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Rockachopa
41ac45e49b feat: add Sherlock username recon wrapper with opt-in gate, caching, and normalized JSON
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- creates tools/sherlock_wrapper.py with run_sherlock() library + CLI
- opt-in gate: SHERLOCK_ENABLED=1 or --opt-in required
- local SQLite cache at ~/.cache/timmy/sherlock_cache.db (TTL: 7 days)
- normalized JSON output schema: found/missing/errors/metadata
- minimal smoke test suite: 13 tests covering schema, cache, TTL, opt-in
- adds README section with usage, schema, setup, and smoke-test instructions

Closes #874
2026-04-26 14:00:06 -04:00
8 changed files with 558 additions and 232 deletions

View File

@@ -112,6 +112,76 @@ pytest tests/
```
### Project Structure
## Sherlock Username Recon Wrapper
### Quick Usage
```bash
# Opt-in via env var
export SHERLOCK_ENABLED=1
# Or via explicit CLI flag
python -m tools.sherlock_wrapper --query "alice" --opt-in --json
# With site whitelist
python -m tools.sherlock_wrapper --query "alice" --opt-in --sites github twitter --json
```
### What It Does
Builds a bounded local wrapper around the Sherlock username OSINT tool that:
- **Opt-in gate** — SHERLOCK_ENABLED=1 or `--opt-in` required before any external call
- **Local-first caching** — results cached in `~/.cache/timmy/sherlock_cache.db` (TTL: 7 days)
- **Normalized JSON** — stable schema with `found`, `missing`, `errors`, and `metadata` sections
- **No network egress** — only makes outbound HTTP to target sites through sherlock; never phones home
### Output Schema
```json
{
"schema_version": "1.0",
"query": "alice",
"timestamp": "2025-04-26T14:23:00+00:00",
"found": [
{"site": "github", "url": "https://github.com/alice"}
],
"missing": ["twitter", "facebook"],
"errors": [{"site": "instagram", "error": "timeout"}],
"metadata": {
"total_sites_checked": 50,
"found_count": 1,
"missing_count": 48,
"error_count": 1
}
}
```
### Setup
Sherlock must be installed separately:
```bash
pip install sherlock-project
```
The wrapper is pure Python and requires only stdlib apart from sherlock itself.
### Why an Opt-In Gate?
Sherlock makes outbound HTTP requests to dozens of third-party sites. The opt-in gate:
1. Ensures a human operator explicitly approves this dependency
2. Makes the outbound traffic auditable in session logs
3. Prevents accidental invocation in automated pipelines
### Running the Smoke Test
```bash
# Run unit + integration tests
pytest tests/test_sherlock_wrapper.py -v
```
```
.

View File

@@ -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()

View File

@@ -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()

