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fix/547-ph
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eb41220ae4 |
@@ -4,96 +4,58 @@ Phase 1 is the manual-clicker stage of the fleet. The machines exist. The servic
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## Phase Definition
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- **Current state:** Fleet is operational. Three VPS wizards run. Gitea hosts 16 repos. Agents burn through issues nightly.
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- **The problem:** Everything important still depends on human vigilance. When an agent dies at 2 AM, nobody notices until morning.
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- **Resources tracked:** Uptime, Capacity Utilization.
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- **Next phase:** [PHASE-2] Automation - Self-Healing Infrastructure
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- Current state: fleet exists, agents run, everything important still depends on human vigilance.
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- Resources tracked here: Capacity, Uptime.
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- Next phase: [PHASE-2] Automation - Self-Healing Infrastructure
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## What We Have
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## Current Buildings
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### Infrastructure
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- **VPS hosts:** Ezra (143.198.27.163), Allegro, Bezalel (167.99.126.228)
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- **Local Mac:** M4 Max, orchestration hub, 50+ tmux panes
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- **RunPod GPU:** L40S 48GB, intermittent (Cloudflare tunnel expired)
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### Services
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- **Gitea:** forge.alexanderwhitestone.com -- 16 repos, 500+ open issues, branch protection enabled
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- **Ollama:** 6 models loaded (~37GB), local inference
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- **Hermes:** Agent orchestration, cron system (90+ jobs, 6 workers)
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- **Evennia:** The Tower MUD world, federation capable
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### Agents
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- **Timmy:** Local harness, primary orchestrator
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- **Bezalel, Ezra, Allegro:** VPS workers dispatched via Gitea issues
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- **Code Claw, Gemini:** Specialized workers
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- VPS hosts: Ezra, Allegro, Bezalel
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- Agents: Timmy harness, Code Claw heartbeat, Gemini AI Studio worker
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- Gitea forge
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- Evennia worlds
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## Current Resource Snapshot
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| Resource | Value | Target | Status |
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|----------|-------|--------|--------|
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| Fleet operational | Yes | Yes | MET |
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| Uptime (30d average) | ~78% | >= 95% | NOT MET |
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| Days at 95%+ uptime | 0 | 30 | NOT MET |
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| Capacity utilization | ~35% | > 60% | NOT MET |
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- Fleet operational: yes
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- Uptime baseline: 0.0%
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- Days at or above 95% uptime: 0
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- Capacity utilization: 0.0%
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**Phase 2 trigger: NOT READY**
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## Next Phase Trigger
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## What's Still Manual
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To unlock [PHASE-2] Automation - Self-Healing Infrastructure, the fleet must hold both of these conditions at once:
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- Uptime >= 95% for 30 consecutive days
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- Capacity utilization > 60%
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- Current trigger state: NOT READY
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Every one of these is a "click" that a human must make:
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## Missing Requirements
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1. **Restart dead agents** -- SSH into VPS, check process, restart hermes
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2. **Health checks** -- SSH to each VPS, verify disk/memory/services
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3. **Dead pane recovery** -- tmux pane dies, nobody notices, work stops
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4. **Provider failover** -- Nous API goes down, agents stop, human reconfigures
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5. **PR triage** -- 80% auto-merge, but 20% need human review
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6. **Backlog management** -- 500+ issues, burn loops help but need supervision
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7. **Nightly retro** -- manually run and push results
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8. **Config drift** -- agent runs on wrong model, human discovers later
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## The Gap to Phase 2
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To unlock Phase 2 (Automation), we need:
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| Requirement | Current | Gap |
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|-------------|---------|-----|
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| 30 days at 95% uptime | 0 days | Need deadman switch, auto-respawn, provider failover |
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| Capacity > 60% | ~35% | Need more agents doing work, less idle time |
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### What closes the gap
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1. **Deadman switch in cron** (fleet-ops#168) -- detect dead agents within 5 minutes
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2. **Auto-respawn** (fleet-ops#173) -- restart dead tmux panes automatically
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3. **Provider failover** -- switch to fallback model/provider when primary fails
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4. **Heartbeat monitoring** -- read heartbeat files and alert on staleness
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## How to Run the Phase Report
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```bash
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# Render with default (zero) snapshot
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python3 scripts/fleet_phase_status.py
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# Render with real snapshot
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json
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# Output as JSON
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --json
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# Write to file
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --output docs/FLEET_PHASE_1_SURVIVAL.md
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```
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- Uptime 0.0% / 95.0%
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- Days at or above 95% uptime: 0/30
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- Capacity utilization 0.0% / >60.0%
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## Manual Clicker Interpretation
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Paperclips analogy: Phase 1 = Manual clicker. You ARE the automation.
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Every restart, every SSH, every check is a manual click.
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The goal of Phase 1 is not to automate. It's to **name what needs automating**. Every manual click documented here is a Phase 2 ticket.
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## Manual Clicks Still Required
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- Restart agents and services by hand when a node goes dark.
