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96
docs/BEZALEL_TAILSCALE_BOOTSTRAP.md
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96
docs/BEZALEL_TAILSCALE_BOOTSTRAP.md
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@@ -0,0 +1,96 @@
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# Bezalel Tailscale Bootstrap
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Refs #535
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This is the repo-side operator packet for installing Tailscale on the Bezalel VPS and verifying the internal network path for federation work.
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Important truth:
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- issue #535 names `104.131.15.18`
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- older Bezalel control-plane docs also mention `159.203.146.185`
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- the current source of truth in this repo is `ansible/inventory/hosts.ini`, which currently resolves `bezalel` to `67.205.155.108`
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Because of that drift, `scripts/bezalel_tailscale_bootstrap.py` now resolves the target host from `ansible/inventory/hosts.ini` by default instead of trusting a stale hardcoded IP.
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## What the script does
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`python3 scripts/bezalel_tailscale_bootstrap.py`
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Safe by default:
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- builds the remote bootstrap script
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- writes it locally to `/tmp/bezalel_tailscale_bootstrap.sh`
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- prints the SSH command needed to run it
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- does **not** touch the VPS unless `--apply` is passed
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When applied, the remote script does all of the issue’s repo-side bootstrap steps:
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- installs Tailscale
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- runs `tailscale up --ssh --hostname bezalel`
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- appends the provided Mac SSH public key to `~/.ssh/authorized_keys`
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- prints `tailscale status --json`
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- pings the expected peer targets:
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- Mac: `100.124.176.28`
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- Ezra: `100.126.61.75`
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## Required secrets / inputs
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- Tailscale auth key
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- Mac SSH public key
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Provide them either directly or through files:
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- `--auth-key` or `--auth-key-file`
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- `--ssh-public-key` or `--ssh-public-key-file`
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## Dry-run example
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```bash
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python3 scripts/bezalel_tailscale_bootstrap.py \
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--auth-key-file ~/.config/tailscale/auth_key \
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--ssh-public-key-file ~/.ssh/id_ed25519.pub \
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--json
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```
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This prints:
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- resolved host
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- host source (`inventory:<path>` when pulled from `ansible/inventory/hosts.ini`)
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- local script path
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- SSH command to execute
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- peer targets
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## Apply example
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```bash
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python3 scripts/bezalel_tailscale_bootstrap.py \
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--auth-key-file ~/.config/tailscale/auth_key \
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--ssh-public-key-file ~/.ssh/id_ed25519.pub \
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--apply \
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--json
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```
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## Verifying success after apply
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The script now parses the remote stdout into structured verification data:
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- `verification.tailscale.self.tailscale_ips`
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- `verification.tailscale.self.dns_name`
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- `verification.peers`
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- `verification.ping_ok`
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A successful run should show:
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- at least one Bezalel Tailscale IP under `tailscale_ips`
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- `ping_ok.mac = 100.124.176.28`
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- `ping_ok.ezra = 100.126.61.75`
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## Expected remote install commands
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```bash
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curl -fsSL https://tailscale.com/install.sh | sh
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tailscale up --ssh --hostname bezalel
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install -d -m 700 ~/.ssh
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touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
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tailscale status --json
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```
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## Why this PR does not claim live completion
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This repo can safely ship the bootstrap script, host resolution logic, structured proof parsing, and operator packet.
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It cannot honestly claim that Bezalel was actually joined to the tailnet unless a human/operator runs the script with a real auth key and real SSH access to the VPS.
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That means the correct PR language for #535 is advancement, not pretend closure.
