
if ! check_inference_available; then
log "No inference provider available. Skipping all pipelines."
exit 0
fi
log "Inference: AVAILABLE"
# Check 2: Is it peak hours?
if is_peak_hours && [[ "$mode" != "--force" ]]; then
local h=$(now_hour)
log "Peak hours ($h:00). Skipping pipeline start. Use --force to override."
exit 0
fi
log "Off-peak: OK"
# Check 3: Interactive load
if ! check_interactive_load && [[ "$mode" != "--force" ]]; then
log "High interactive load. Skipping pipeline start."
exit 0
fi
log "Interactive load: OK"
# Check 4: Token budget
local budget=$(get_budget_remaining)
log "Token budget remaining: $budget / $TOKEN_DAILY_LIMIT"
if [[ $budget -le 0 ]]; then
log "Daily token budget exhausted. Stopping."
exit 0
fi
# Check 5: Pipeline status
if [[ "$mode" == "--status" ]]; then
echo -e "${CYAN}Pipeline Status:${NC}"
echo "────────────────────────────────────────────────────"
for entry in "${PIPELINES[@]}"; do
IFS='|' read -r name script max_tokens dep <<< "$entry"
local state=$(python3 -c "
import json, os
path = '$STATE_FILE'
if not os.path.exists(path):
print('not_started')
else:
with open(path) as f:
d = json.load(f)
print(d.get('$name', {}).get('state', 'not_started'))
" 2>/dev/null || echo "not_started")
local color=$NC
case "$state" in
running) color=$YELLOW ;;
complete) color=$GREEN ;;
failed) color=$RED ;;
esac
printf " %-25s %b%s%b (max: %s tokens, dep: %s)\n" "$name" "$color" "$state" "$NC" "$max_tokens" "$dep"
done
echo "────────────────────────────────────────────────────"
echo " Budget: $budget / $TOKEN_DAILY_LIMIT tokens remaining"
echo " Peak hours: $PEAK_HOURS_START:00 - $PEAK_HOURS_END:00"
exit 0
fi
# Find and start the highest-priority incomplete pipeline
local started=0
for entry in "${PIPELINES[@]}"; do
IFS='|' read -r name script max_tokens dep <<< "$entry"
# Skip if already running or complete
if [[ "$(is_pipeline_running $name)" == "true" ]]; then
log "SKIP $name: already running"
continue
fi
if [[ "$(is_pipeline_complete $name)" == "true" ]]; then
log "SKIP $name: already complete"
continue
fi
# Check dependency
if ! check_dependency "$dep"; then
log "SKIP $name: dependency $dep not met"
continue
fi
# Try to start
if start_pipeline "$name" "$script" "$max_tokens" "$budget" "$mode"; then
started=1
# Only start one pipeline per run (let it claim tokens before next check)
# Exception: playground-factory and training-factory can run in parallel
if [[ "$name" != "playground-factory" && "$name" != "training-factory" ]]; then
break
fi
fi
done
if [[ $started -eq 0 ]]; then
log "No pipelines to start (all complete, running, or blocked)."
fi
log "=== Pipeline Scheduler done ==="
}
main "$@"

View File

@@ -1,3 +1,4 @@
#!/usr/bin/env python3
import json
from hermes_tools import browser_navigate, browser_vision

