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GENOME.md
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GENOME.md
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# GENOME.md — the-nexus
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# GENOME.md — Timmy_Foundation/timmy-home
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Generated by `pipelines/codebase_genome.py`.
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## Project Overview
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`the-nexus` is a hybrid repo that combines three layers in one codebase:
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Timmy Foundation's home repository for development operations and configurations.
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1. A browser-facing world shell rooted in `index.html`, `boot.js`, `bootstrap.mjs`, `app.js`, `style.css`, `portals.json`, `vision.json`, `manifest.json`, and `gofai_worker.js`
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2. A Python realtime bridge centered on `server.py` plus harness code under `nexus/`
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3. A memory / fleet / operator layer spanning `mempalace/`, `mcp_servers/`, `multi_user_bridge.py`, and supporting scripts
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- Text files indexed: 3181
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- Source and script files: 231
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- Test files: 95
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- Documentation files: 755
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The repo is not a clean single-purpose frontend and not just a backend harness. It is a mixed world/runtime/ops repository where browser rendering, WebSocket telemetry, MCP-driven game harnesses, and fleet memory tooling coexist.
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Grounded repo facts from this checkout:
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- Browser shell files exist at repo root: `index.html`, `app.js`, `style.css`, `manifest.json`, `gofai_worker.js`
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- Data/config files also live at repo root: `portals.json`, `vision.json`
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- Realtime bridge exists in `server.py`
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- Game harnesses exist in `nexus/morrowind_harness.py` and `nexus/bannerlord_harness.py`
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- Memory/fleet sync exists in `mempalace/tunnel_sync.py`
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- Desktop/game automation MCP servers exist in `mcp_servers/desktop_control_server.py` and `mcp_servers/steam_info_server.py`
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- Validation exists in `tests/test_browser_smoke.py`, `tests/test_portals_json.py`, `tests/test_index_html_integrity.py`, and `tests/test_repo_truth.py`
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The current architecture is best understood as a sovereign world shell plus operator/game harness backend, with accumulated documentation drift from multiple restoration and migration efforts.
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## Architecture Diagram
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## Architecture
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```mermaid
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graph TD
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browser[Index HTML Shell\nindex.html -> boot.js -> bootstrap.mjs -> app.js]
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assets[Root Assets\nstyle.css\nmanifest.json\ngofai_worker.js]
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data[World Data\nportals.json\nvision.json]
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ws[Realtime Bridge\nserver.py\nWebSocket broadcast hub]
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gofai[In-browser GOFAI\nSymbolicEngine\nNeuroSymbolicBridge\nsetupGOFAI/updateGOFAI]
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harnesses[Python Harnesses\nnexus/morrowind_harness.py\nnexus/bannerlord_harness.py]
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mcp[MCP Adapters\nmcp_servers/desktop_control_server.py\nmcp_servers/steam_info_server.py]
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memory[Memory + Fleet\nmempalace/tunnel_sync.py\nmempalace.js]
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bridge[Operator / MUD Bridge\nmulti_user_bridge.py\ncommands/timmy_commands.py]
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tests[Verification\ntests/test_browser_smoke.py\ntests/test_portals_json.py\ntests/test_repo_truth.py]
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docs[Contracts + Drift Docs\nBROWSER_CONTRACT.md\nREADME.md\nCLAUDE.md\nINVESTIGATION_ISSUE_1145.md]
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browser --> assets
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browser --> data
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browser --> gofai
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browser --> ws
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harnesses --> mcp
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harnesses --> ws
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bridge --> ws
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memory --> ws
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tests --> browser
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tests --> data
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tests --> docs
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docs --> browser
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repo_root["repo"]
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angband["angband"]
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ansible["ansible"]
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briefings["briefings"]
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codebase_genome["codebase_genome"]
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config["config"]
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configs["configs"]
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conftest["conftest"]
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dns_records["dns-records"]
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evennia["evennia"]
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evennia_tools["evennia_tools"]