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@@ -14,6 +14,7 @@ Quick-reference index for common operational tasks across the Timmy Foundation i
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| Agent scorecard | fleet-ops | `python3 scripts/agent_scorecard.py` |
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| View fleet manifest | fleet-ops | `cat manifest.yaml` |
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| Run nightly codebase genome pass | timmy-home | `python3 scripts/codebase_genome_nightly.py --dry-run` |
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| Prepare Bezalel Tailscale bootstrap | timmy-home | `python3 scripts/bezalel_tailscale_bootstrap.py --auth-key-file <path> --ssh-public-key-file <path> --json` |
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## the-nexus (Frontend + Brain)
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@@ -285,24 +285,25 @@ class World:
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self.state.pop("phase_transition_event", None)
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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import random as _r
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new_room = _r.choice(rooms)
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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# Forge fire naturally dims if not tended
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# Phase-aware: Breaking phase has higher fire-death chance
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@@ -1093,21 +1094,7 @@ class GameEngine:
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}
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
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timmy_energy = self.world.characters["Timmy"]["energy"]
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
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scene["here"] = here
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
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if collapse_event.get("from_room") != collapse_event.get("to_room"):
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scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
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return scene
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# Energy constraint checks
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action_costs = {
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@@ -1170,7 +1157,7 @@ class GameEngine:
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if direction in connections:
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dest = connections[direction]
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self.world.characters["Timmy"]["room"] = dest
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You move {direction} to The {dest}.")
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scene["timmy_room"] = dest
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@@ -1278,7 +1265,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 0
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else:
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scene["log"].append(f"{target} is not in this room.")
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@@ -1315,7 +1302,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Forge":
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self.world.rooms["Forge"]["fire"] = "glowing"
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self.world.rooms["Forge"]["fire_tended"] += 1
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 2
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scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
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self.world.state["forge_fire_dying"] = False
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else:
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@@ -1337,7 +1324,7 @@ class GameEngine:
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]
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new_rule = random.choice(rules)
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self.world.rooms["Tower"]["messages"].append(new_rule)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
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else:
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scene["log"].append("You are not in the Tower.")
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@@ -1356,7 +1343,7 @@ class GameEngine:
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new_carving = random.choice(carvings)
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if new_carving not in self.world.rooms["Bridge"]["carvings"]:
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self.world.rooms["Bridge"]["carvings"].append(new_carving)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
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else:
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scene["log"].append("You are not on the Bridge.")
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@@ -1365,7 +1352,7 @@ class GameEngine:
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if self.world.characters["Timmy"]["room"] == "Garden":
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self.world.rooms["Garden"]["growth"] = min(5,
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self.world.rooms["Garden"]["growth"] + 1)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
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else:
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scene["log"].append("You are not in the Garden.")
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@@ -1384,7 +1371,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
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self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
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self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
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self.world.characters["Timmy"]["energy"] -= action_cost
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self.world.characters["Timmy"]["energy"] -= 1
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scene["log"].append(f"You help {target_name}. They look grateful.")
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else:
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@@ -1440,9 +1427,6 @@ class GameEngine:
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self.world.characters[char_name]["spoken"].append(line)
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scene["log"].append(f"{char_name} says: \"{line}\"")
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scene["timmy_room"] = self.world.characters["Timmy"]["room"]
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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# Save the world
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self.world.save()
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@@ -203,25 +203,26 @@ class World:
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def update_world_state(self):
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"""World changes independent of character actions."""
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# Natural energy decay: the world is exhausting
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self.state.pop("energy_collapse_event", None)
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for char_name, char in self.characters.items():
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char["energy"] = max(0, char["energy"] - 0.3)
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# Check for energy collapse
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if char["energy"] <= 0:
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current = char.get("room", "Threshold")
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next_rooms = [room for room in self.rooms.keys() if room != current]
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new_room = random.choice(next_rooms) if next_rooms else current
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char["energy"] = 2 # Wake up with some energy
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char["room"] = new_room
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# Timmy collapse gets special narrative treatment
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if char.get("is_player", False):
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char["memories"].append("Collapsed from exhaustion.")