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- SSH into machines to verify health, disk, and memory.
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- Check Gitea, relay, and world services manually before and after changes.
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- Act as the scheduler when automation is missing or only partially wired.
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## Repo Signals Already Present
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- `scripts/fleet_health_probe.sh` — Automated health probe exists and can supply the uptime baseline for the next phase.
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- `scripts/fleet_milestones.py` — Milestone tracker exists, so survival achievements can be narrated and logged.
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- `scripts/auto_restart_agent.sh` — Auto-restart tooling already exists as phase-2 groundwork.
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- `scripts/backup_pipeline.sh` — Backup pipeline scaffold exists for post-survival automation work.
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- `infrastructure/timmy-bridge/reports/generate_report.py` — Bridge reporting exists and can summarize heartbeat-driven uptime.
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## Notes
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- Fleet is operational but fragile -- most recovery is manual
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- Overnight burns work ~70% of the time; 30% need morning rescue
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- The deadman switch exists but is not in cron
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- Heartbeat files exist but no automated monitoring reads them
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- Provider failover is manual -- Nous goes down = agents stop
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- The fleet is alive, but the human is still the control loop.
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- Phase 1 is about naming reality plainly so later automation has a baseline to beat.
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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
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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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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)
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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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@@ -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
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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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@@ -1164,7 +1151,7 @@ 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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@@ -1183,7 +1170,7 @@ 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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@@ -1192,7 +1179,7 @@ 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:
|
||||
scene["log"].append("You are not in the Garden.")
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||||
@@ -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()
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@ BACKUP_LOG_DIR="${BACKUP_LOG_DIR:-${BACKUP_ROOT}/logs}"
|
||||
BACKUP_RETENTION_DAYS="${BACKUP_RETENTION_DAYS:-14}"
|
||||
BACKUP_S3_URI="${BACKUP_S3_URI:-}"
|
||||
BACKUP_NAS_TARGET="${BACKUP_NAS_TARGET:-}"
|
||||
OFFSITE_TARGET="${OFFSITE_TARGET:-}"
|
||||
AWS_ENDPOINT_URL="${AWS_ENDPOINT_URL:-}"
|
||||
BACKUP_NAME="hermes-backup-${DATESTAMP}"
|
||||
LOCAL_BACKUP_DIR="${BACKUP_ROOT}/${DATESTAMP}"
|
||||
@@ -31,6 +32,16 @@ fail() {
|
||||
exit 1
|
||||
}
|
||||
|
||||
send_telegram() {
|
||||
local message="$1"
|
||||
if [[ -n "${TELEGRAM_BOT_TOKEN:-}" && -n "${TELEGRAM_CHAT_ID:-}" ]]; then
|
||||
curl -s -X POST "https://api.telegram.org/bot${TELEGRAM_BOT_TOKEN}/sendMessage" \
|
||||
-d "chat_id=${TELEGRAM_CHAT_ID}" \
|
||||
-d "text=${message}" \
|
||||
-d "parse_mode=HTML" > /dev/null || true
|
||||
fi
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
rm -f "$PLAINTEXT_ARCHIVE"
|
||||
rm -rf "$STAGE_DIR"
|
||||
@@ -118,6 +129,17 @@ upload_to_nas() {
|
||||
log "Uploaded backup to NAS target: $target_dir"
|
||||
}
|
||||
|
||||
upload_to_offsite() {
|
||||
local archive_path="$1"
|
||||
local manifest_path="$2"
|
||||
local target_root="$3"
|
||||
|
||||
local target_dir="${target_root%/}/${DATESTAMP}"
|
||||
mkdir -p "$target_dir"
|
||||
rsync -az --delete "$archive_path" "$manifest_path" "$target_dir/"
|
||||
log "Uploaded backup to offsite target: $target_dir"
|
||||
}
|
||||
|
||||
upload_to_s3() {
|
||||
local archive_path="$1"
|
||||
local manifest_path="$2"
|
||||
@@ -161,10 +183,16 @@ if [[ -n "$BACKUP_NAS_TARGET" ]]; then
|
||||
upload_to_nas "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$BACKUP_NAS_TARGET"
|
||||
fi
|
||||
|
||||
if [[ -n "$OFFSITE_TARGET" ]]; then
|
||||
upload_to_offsite "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$OFFSITE_TARGET"
|
||||
fi
|
||||
|
||||
if [[ -n "$BACKUP_S3_URI" ]]; then
|
||||
upload_to_s3 "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH"
|
||||
fi
|
||||
|
||||
find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -name '20*' -mtime "+${BACKUP_RETENTION_DAYS}" -exec rm -rf {} + 2>/dev/null || true
|
||||
find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -mtime +7 -exec rm -rf {} + 2>/dev/null || true
|
||||
log "Retention applied (${BACKUP_RETENTION_DAYS} days)"
|
||||
log "Backup pipeline completed successfully"
|
||||
send_telegram "✅ Daily backup completed: ${DATESTAMP}"
|
||||
|
||||
@@ -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