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repo_root --> angband
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repo_root --> ansible
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repo_root --> briefings
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repo_root --> codebase_genome
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repo_root --> config
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repo_root --> configs
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```
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## Entry Points and Data Flow
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## Entry Points
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### Primary entry points
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- `codebase_genome.py` — python main guard (`python3 codebase_genome.py`)
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- `gemini-fallback-setup.sh` — operational script (`bash gemini-fallback-setup.sh`)
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- `morrowind/hud.sh` — operational script (`bash morrowind/hud.sh`)
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- `pipelines/codebase_genome.py` — python main guard (`python3 pipelines/codebase_genome.py`)
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- `scripts/agent_pr_gate.py` — operational script (`python3 scripts/agent_pr_gate.py`)
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||||
- `scripts/audit_trail.py` — operational script (`python3 scripts/audit_trail.py`)
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||||
- `scripts/auto_restart_agent.sh` — operational script (`bash scripts/auto_restart_agent.sh`)
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- `scripts/autonomous_issue_creator.py` — operational script (`python3 scripts/autonomous_issue_creator.py`)
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- `scripts/backlog_cleanup.py` — operational script (`python3 scripts/backlog_cleanup.py`)
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- `scripts/backlog_triage.py` — operational script (`python3 scripts/backlog_triage.py`)
|
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- `scripts/backlog_triage_cron.sh` — operational script (`bash scripts/backlog_triage_cron.sh`)
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- `scripts/backup_pipeline.sh` — operational script (`bash scripts/backup_pipeline.sh`)
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- `index.html` — root browser entry point
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- `boot.js` — startup selector; `tests/boot.test.js` shows it chooses file-mode vs HTTP/module-mode and injects `bootstrap.mjs` when served over HTTP
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- `bootstrap.mjs` — module bootstrap for the browser shell
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- `app.js` — main browser runtime; owns world state, GOFAI wiring, metrics polling, and portal/UI logic
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- `server.py` — WebSocket broadcast bridge on `ws://0.0.0.0:8765`
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- `nexus/morrowind_harness.py` — GamePortal/MCP harness for OpenMW Morrowind
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- `nexus/bannerlord_harness.py` — GamePortal/MCP harness for Bannerlord
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- `mempalace/tunnel_sync.py` — pulls remote fleet closets into the local palace over HTTP
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- `multi_user_bridge.py` — HTTP bridge for multi-user chat/session integration
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- `mcp_servers/desktop_control_server.py` — stdio MCP server exposing screenshots/mouse/keyboard control
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## Data Flow
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### Data flow
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1. Browser startup begins at `index.html`
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2. `boot.js` decides whether the page is being served correctly; in HTTP mode it injects `bootstrap.mjs`
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3. `bootstrap.mjs` hands off to `app.js`
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4. `app.js` loads world configuration from `portals.json` and `vision.json`
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5. `app.js` constructs the Three.js scene and in-browser reasoning components, including `SymbolicEngine`, `NeuroSymbolicBridge`, `setupGOFAI()`, and `updateGOFAI()`
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6. Browser state and external runtimes connect through `server.py`, which broadcasts messages between connected clients
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7. Python harnesses (`nexus/morrowind_harness.py`, `nexus/bannerlord_harness.py`) spawn MCP subprocesses for desktop control / Steam metadata, capture state, execute actions, and feed telemetry into the Nexus bridge
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8. Memory/fleet tools like `mempalace/tunnel_sync.py` import remote palace data into local closets, extending what the operator/runtime layers can inspect
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9. Tests validate both the static browser contract and the higher-level repo-truth/memory contracts
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### Important repo-specific runtime facts
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- `portals.json` is a JSON array of portal/world/operator entries; examples in this checkout include `morrowind`, `bannerlord`, `workshop`, `archive`, `chapel`, and `courtyard`
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- `server.py` is a plain broadcast hub: clients send messages, the server forwards them to other connected clients
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- `nexus/morrowind_harness.py` and `nexus/bannerlord_harness.py` both implement a GamePortal pattern with MCP subprocess clients over stdio and WebSocket telemetry uplink
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- `mempalace/tunnel_sync.py` is not speculative; it is a real client that discovers remote wings, searches remote rooms, and writes `.closet.json` payloads locally
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1. Operators enter through `codebase_genome.py`, `gemini-fallback-setup.sh`, `morrowind/hud.sh`.