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self.state["energy_collapse_event"] = {
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"character": char_name,
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"from_room": current,
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"to_room": new_room,
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}
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char["energy"] = 2 # Wake up with some energy
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# Random room change (scattered)
|
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rooms = list(self.rooms.keys())
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current = char.get("room", "Threshold")
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new_room = current
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attempts = 0
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while new_room == current and attempts < 10:
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new_room = rooms[0] # Will change to random
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attempts += 1
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if new_room != current:
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char["room"] = new_room
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# Forge fire naturally dims if not tended
|
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self.state["forge_fire_dying"] = random.random() < 0.1
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# Random weather events
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@@ -926,21 +927,7 @@ class GameEngine:
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}
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# Process Timmy's action
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room_name = self.world.characters["Timmy"]["room"]
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timmy_energy = self.world.characters["Timmy"]["energy"]
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collapse_event = self.world.state.pop("energy_collapse_event", None)
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if collapse_event and collapse_event.get("character") == "Timmy":
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room_name = self.world.characters["Timmy"]["room"]
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scene["timmy_room"] = room_name
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scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
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scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
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here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
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scene["here"] = here
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scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
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if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
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scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
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return scene
|
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|
||||
# Energy constraint checks
|
||||
action_costs = {
|
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@@ -1003,7 +990,7 @@ class GameEngine:
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if direction in connections:
|
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dest = connections[direction]
|
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self.world.characters["Timmy"]["room"] = dest
|
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self.world.characters["Timmy"]["energy"] -= action_cost
|
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self.world.characters["Timmy"]["energy"] -= 1
|
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|
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scene["log"].append(f"You move {direction} to The {dest}.")
|
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scene["timmy_room"] = dest
|
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@@ -1105,7 +1092,7 @@ class GameEngine:
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self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
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self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
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else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -1142,7 +1129,7 @@ class GameEngine:
|
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if self.world.characters["Timmy"]["room"] == "Forge":
|
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self.world.rooms["Forge"]["fire"] = "glowing"
|
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self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -1164,7 +1151,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -1183,7 +1170,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -1192,7 +1179,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -1211,7 +1198,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
else:
|
||||
@@ -1255,9 +1242,6 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f'{char_name} says: "{line}"')
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
@@ -16,11 +16,14 @@ import argparse
|
||||
import json
|
||||
import shlex
|
||||
import subprocess
|
||||
import re
|
||||
from json import JSONDecoder
|
||||
from pathlib import Path
|
||||
from typing import Any
|
||||
|
||||
DEFAULT_HOST = "159.203.146.185"
|
||||
DEFAULT_HOST = "67.205.155.108"
|
||||
DEFAULT_HOSTNAME = "bezalel"
|
||||
DEFAULT_INVENTORY_PATH = Path(__file__).resolve().parents[1] / "ansible" / "inventory" / "hosts.ini"
|
||||
DEFAULT_PEERS = {
|
||||
"mac": "100.124.176.28",
|
||||
"ezra": "100.126.61.75",
|
||||
@@ -66,6 +69,37 @@ def parse_tailscale_status(payload: dict[str, Any]) -> dict[str, Any]:
|
||||
}
|
||||
|
||||
|
||||
def resolve_host(host: str | None, inventory_path: Path = DEFAULT_INVENTORY_PATH, hostname: str = DEFAULT_HOSTNAME) -> tuple[str, str]:
|
||||
if host:
|
||||
return host, "explicit"
|
||||
if inventory_path.exists():
|
||||
pattern = re.compile(rf"^{re.escape(hostname)}\s+.*ansible_host=([^\s]+)")
|
||||
for line in inventory_path.read_text().splitlines():
|
||||
match = pattern.search(line.strip())
|
||||
if match:
|
||||
return match.group(1), f"inventory:{inventory_path}"
|
||||
return DEFAULT_HOST, "default"
|
||||
|
||||
|
||||
def parse_apply_output(stdout: str) -> dict[str, Any]:
|
||||
result: dict[str, Any] = {"tailscale": None, "ping_ok": {}}
|
||||
text = stdout or ""
|
||||
start = text.find("{")
|
||||
if start != -1:
|
||||
try:
|
||||
payload, _ = JSONDecoder().raw_decode(text[start:])
|
||||
if isinstance(payload, dict):
|
||||
result["tailscale"] = parse_tailscale_status(payload)
|
||||
except Exception:
|
||||
pass
|
||||
|
||||
for line in text.splitlines():
|
||||
if line.startswith("PING_OK:"):
|
||||
_, name, ip = line.split(":", 2)
|
||||
result["ping_ok"][name] = ip
|
||||
return result
|
||||
|
||||
|
||||
def build_ssh_command(host: str, remote_script_path: str = "/tmp/bezalel_tailscale_bootstrap.sh") -> list[str]:
|
||||
return ["ssh", host, f"bash {shlex.quote(remote_script_path)}"]
|
||||
|
||||
@@ -89,8 +123,9 @@ def parse_peer_args(items: list[str]) -> dict[str, str]:
|
||||
|
||||
def parse_args() -> argparse.Namespace:
|
||||
parser = argparse.ArgumentParser(description="Prepare or execute Tailscale bootstrap for the Bezalel VPS.")