View File

@@ -0,0 +1,182 @@
#!/usr/bin/env python3
"""
Smoke test for sherlock_wrapper — validates schema, caching, opt-in gate,
and error handling without requiring sherlock to be installed.
"""
import json
import os
import sys
import tempfile
import unittest
from pathlib import Path
from unittest.mock import patch, MagicMock
sys.path.insert(0, os.path.join(os.path.dirname(__file__), "..", "tools"))
from sherlock_wrapper import (
compute_query_hash,
normalize_sherlock_output,
require_opt_in,
check_sherlock_available,
get_cache_connection,
save_to_cache,
get_cached_result,
)
class TestSherlockWrapperSmoke(unittest.TestCase):
"""Smoke tests for Sherlock wrapper — implementation spike validation."""
def test_opt_in_gate_fails_without_flag(self):
"""Without SHERLOCK_ENABLED or --opt-in, gate should raise."""
with patch("sherlock_wrapper.SHERLOCK_ENABLED", False):
with self.assertRaises(RuntimeError) as ctx:
require_opt_in(opt_in=False)
self.assertIn("opt-in only", str(ctx.exception).lower())
def test_opt_in_gate_succeeds_with_env(self):
"""SHERLOCK_ENABLED=1 bypasses gate."""
with patch("sherlock_wrapper.SHERLOCK_ENABLED", True):
require_opt_in(opt_in=False) # Should not raise
def test_opt_in_gate_succeeds_with_flag(self):
"""--opt-in flag bypasses gate."""
with patch("sherlock_wrapper.SHERLOCK_ENABLED", False):
require_opt_in(opt_in=True) # Should not raise
def test_query_hash_deterministic(self):
"""Same input produces same hash."""
h1 = compute_query_hash("alice")
h2 = compute_query_hash("alice")
self.assertEqual(h1, h2)
def test_query_hash_site_sensitivity(self):
"""Different site lists produce different hashes."""
h1 = compute_query_hash("alice", sites=["github"])
h2 = compute_query_hash("alice", sites=["twitter"])
self.assertNotEqual(h1, h2)
def test_normalize_basic_found_missing(self):
"""Normalization produces correct schema."""
raw = {
"github": {"status": "found", "url": "https://github.com/alice"},
"twitter": {"status": "not found"},
"instagram": {"status": "error", "error_detail": "timeout"},
}
normalized = normalize_sherlock_output(raw, "alice")
self.assertEqual(normalized["query"], "alice")
self.assertEqual(normalized["metadata"]["found_count"], 1)
self.assertEqual(normalized["metadata"]["missing_count"], 1)
self.assertEqual(normalized["metadata"]["error_count"], 1)
self.assertEqual(len(normalized["found"]), 1)
self.assertEqual(normalized["found"][0]["site"], "github")
self.assertIn("twitter", normalized["missing"])
self.assertEqual(normalized["errors"][0]["site"], "instagram")
def test_normalized_schema_has_required_fields(self):
"""Output schema contains all required top-level keys."""
raw = {"site1": {"status": "not found"}}
normalized = normalize_sherlock_output(raw, "testuser")
required = ["schema_version", "query", "timestamp", "found", "missing",
"errors", "metadata"]
for key in required:
self.assertIn(key, normalized)
self.assertIsInstance(normalized["timestamp"], str)
self.assertIsInstance(normalized["found"], list)
self.assertIsInstance(normalized["missing"], list)
self.assertIsInstance(normalized["errors"], list)
self.assertIsInstance(normalized["metadata"], dict)
def test_cache_roundtrip(self):
"""Result can be written and read back from cache."""
with tempfile.TemporaryDirectory() as tmp:
with patch("sherlock_wrapper.CACHE_DB", Path(tmp) / "cache.db"):
test_result = {
"schema_version": "1.0",
"query": "alice",
"timestamp": "2025-04-26T00:00:00+00:00",
"found": [],
"missing": ["github"],
"errors": [],
"metadata": {"total_sites_checked": 1, "found_count": 0, "missing_count": 1, "error_count": 0},
}
query_hash = compute_query_hash("alice")
save_to_cache(query_hash, test_result)
retrieved = get_cached_result(query_hash)
self.assertEqual(retrieved, test_result)
def test_cache_miss_on_stale(self):
"""Cache returns None when entry is older than 7 days."""
with tempfile.TemporaryDirectory() as tmp:
db_path = Path(tmp) / "cache.db"
with patch("sherlock_wrapper.CACHE_DB", db_path):
old_ts = "2025-04-01T00:00:00+00:00"
old_result = {
"schema_version": "1.0", "query": "alice",
"timestamp": old_ts, "found": [], "missing": [], "errors": [],
"metadata": {"total_sites_checked": 0, "found_count": 0, "missing_count": 0, "error_count": 0},
}
query_hash = compute_query_hash("alice")
# Direct DB insert with controlled timestamp (bypass save_to_cache's NOW)
conn = get_cache_connection()
conn.execute(
"INSERT INTO cache (query_hash, result_json, timestamp) VALUES (?, ?, ?)",
(query_hash, json.dumps(old_result), old_ts)
)
conn.commit()
retrieved = get_cached_result(query_hash)
self.assertIsNone(retrieved)
def test_sherlock_available_check(self):
"""check_sherlock_available returns bool."""
available = check_sherlock_available()
self.assertIsInstance(available, bool)
# Note: on this test system sherlock may not be installed, so False is expected.
# The important thing is the function returns a bool.
print(f"[INFO] Sherlock installed: {available}")
class TestSherlockWrapperIntegration(unittest.TestCase):
"""Integration tests with mocked sherlock module."""
def test_run_sherlock_with_opt_in(self):
"""run_sherlock succeeds with opt-in and returns normalized result."""
fake_sherlock = MagicMock()
fake_sherlock.sherlock = MagicMock(return_value={
"github": {"status": "found", "url": "https://github.com/alice"},
"twitter": {"status": "not found"},
})
with patch.dict("sys.modules", {"sherlock": fake_sherlock}):
import importlib
import sherlock_wrapper
importlib.reload(sherlock_wrapper)
with patch.dict(os.environ, {"SHERLOCK_ENABLED": "1"}):
from sherlock_wrapper import run_sherlock
result = run_sherlock("alice", opt_in=True)
self.assertEqual(result["query"], "alice")
self.assertEqual(result["metadata"]["found_count"], 1)
def test_run_sherlock_fails_without_opt_in(self):
"""run_sherlock raises RuntimeError without opt-in."""
from sherlock_wrapper import run_sherlock
with self.assertRaises(RuntimeError) as ctx:
run_sherlock("alice", opt_in=False)
self.assertIn("opt-in only", str(ctx.exception).lower())
def test_run_sherlock_uses_cache(self):
"""Cached result short-circuits sherlock execution."""
cached = {
"schema_version": "1.0", "query": "alice", "timestamp": "2025-04-26T00:00:00+00:00",
"found": [{"site": "github", "url": "https://github.com/alice"}],
"missing": ["twitter"],
"errors": [],
"metadata": {"total_sites_checked": 2, "found_count": 1, "missing_count": 1, "error_count": 0},
}
with tempfile.TemporaryDirectory() as tmp:
with patch("sherlock_wrapper.CACHE_DB", Path(tmp) / "cache.db"):
query_hash = compute_query_hash("alice")
save_to_cache(query_hash, cached)
from sherlock_wrapper import run_sherlock
result = run_sherlock("alice", opt_in=True)
self.assertEqual(result, cached)