View File

@@ -19,9 +19,11 @@ from glitch_patterns import (
GlitchPattern,
GlitchSeverity,
MATRIX_GLITCH_PATTERNS,
THREEJS_CATEGORIES,
build_vision_prompt,
get_pattern_by_category,
get_patterns_by_severity,
get_threejs_patterns,
)
from matrix_glitch_detector import (
@@ -40,7 +42,7 @@ class TestGlitchPatterns(unittest.TestCase):
def test_pattern_count(self):
"""Verify we have a reasonable number of defined patterns."""
self.assertGreaterEqual(len(MATRIX_GLITCH_PATTERNS), 8)
self.assertGreaterEqual(len(MATRIX_GLITCH_PATTERNS), 14) # 10 generic + 6 Three.js
def test_all_patterns_have_required_fields(self):
"""Every pattern must have category, name, description, severity, prompts."""
@@ -88,6 +90,9 @@ class TestGlitchPatterns(unittest.TestCase):
self.assertIn("Floating Object", prompt)
self.assertIn("Z-Fighting", prompt)
self.assertIn("Missing", prompt)
# Three.js patterns should be included
self.assertIn("Shader Compilation Failure", prompt)
self.assertIn("Bloom Overflow", prompt)
def test_build_vision_prompt_subset(self):
"""Vision prompt with subset should only include specified patterns."""
@@ -248,7 +253,7 @@ class TestGlitchDetector(unittest.TestCase):
try:
report = run_demo(output_path)
self.assertEqual(len(report.glitches), 4)
self.assertEqual(len(report.glitches), 6) # 4 original + 2 Three.js
self.assertGreater(report.summary["total_glitches"], 0)
self.assertTrue(output_path.exists())
@@ -260,6 +265,93 @@ class TestGlitchDetector(unittest.TestCase):
output_path.unlink(missing_ok=True)
class TestThreeJsPatterns(unittest.TestCase):
"""Tests for Three.js-specific glitch patterns (timmy-config#543)."""
def test_get_threejs_patterns_returns_only_threejs(self):
"""get_threejs_patterns() should return only Three.js categories."""
patterns = get_threejs_patterns()
self.assertEqual(len(patterns), 6)
for p in patterns:
self.assertIn(p.category, THREEJS_CATEGORIES)
def test_threejs_patterns_have_required_fields(self):
"""All Three.js patterns must have valid fields."""
for p in get_threejs_patterns():
self.assertIsInstance(p.category, GlitchCategory)
self.assertTrue(p.name)
self.assertTrue(p.description)
self.assertIsInstance(p.severity, GlitchSeverity)
self.assertGreater(len(p.detection_prompts), 0)
self.assertGreater(len(p.visual_indicators), 0)
def test_shader_failure_is_critical(self):
"""Shader compilation failure should be CRITICAL severity."""
p = get_pattern_by_category(GlitchCategory.SHADER_FAILURE)
self.assertIsNotNone(p)
self.assertEqual(p.severity, GlitchSeverity.CRITICAL)
def test_texture_placeholder_is_critical(self):
"""Texture placeholder (1x1 white) should be CRITICAL severity."""
p = get_pattern_by_category(GlitchCategory.TEXTURE_PLACEHOLDER)
self.assertIsNotNone(p)
self.assertEqual(p.severity, GlitchSeverity.CRITICAL)
def test_infer_severity_shader_failure(self):
"""Shader failure should infer critical/high."""
self.assertEqual(_infer_severity("shader_failure", 0.8), "critical")
self.assertEqual(_infer_severity("shader_failure", 0.5), "high")
def test_infer_severity_texture_placeholder(self):
"""Texture placeholder should infer critical/high."""
self.assertEqual(_infer_severity("texture_placeholder", 0.8), "critical")
self.assertEqual(_infer_severity("texture_placeholder", 0.5), "high")
def test_infer_severity_uv_mapping(self):
"""UV mapping error should infer high/medium."""
self.assertEqual(_infer_severity("uv_mapping_error", 0.8), "high")
self.assertEqual(_infer_severity("uv_mapping_error", 0.5), "medium")
def test_infer_severity_frustum_culling(self):
"""Frustum culling should infer medium/low."""
self.assertEqual(_infer_severity("frustum_culling", 0.7), "medium")
self.assertEqual(_infer_severity("frustum_culling", 0.4), "low")
def test_infer_severity_shadow_map(self):
"""Shadow map artifact should infer medium/low."""
self.assertEqual(_infer_severity("shadow_map_artifact", 0.7), "medium")
self.assertEqual(_infer_severity("shadow_map_artifact", 0.4), "low")
def test_infer_severity_bloom_overflow(self):
"""Bloom overflow should infer medium/low (default path)."""
self.assertEqual(_infer_severity("bloom_overflow", 0.7), "medium")
self.assertEqual(_infer_severity("bloom_overflow", 0.4), "low")
def test_threejs_patterns_in_vision_prompt(self):
"""Three.js patterns should appear in the composite vision prompt."""
prompt = build_vision_prompt()
self.assertIn("shader_failure", prompt)
self.assertIn("texture_placeholder", prompt)
self.assertIn("uv_mapping_error", prompt)
self.assertIn("frustum_culling", prompt)
self.assertIn("shadow_map_artifact", prompt)
self.assertIn("bloom_overflow", prompt)
def test_threejs_subset_prompt(self):
"""Building prompt from Three.js-only patterns should work."""
threejs = get_threejs_patterns()
prompt = build_vision_prompt(threejs)
self.assertIn("Shader Compilation Failure", prompt)
self.assertNotIn("Floating Object", prompt) # generic, not Three.js
def test_report_metadata_version(self):
"""Report metadata should reference both issues."""
report = run_demo()
self.assertEqual(report.metadata["detector_version"], "0.2.0")
self.assertIn("543", report.metadata["reference"])
class TestIntegration(unittest.TestCase):
"""Integration-level tests."""
@@ -276,6 +368,13 @@ class TestIntegration(unittest.TestCase):
expected = {"floating_assets", "z_fighting", "missing_textures", "clipping", "broken_normals"}
self.assertTrue(expected.issubset(category_values))
def test_patterns_cover_threejs_themes(self):
"""Patterns should cover Three.js-specific glitch themes (#543)."""
category_values = {p.category.value for p in MATRIX_GLITCH_PATTERNS}
threejs_expected = {"shader_failure", "texture_placeholder", "uv_mapping_error",
"frustum_culling", "shadow_map_artifact", "bloom_overflow"}
self.assertTrue(threejs_expected.issubset(category_values))
if __name__ == "__main__":
unittest.main()