|
||||
parser.add_argument("--host", default=DEFAULT_HOST)
|
||||
parser.add_argument("--host")
|
||||
parser.add_argument("--hostname", default=DEFAULT_HOSTNAME)
|
||||
parser.add_argument("--inventory-path", type=Path, default=DEFAULT_INVENTORY_PATH)
|
||||
parser.add_argument("--auth-key", help="Tailscale auth key")
|
||||
parser.add_argument("--auth-key-file", type=Path, help="Path to file containing the Tailscale auth key")
|
||||
parser.add_argument("--ssh-public-key", help="SSH public key to append to authorized_keys")
|
||||
@@ -116,6 +151,7 @@ def main() -> None:
|
||||
auth_key = _read_secret(args.auth_key, args.auth_key_file)
|
||||
ssh_public_key = _read_secret(args.ssh_public_key, args.ssh_public_key_file)
|
||||
peers = parse_peer_args(args.peer)
|
||||
resolved_host, host_source = resolve_host(args.host, args.inventory_path, args.hostname)
|
||||
|
||||
if not auth_key:
|
||||
raise SystemExit("Missing Tailscale auth key. Use --auth-key or --auth-key-file.")
|
||||
@@ -126,28 +162,31 @@ def main() -> None:
|
||||
write_script(args.script_out, script)
|
||||
|
||||
payload: dict[str, Any] = {
|
||||
"host": args.host,
|
||||
"host": resolved_host,
|
||||
"host_source": host_source,
|
||||
"hostname": args.hostname,
|
||||
"inventory_path": str(args.inventory_path),
|
||||
"script_out": str(args.script_out),
|
||||
"remote_script_path": args.remote_script_path,
|
||||
"ssh_command": build_ssh_command(args.host, args.remote_script_path),
|
||||
"ssh_command": build_ssh_command(resolved_host, args.remote_script_path),
|
||||
"peer_targets": peers,
|
||||
"applied": False,
|
||||
}
|
||||
|
||||
if args.apply:
|
||||
result = run_remote(args.host, args.remote_script_path)
|
||||
result = run_remote(resolved_host, args.remote_script_path)
|
||||
payload["applied"] = True
|
||||
payload["exit_code"] = result.returncode
|
||||
payload["stdout"] = result.stdout
|
||||
payload["stderr"] = result.stderr
|
||||
payload["verification"] = parse_apply_output(result.stdout)
|
||||
|
||||
if args.json:
|
||||
print(json.dumps(payload, indent=2))
|
||||
return
|
||||
|
||||
print("--- Bezalel Tailscale Bootstrap ---")
|
||||
print(f"Host: {args.host}")
|
||||
print(f"Host: {resolved_host} ({host_source})")
|
||||
print(f"Local script: {args.script_out}")
|
||||
print("SSH command: " + " ".join(payload["ssh_command"]))
|
||||
if args.apply:
|
||||
|
||||
@@ -2,9 +2,12 @@ from scripts.bezalel_tailscale_bootstrap import (
|
||||
DEFAULT_PEERS,
|
||||
build_remote_script,
|
||||
build_ssh_command,
|
||||
parse_apply_output,
|
||||
parse_peer_args,
|
||||
parse_tailscale_status,
|
||||
resolve_host,
|
||||
)
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
def test_build_remote_script_contains_install_up_and_key_append():
|
||||
@@ -78,3 +81,46 @@ def test_parse_peer_args_merges_overrides_into_defaults():
|
||||
"ezra": "100.126.61.76",
|
||||
"forge": "100.70.0.9",
|
||||
}
|
||||
|
||||
|
||||
def test_resolve_host_prefers_inventory_over_stale_default(tmp_path: Path):
|
||||
inventory = tmp_path / "hosts.ini"
|
||||
inventory.write_text(
|
||||
"[fleet]\n"
|
||||
"ezra ansible_host=143.198.27.163 ansible_user=root\n"
|
||||
"bezalel ansible_host=67.205.155.108 ansible_user=root\n"
|
||||
)
|
||||
|
||||
host, source = resolve_host(None, inventory)
|
||||
|
||||
assert host == "67.205.155.108"
|
||||
assert source == f"inventory:{inventory}"
|
||||
|
||||
|
||||
def test_parse_apply_output_extracts_status_and_ping_markers():
|
||||
stdout = (
|