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2. Core logic fans into top-level components: `angband`, `ansible`, `briefings`, `codebase_genome`, `config`, `configs`.
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3. Validation is incomplete around `wizards/allegro/home/skills/red-teaming/godmode/scripts/auto_jailbreak.py`, `timmy-local/cache/agent_cache.py`, `wizards/allegro/home/skills/red-teaming/godmode/scripts/parseltongue.py`, so changes there carry regression risk.
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4. Final artifacts land as repository files, docs, or runtime side effects depending on the selected entry point.
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## Key Abstractions
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### Browser runtime
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- `app.js`
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- Defines in-browser reasoning/state machinery, including `class SymbolicEngine`, `class NeuroSymbolicBridge`, `setupGOFAI()`, and `updateGOFAI()`
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- Couples rendering, local symbolic reasoning, metrics polling, and portal/UI logic in one very large root module
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- `BROWSER_CONTRACT.md`
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- Acts like an executable architecture contract for the browser surface
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- Declares required files, DOM IDs, Three.js expectations, provenance rules, and WebSocket expectations
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|
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### Realtime bridge
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- `server.py`
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- Single hub abstraction: a WebSocket broadcast server maintaining a `clients` set and forwarding messages from one client to the others
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- This is the seam between browser shell, harnesses, and external telemetry producers
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|
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### GamePortal harness layer
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|
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- `nexus/morrowind_harness.py`
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- `nexus/bannerlord_harness.py`
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- Both define MCP client wrappers, `GameState` / `ActionResult`-style data classes, and an Observe-Decide-Act telemetry loop
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- The harnesses are symmetric enough to be understood as reusable portal adapters with game-specific context injected on top
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### Memory / fleet layer
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- `mempalace/tunnel_sync.py`
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- Encodes the fleet-memory sync client contract: discover wings, pull broad room queries, write closet files, support dry-run
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- `mempalace.js`
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- Minimal browser/Electron bridge to MemPalace commands via `window.electronAPI.execPython(...)`
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- Important because it shows a second memory integration surface distinct from the Python fleet sync path
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### Operator / interaction bridge
|
||||
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- `multi_user_bridge.py`
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- `commands/timmy_commands.py`
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- These bridge user-facing conversations or MUD/Evennia interactions back into Timmy/Nexus services
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||||
- `codebase_genome.py` — classes `FunctionInfo`:19; functions `extract_functions()`:58, `generate_test()`:116, `scan_repo()`:191, `find_existing_tests()`:209, `main()`:231
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- `evennia/timmy_world/game.py` — classes `World`:91, `ActionSystem`:421, `TimmyAI`:539, `NPCAI`:550; functions `get_narrative_phase()`:55, `get_phase_transition_event()`:65
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- `evennia/timmy_world/world/game.py` — classes `World`:19, `ActionSystem`:326, `TimmyAI`:444, `NPCAI`:455; functions none detected
|
||||
- `timmy-world/game.py` — classes `World`:19, `ActionSystem`:349, `TimmyAI`:467, `NPCAI`:478; functions none detected
|
||||
- `wizards/allegro/home/skills/red-teaming/godmode/scripts/auto_jailbreak.py` — classes none detected; functions none detected
|
||||
- `uniwizard/self_grader.py` — classes `SessionGrade`:23, `WeeklyReport`:55, `SelfGrader`:74; functions `main()`:713
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||||
- `uni-wizard/v3/intelligence_engine.py` — classes `ExecutionPattern`:27, `ModelPerformance`:44, `AdaptationEvent`:58, `PatternDatabase`:69; functions none detected
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||||
- `scripts/know_thy_father/crossref_audit.py` — classes `ThemeCategory`:30, `Principle`:160, `MeaningKernel`:169, `CrossRefFinding`:178; functions `extract_themes_from_text()`:192, `parse_soul_md()`:206, `parse_kernels()`:264, `cross_reference()`:296, `generate_report()`:440, `main()`:561