||||
'{"Self": {"HostName": "bezalel", "DNSName": "bezalel.tailnet.ts.net", "TailscaleIPs": ["100.90.0.10"]}, '
|
||||
'"Peer": {"node-1": {"HostName": "ezra", "TailscaleIPs": ["100.126.61.75"]}}}'
|
||||
"\nPING_OK:mac:100.124.176.28\n"
|
||||
"PING_OK:ezra:100.126.61.75\n"
|
||||
)
|
||||
|
||||
result = parse_apply_output(stdout)
|
||||
|
||||
assert result["tailscale"]["self"]["tailscale_ips"] == ["100.90.0.10"]
|
||||
assert result["ping_ok"] == {"mac": "100.124.176.28", "ezra": "100.126.61.75"}
|
||||
|
||||
|
||||
def test_runbook_doc_exists_and_mentions_inventory_auth_and_peer_checks():
|
||||
doc = Path("docs/BEZALEL_TAILSCALE_BOOTSTRAP.md")
|
||||
assert doc.exists(), "missing docs/BEZALEL_TAILSCALE_BOOTSTRAP.md"
|
||||
text = doc.read_text()
|
||||
assert "ansible/inventory/hosts.ini" in text
|
||||
assert "tailscale up" in text
|
||||
assert "authorized_keys" in text
|
||||
assert "100.124.176.28" in text
|
||||
assert "100.126.61.75" in text
|
||||
|
||||
runbook = Path("docs/RUNBOOK_INDEX.md").read_text()
|
||||
assert "Prepare Bezalel Tailscale bootstrap" in runbook
|
||||
assert "scripts/bezalel_tailscale_bootstrap.py" in runbook
|
||||
|
||||
@@ -1,127 +0,0 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import random as std_random
|
||||
|
||||
import pytest
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
|
||||
|
||||
|
||||
def load_game_module(tmp_path: Path):
|
||||
spec = spec_from_file_location("evennia_local_world_game_energy", GAME_PATH)
|
||||
module = module_from_spec(spec)
|
||||
assert spec.loader is not None
|
||||
spec.loader.exec_module(module)
|
||||
module.random.seed(0)
|
||||
module.WORLD_DIR = tmp_path
|
||||
module.STATE_FILE = tmp_path / "game_state.json"
|
||||
module.TIMMY_LOG = tmp_path / "timmy_log.md"
|
||||
module.WORLD_DIR.mkdir(parents=True, exist_ok=True)
|
||||
return module
|
||||
|
||||
|
||||
def make_engine(tmp_path: Path):
|
||||
module = load_game_module(tmp_path)
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
return module, engine
|
||||
|
||||
|
||||
def choose_action(module, engine):
|
||||
energy = engine.world.characters["Timmy"]["energy"]
|
||||
room = engine.world.characters["Timmy"]["room"]
|
||||
actions = module.PlayerInterface(engine).get_available_actions()
|
||||
|
||||
if energy <= 1 and "rest" in actions:
|
||||
return "rest"
|
||||
if room == "Garden" and "speak:Marcus" in actions and energy <= 4.3:
|
||||
return "speak:Marcus"
|
||||
if room == "Forge" and "tend_fire" in actions:
|
||||
return "tend_fire"
|
||||
if room == "Tower" and "write_rule" in actions:
|
||||
return "write_rule"
|
||||
if room == "Bridge" and "carve" in actions:
|
||||
return "carve"
|
||||
if room == "Garden" and "plant" in actions:
|
||||
return "plant"
|
||||
|
||||
moves = [action.split(" ->")[0] for action in actions if action.startswith("move:")]
|
||||
if moves:
|
||||
return moves[0]
|
||||
if "look" in actions:
|
||||
return "look"
|
||||
return actions[0]
|
||||
|
||||
|
||||
class TestTowerGameEnergyConstraints:
|
||||
def test_low_energy_blocks_costly_action_without_crashing(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 1
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("too exhausted" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Threshold"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.7)
|
||||
|
||||
def test_tired_move_uses_extra_effort_and_drains_energy(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 3.3
|
||||
|
||||
result = engine.run_tick("move:north")
|
||||
|
||||
assert any("more effort than usual" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(0.0)
|
||||
assert result["timmy_energy"] == pytest.approx(0.0)
|
||||
|
||||
def test_rest_is_meaningful_choice_with_room_specific_recovery(self, tmp_path):
|
||||
module, garden_engine = make_engine(tmp_path / "garden")
|
||||
garden_engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
garden_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
garden_result = garden_engine.run_tick("rest")
|
||||
|
||||
module, bridge_engine = make_engine(tmp_path / "bridge")
|
||||
bridge_engine.world.characters["Timmy"]["room"] = "Bridge"
|
||||
bridge_engine.world.characters["Timmy"]["energy"] = 1.0
|
||||
bridge_result = bridge_engine.run_tick("rest")
|
||||
|
||||
assert any("stone bench" in line for line in garden_result["log"])
|
||||
assert any("no place to rest" in line.lower() for line in bridge_result["log"])
|
||||
assert garden_engine.world.characters["Timmy"]["energy"] > bridge_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
def test_marcus_can_provide_energy_relief_when_timmy_is_tired(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["room"] = "Garden"
|
||||
engine.world.characters["Timmy"]["energy"] = 4.3
|
||||
|
||||
result = engine.run_tick("speak:Marcus")
|
||||
|
||||
assert any("Marcus offers you food" in line for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["energy"] == pytest.approx(5.0)
|
||||
assert result["timmy_energy"] == pytest.approx(5.0)
|
||||
|
||||
def test_energy_collapse_moves_timmy_and_records_memory(self, tmp_path, monkeypatch):
|
||||
module, engine = make_engine(tmp_path)
|
||||
engine.world.characters["Timmy"]["energy"] = 0
|
||||
engine.world.characters["Timmy"]["room"] = "Threshold"
|
||||
monkeypatch.setattr(std_random, "choice", lambda seq: "Tower")
|
||||
|
||||
result = engine.run_tick("look")
|
||||
|
||||
assert any("collapse from exhaustion" in line.lower() for line in result["log"])
|
||||
assert engine.world.characters["Timmy"]["room"] == "Tower"
|
||||
assert engine.world.characters["Timmy"]["energy"] == 2
|
||||
assert "Collapsed from exhaustion." in engine.world.characters["Timmy"]["memories"]
|
||||
|
||||
def test_intentional_play_reaches_low_energy_within_100_ticks(self, tmp_path):
|
||||
module, engine = make_engine(tmp_path)
|
||||
min_energy = engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
for _ in range(100):
|
||||
action = choose_action(module, engine)
|
||||
engine.run_tick(action)
|
||||
min_energy = min(min_energy, engine.world.characters["Timmy"]["energy"])
|
||||
|
||||
assert min_energy <= 3
|
||||
@@ -203,25 +203,26 @@ class World:
|
||||
def update_world_state(self):
|
||||
"""World changes independent of character actions."""
|
||||
# Natural energy decay: the world is exhausting
|
||||
self.state.pop("energy_collapse_event", None)
|
||||
for char_name, char in self.characters.items():
|
||||
char["energy"] = max(0, char["energy"] - 0.3)
|
||||
# Check for energy collapse
|
||||
if char["energy"] <= 0:
|
||||
current = char.get("room", "Threshold")
|
||||
next_rooms = [room for room in self.rooms.keys() if room != current]
|
||||
new_room = random.choice(next_rooms) if next_rooms else current
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
char["room"] = new_room
|
||||
# Timmy collapse gets special narrative treatment
|
||||
if char.get("is_player", False):
|
||||
char["memories"].append("Collapsed from exhaustion.")