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|
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## API Surface
|
||||
|
||||
### Browser / static surface
|
||||
- CLI: `python3 codebase_genome.py` — python main guard (`codebase_genome.py`)
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- CLI: `bash gemini-fallback-setup.sh` — operational script (`gemini-fallback-setup.sh`)
|
||||
- CLI: `bash morrowind/hud.sh` — operational script (`morrowind/hud.sh`)
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- CLI: `python3 pipelines/codebase_genome.py` — python main guard (`pipelines/codebase_genome.py`)
|
||||
- CLI: `python3 scripts/agent_pr_gate.py` — operational script (`scripts/agent_pr_gate.py`)
|
||||
- CLI: `python3 scripts/audit_trail.py` — operational script (`scripts/audit_trail.py`)
|
||||
- CLI: `bash scripts/auto_restart_agent.sh` — operational script (`scripts/auto_restart_agent.sh`)
|
||||
- CLI: `python3 scripts/autonomous_issue_creator.py` — operational script (`scripts/autonomous_issue_creator.py`)
|
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- Python: `extract_functions()` from `codebase_genome.py:58`
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- Python: `generate_test()` from `codebase_genome.py:116`
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- Python: `scan_repo()` from `codebase_genome.py:191`
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- Python: `find_existing_tests()` from `codebase_genome.py:209`
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- Python: `main()` from `codebase_genome.py:231`
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- Python: `get_narrative_phase()` from `evennia/timmy_world/game.py:55`
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|
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- `index.html` served over HTTP
|
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- `boot.js` exports `bootPage()`; verified by `node --test tests/boot.test.js`
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- Data APIs are file-based inside the repo: `portals.json`, `vision.json`, `manifest.json`
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## Test Coverage Report
|
||||
|
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### Network/runtime surface
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- Source and script files inspected: 231
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- Test files inspected: 95
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- Coverage gaps:
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- `wizards/allegro/home/skills/red-teaming/godmode/scripts/auto_jailbreak.py` — no matching test reference detected
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- `timmy-local/cache/agent_cache.py` — no matching test reference detected
|
||||
- `wizards/allegro/home/skills/red-teaming/godmode/scripts/parseltongue.py` — no matching test reference detected
|
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- `wizards/allegro/home/skills/red-teaming/godmode/scripts/godmode_race.py` — no matching test reference detected
|
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- `skills/productivity/google-workspace/scripts/google_api.py` — no matching test reference detected
|
||||
- `wizards/allegro/home/skills/productivity/google-workspace/scripts/google_api.py` — no matching test reference detected
|
||||
- `morrowind/pilot.py` — no matching test reference detected
|
||||
- `scripts/sovereignty_audit.py` — no matching test reference detected
|
||||
- `skills/research/domain-intel/scripts/domain_intel.py` — no matching test reference detected
|
||||
- `wizards/allegro/home/skills/research/domain-intel/scripts/domain_intel.py` — no matching test reference detected
|
||||
- `timmy-local/scripts/ingest.py` — no matching test reference detected
|
||||
- `uni-wizard/scripts/generate_scorecard.py` — no matching test reference detected
|
||||
|
||||
- `python3 server.py`
|
||||
- Starts the WebSocket bridge on port `8765`
|
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- `python3 l402_server.py`
|
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- Local HTTP microservice for cost-estimate style responses
|
||||
- `python3 multi_user_bridge.py`
|
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- Multi-user HTTP/chat bridge
|
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## Security Audit Findings
|
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|
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### Harness / operator CLI surfaces
|
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- [medium] `briefings/briefing_20260325.json:37` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `"gitea_error": "Gitea 404: {\"errors\":null,\"message\":\"not found\",\"url\":\"http://143.198.27.163:3000/api/swagger\"}\n [http://143.198.27.163:3000/api/v1/repos/Timmy_Foundation/sovereign-orchestration/issues?state=open&type=issues&sort=created&direction=desc&limit=1&page=1]",`
|
||||
- [medium] `briefings/briefing_20260328.json:11` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `"provider_base_url": "http://localhost:8081/v1",`
|
||||
- [medium] `briefings/briefing_20260329.json:11` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `"provider_base_url": "http://localhost:8081/v1",`
|
||||
- [medium] `config.yaml:37` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `summary_base_url: http://localhost:11434/v1`
|
||||
- [medium] `config.yaml:47` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:52` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:57` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:62` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:67` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:77` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:82` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: 'http://localhost:11434/v1'`
|
||||
- [medium] `config.yaml:174` — hardcoded http endpoint: plaintext or fixed HTTP endpoints can drift or leak across environments. Evidence: `base_url: http://localhost:11434/v1`
|
||||
|
||||
- `python3 nexus/morrowind_harness.py`
|
||||
- `python3 nexus/bannerlord_harness.py`
|
||||
- `python3 mempalace/tunnel_sync.py --peer <url> [--dry-run] [--n N]`
|
||||
- `python3 mcp_servers/desktop_control_server.py`
|
||||
- `python3 mcp_servers/steam_info_server.py`
|
||||
## Dead Code Candidates
|
||||
|
||||
### Validation surface
|
||||
- `wizards/allegro/home/skills/red-teaming/godmode/scripts/auto_jailbreak.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `timmy-local/cache/agent_cache.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `wizards/allegro/home/skills/red-teaming/godmode/scripts/parseltongue.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `wizards/allegro/home/skills/red-teaming/godmode/scripts/godmode_race.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `skills/productivity/google-workspace/scripts/google_api.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `wizards/allegro/home/skills/productivity/google-workspace/scripts/google_api.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `morrowind/pilot.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `scripts/sovereignty_audit.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `skills/research/domain-intel/scripts/domain_intel.py` — not imported by indexed Python modules and not referenced by tests
|
||||
- `wizards/allegro/home/skills/research/domain-intel/scripts/domain_intel.py` — not imported by indexed Python modules and not referenced by tests
|
||||
|
||||
- `python3 -m pytest tests/test_portals_json.py tests/test_index_html_integrity.py tests/test_repo_truth.py -q`
|
||||
- `node --test tests/boot.test.js`
|
||||
- `python3 -m py_compile server.py nexus/morrowind_harness.py nexus/bannerlord_harness.py mempalace/tunnel_sync.py mcp_servers/desktop_control_server.py`
|
||||
- `tests/test_browser_smoke.py` defines the higher-cost Playwright smoke contract for the world shell
|
||||
## Performance Bottleneck Analysis
|
||||
|
||||
## Test Coverage Gaps
|
||||
|
||||
Strongly covered in this checkout:
|
||||
- `tests/test_portals_json.py` validates `portals.json`
|
||||
- `tests/test_index_html_integrity.py` checks merge-marker/DOM-integrity regressions in `index.html`
|
||||
- `tests/boot.test.js` verifies `boot.js` startup behavior
|
||||
- `tests/test_repo_truth.py` validates the repo-truth documents
|
||||
- Multiple `tests/test_mempalace_*.py` files cover the palace layer
|
||||
- `tests/test_bannerlord_harness.py` exists for the Bannerlord harness
|
||||
|
||||
Notable gaps or weak seams:
|
||||
- `nexus/morrowind_harness.py` is large and operationally critical, but the generated baseline still flags it as a gap relative to its size/complexity
|
||||
- `mcp_servers/desktop_control_server.py` exposes high-power automation but has no obvious dedicated test file in the root `tests/` suite
|
||||
- `app.js` is the dominant browser runtime file and mixes rendering, GOFAI, metrics, and integration logic in one place; browser smoke exists, but there is limited unit-level decomposition around those subsystems
|
||||
- `mempalace.js` appears minimally bridged and stale relative to the richer Python MemPalace layer
|
||||
- `multi_user_bridge.py` is a large integration surface and should be treated as high regression risk even though it is central to operator/chat flow
|
||||
|
||||
## Security Considerations
|
||||
|
||||
- `server.py` binds `HOST = "0.0.0.0"`, exposing the broadcast bridge beyond localhost unless network controls limit it
|
||||
- The WebSocket bridge is a broadcast hub without visible authentication in `server.py`; connected clients are trusted to send messages into the bus
|
||||
- `mcp_servers/desktop_control_server.py` exposes mouse/keyboard/screenshot control through a stdio MCP server. In any non-local or poorly isolated runtime, this is a privileged automation surface
|
||||
- `app.js` contains hardcoded local/network endpoints such as `http://localhost:${L402_PORT}/api/cost-estimate` and `http://localhost:8082/metrics`; these are convenient for local development but create environment drift and deployment assumptions
|
||||
- `app.js` also embeds explicit endpoint/status references like `ws://143.198.27.163:8765`, which is operationally brittle and the kind of hardcoded location data that drifts across environments
|
||||
- `mempalace.js` shells out through `window.electronAPI.execPython(...)`; this is powerful and useful, but it is a clear trust boundary between UI and host execution
|
||||
- `INVESTIGATION_ISSUE_1145.md` documents an earlier integrity hazard: agents writing to `public/nexus/` instead of canonical root paths. That path confusion is both an operational and security concern because it makes provenance harder to reason about
|
||||
|
||||
## Runtime Truth and Docs Drift
|
||||
|
||||
The most important architecture finding in this repo is not a class or subsystem. It is a truth mismatch.