|
||||
self.state["energy_collapse_event"] = {
|
||||
"character": char_name,
|
||||
"from_room": current,
|
||||
"to_room": new_room,
|
||||
}
|
||||
char["energy"] = 2 # Wake up with some energy
|
||||
# Random room change (scattered)
|
||||
rooms = list(self.rooms.keys())
|
||||
current = char.get("room", "Threshold")
|
||||
new_room = current
|
||||
attempts = 0
|
||||
while new_room == current and attempts < 10:
|
||||
new_room = rooms[0] # Will change to random
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
self.state["forge_fire_dying"] = random.random() < 0.1
|
||||
|
||||
# Random weather events
|
||||
@@ -670,21 +671,7 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
collapse_event = self.world.state.pop("energy_collapse_event", None)
|
||||
if collapse_event and collapse_event.get("character") == "Timmy":
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_room"] = room_name
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
scene["room_desc"] = self.world.get_room_desc(room_name, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == room_name and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
scene["log"].append("You collapse from exhaustion. The world spins. You wake somewhere else.")
|
||||
if collapse_event.get("from_room") != collapse_event.get("to_room"):
|
||||
scene["log"].append(f"You are in The {collapse_event['to_room']}, disoriented.")
|
||||
return scene
|
||||
|
||||
# Energy constraint checks
|
||||
action_costs = {
|
||||
@@ -747,7 +734,7 @@ class GameEngine:
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -861,7 +848,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"]["Kimi"] = min(1.0,
|
||||
self.world.characters["Timmy"]["trust"].get("Kimi", 0) + 0.1)
|
||||
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 0
|
||||
else:
|
||||
scene["log"].append(f"{target} is not in this room.")
|
||||
|
||||
@@ -898,7 +885,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
self.world.rooms["Forge"]["fire"] = "glowing"
|
||||
self.world.rooms["Forge"]["fire_tended"] += 1
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
scene["log"].append("You tend the forge fire. The flames leap up, bright and hungry.")
|
||||
self.world.state["forge_fire_dying"] = False
|
||||
else:
|
||||
@@ -927,7 +914,7 @@ class GameEngine:
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
@@ -953,7 +940,7 @@ class GameEngine:
|
||||
new_carving = random.choice(carvings)
|
||||
if new_carving not in self.world.rooms["Bridge"]["carvings"]:
|
||||
self.world.rooms["Bridge"]["carvings"].append(new_carving)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You carve into the railing: \"{new_carving}\"")
|
||||
else:
|
||||
scene["log"].append("You are not on the Bridge.")
|
||||
@@ -962,7 +949,7 @@ class GameEngine:
|
||||
if self.world.characters["Timmy"]["room"] == "Garden":
|
||||
self.world.rooms["Garden"]["growth"] = min(5,
|
||||
self.world.rooms["Garden"]["growth"] + 1)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append("You plant something in the dark soil. The earth takes it without question.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Garden.")
|
||||
@@ -988,7 +975,7 @@ class GameEngine:
|
||||
self.world.characters["Timmy"]["trust"].get(target_name, 0) + 0.2)
|
||||
self.world.characters[target_name]["trust"]["Timmy"] = min(1.0,
|
||||
self.world.characters[target_name]["trust"].get("Timmy", 0) + 0.2)
|
||||
self.world.characters["Timmy"]["energy"] -= action_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You help {target_name}. They look grateful.")
|
||||
|
||||
elif timmy_action.startswith("confront:"):
|
||||
@@ -1089,9 +1076,6 @@ class GameEngine:
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
scene["log"].append(f"{char_name} says: \"{line}\"")
|
||||
|
||||
scene["timmy_room"] = self.world.characters["Timmy"]["room"]
|
||||
scene["timmy_energy"] = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Save the world
|
||||
self.world.save()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user