|
||||
|
||||
- README.md says current `main` does not ship a browser 3D world
|
||||
- CLAUDE.md declares root `app.js` and `index.html` as canonical frontend paths
|
||||
- tests and browser contract now assume the root frontend exists
|
||||
|
||||
All three statements are simultaneously present in this checkout.
|
||||
|
||||
Grounded evidence:
|
||||
- `README.md` still says the repo does not contain an active root frontend such as `index.html`, `app.js`, or `style.css`
|
||||
- the current checkout does contain `index.html`, `app.js`, `style.css`, `manifest.json`, and `gofai_worker.js`
|
||||
- `BROWSER_CONTRACT.md` explicitly treats those root files as required browser assets
|
||||
- `tests/test_browser_smoke.py` serves those exact files and validates DOM/WebGL contracts against them
|
||||
- `tests/test_index_html_integrity.py` assumes `index.html` is canonical and production-relevant
|
||||
- `CLAUDE.md` says frontend code lives at repo root and explicitly warns against `public/nexus/`
|
||||
- `INVESTIGATION_ISSUE_1145.md` explains why `public/nexus/` is a bad/corrupt duplicate path and confirms the real classical AI code lives in root `app.js`
|
||||
|
||||
The honest conclusion:
|
||||
- The repo contains a partially restored or actively re-materialized browser surface
|
||||
- The docs are preserving an older migration truth while the runtime files and smoke contracts describe a newer present-tense truth
|
||||
- Any future work in `the-nexus` must choose one truth and align `README.md`, `CLAUDE.md`, smoke tests, and file layout around it
|
||||
|
||||
That drift is itself a critical architectural fact and should be treated as first-order design debt, not a side note.
|
||||
- `angband/mcp_server.py` — large module (353 lines) likely hides multiple responsibilities
|
||||
- `evennia/timmy_world/game.py` — large module (1541 lines) likely hides multiple responsibilities
|
||||
- `evennia/timmy_world/world/game.py` — large module (1345 lines) likely hides multiple responsibilities
|
||||
- `morrowind/mcp_server.py` — large module (451 lines) likely hides multiple responsibilities
|
||||
- `morrowind/pilot.py` — large module (459 lines) likely hides multiple responsibilities
|
||||
- `pipelines/codebase_genome.py` — large module (557 lines) likely hides multiple responsibilities
|
||||
- `scripts/fleet_progression.py` — large module (361 lines) likely hides multiple responsibilities
|
||||
- `scripts/know_thy_father/crossref_audit.py` — large module (657 lines) likely hides multiple responsibilities
|
||||
- `scripts/know_thy_father/index_media.py` — large module (405 lines) likely hides multiple responsibilities
|
||||
- `scripts/know_thy_father/synthesize_kernels.py` — large module (416 lines) likely hides multiple responsibilities
|
||||
|
||||
14
codebase_genome_cron.yml
Normal file
14
codebase_genome_cron.yml
Normal file
@@ -0,0 +1,14 @@
|
||||
---
|
||||
- name: Codebase Genome Nightly
|
||||
schedule: '30 2 * * *' # Daily at 02:30 local time
|
||||
tasks:
|
||||
- name: Ensure output and log directories exist
|
||||
shell: "mkdir -p ~/.timmy/codebase-genomes ~/.timmy/logs ~/timmy-foundation-repos"
|
||||
- name: Run nightly genome rotation
|
||||
shell: >-
|
||||
python3 scripts/codebase_genome_nightly.py
|
||||
--org Timmy_Foundation
|
||||
--workspace-root ~/timmy-foundation-repos
|
||||
--output-root ~/.timmy/codebase-genomes
|
||||
--state-path ~/.timmy/codebase_genome_state.json
|
||||
>> ~/.timmy/logs/codebase_genome_nightly.log 2>&1
|
||||
@@ -10,6 +10,8 @@ This pipeline gives Timmy a repeatable way to generate a deterministic `GENOME.m
|
||||
- `pipelines/codebase-genome.py` — thin CLI wrapper matching the expected pipeline-style entrypoint
|
||||
- `scripts/codebase_genome_nightly.py` — org-aware nightly runner that selects the next repo, updates a local checkout, and writes the genome artifact
|
||||
- `scripts/codebase_genome_status.py` — rollup/status reporter for artifact coverage, duplicate paths, and next uncovered repo
|
||||
- `scripts/codebase_test_generator.py` — coverage-gap driven test scaffold generator for newly analyzed repos
|
||||
- `codebase_genome_cron.yml` — checked-in nightly cron spec for the rotating genome pass
|
||||
- `GENOME.md` — generated analysis for `timmy-home` itself
|
||||
|
||||
## Genome output
|
||||
|
||||
@@ -285,24 +285,25 @@ class World:
|
||||
self.state.pop("phase_transition_event", None)
|
||||
|
||||
# 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:
|
||||
import random as _r
|
||||
new_room = _r.choice(rooms)
|
||||
attempts += 1
|
||||
if new_room != current:
|
||||
char["room"] = new_room
|
||||
|
||||
# Forge fire naturally dims if not tended
|
||||
# Phase-aware: Breaking phase has higher fire-death chance
|
||||
@@ -1093,21 +1094,7 @@ 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 = {
|
||||
@@ -1170,7 +1157,7 @@ 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
|
||||
@@ -1278,7 +1265,7 @@ 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.")
|
||||
|
||||
@@ -1315,7 +1302,7 @@ 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:
|
||||
@@ -1337,7 +1324,7 @@ 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.")
|
||||
@@ -1356,7 +1343,7 @@ 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.")
|
||||
@@ -1365,7 +1352,7 @@ 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.")
|
||||
@@ -1384,7 +1371,7 @@ 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:
|
||||
@@ -1440,9 +1427,6 @@ 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()
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -926,21 +927,7 @@ 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 = {
|
||||
@@ -1003,7 +990,7 @@ 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
|
||||
@@ -1105,7 +1092,7 @@ 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.")
|
||||
|
||||
@@ -1142,7 +1129,7 @@ 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:
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -8,6 +8,7 @@ ROOT = Path(__file__).resolve().parents[1]
|
||||
PIPELINE_PATH = ROOT / "pipelines" / "codebase_genome.py"
|
||||
NIGHTLY_PATH = ROOT / "scripts" / "codebase_genome_nightly.py"
|
||||
GENOME_PATH = ROOT / "GENOME.md"
|
||||
CRON_PATH = ROOT / "codebase_genome_cron.yml"
|
||||
|
||||
|
||||
def _load_module(path: Path, name: str):
|
||||
@@ -113,3 +114,17 @@ def test_repo_contains_generated_timmy_home_genome() -> None:
|
||||
"## Performance Bottleneck Analysis",
|
||||
):
|
||||
assert snippet in text
|
||||
|
||||
|
||||
def test_repo_contains_nightly_cron_spec_for_genome_rotation() -> None:
|
||||
assert CRON_PATH.exists(), "missing codebase_genome_cron.yml"
|
||||
text = CRON_PATH.read_text(encoding="utf-8")
|
||||
for snippet in (
|
||||
"Codebase Genome Nightly",
|
||||
"scripts/codebase_genome_nightly.py",
|
||||
"--org Timmy_Foundation",
|
||||
"--workspace-root",
|
||||
"--output-root",
|
||||
"--state-path",
|
||||
):
|
||||
assert snippet in text
|
||||
|
||||
@@ -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