View File

@@ -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

View File

@@ -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()

0
tools/__init__.py Normal file
View File

249
tools/sherlock_wrapper.py Normal file
View File

@@ -0,0 +1,249 @@
#!/usr/bin/env python3
"""
Sherlock username recon wrapper — opt-in, cached, normalized JSON output.
This is an implementation spike (issue #874) to validate local integration
of the Sherlock OSINT tool without violating sovereignty/provenance standards.
"""
import argparse
import hashlib
import json
import os
import sqlite3
import sys
from datetime import datetime, timezone
from pathlib import Path
from typing import Optional, Dict, Any, List
# Opt-in gate: must have SHERLOCK_ENABLED=1 or --opt-in flag
SHERLOCK_ENABLED = os.environ.get("SHERLOCK_ENABLED", "0") == "1"
# Cache location
CACHE_DIR = Path.home() / ".cache" / "timmy"
CACHE_DB = CACHE_DIR / "sherlock_cache.db"
# Normalized output schema version
SCHEMA_VERSION = "1.0"
def require_opt_in(opt_in: bool = False) -> None:
"""Enforce opt-in gate for Sherlock external dependency."""
if not (SHERLOCK_ENABLED or opt_in):
raise RuntimeError(
"Sherlock is opt-in only. Set SHERLOCK_ENABLED=1 or pass --opt-in."
)
def check_sherlock_available() -> bool:
"""Check if sherlock Python package is installed."""
try:
import sherlock # type: ignore # noqa: F401
return True
except ImportError:
return False
def get_cache_connection() -> sqlite3.Connection:
"""Initialize cache directory and return DB connection."""
CACHE_DIR.mkdir(parents=True, exist_ok=True)
conn = sqlite3.connect(str(CACHE_DB))
conn.execute("""
CREATE TABLE IF NOT EXISTS cache (
query_hash TEXT PRIMARY KEY,
result_json TEXT NOT NULL,
timestamp DATETIME NOT NULL
)
""")
return conn
def compute_query_hash(username: str, sites: Optional[List[str]] = None) -> str:
"""Deterministic hash for cache key."""
components = [username.lower().strip()]
if sites:
components.extend(sorted(sites))
raw = "|".join(components)
return hashlib.sha256(raw.encode()).hexdigest()
def get_cached_result(query_hash: str) -> Optional[Dict[str, Any]]:
"""Retrieve cached result if available and not stale (TTL: 7 days)."""
conn = get_cache_connection()
cur = conn.execute(
"SELECT result_json, timestamp FROM cache WHERE query_hash = ?",
(query_hash,)
)
row = cur.fetchone()
if not row:
return None
result_json, ts_str = row
# TTL: 7 days (604800 seconds)
ts = datetime.fromisoformat(ts_str)
age_seconds = (datetime.now(timezone.utc) - ts).total_seconds()
if age_seconds >= 604800:
return None
return json.loads(result_json)
def save_to_cache(query_hash: str, result: Dict[str, Any]) -> None:
"""Persist result to cache."""
conn = get_cache_connection()
conn.execute(
"INSERT OR REPLACE INTO cache (query_hash, result_json, timestamp) VALUES (?, ?, ?)",
(query_hash, json.dumps(result), datetime.now(timezone.utc).isoformat())
)
conn.commit()
conn.close()
def normalize_sherlock_output(
raw_result: Dict[str, Any],
username: str,
sites_checked: Optional[List[str]] = None
) -> Dict[str, Any]:
"""
Convert raw sherlock output into a stable, normalized schema.
Expected sherlock result shape (via Python API):
{
"site_name": {"url": "...", "status": "found"|"not found"|"error", ...},
...
}
"""
found: List[Dict[str, str]] = []
missing: List[str] = []
errors: List[Dict[str, str]] = []
for site_name, site_data in raw_result.items():
status = site_data.get("status", "")
url = site_data.get("url", "")
if status == "found" and url:
found.append({"site": site_name, "url": url})
elif status == "not found":
missing.append(site_name)
else:
errors.append({"site": site_name, "error": status or "unknown"})
# Compute totals from the original site list if provided
total_sites = len(raw_result) if sites_checked is None else len(sites_checked)
return {
"schema_version": SCHEMA_VERSION,
"query": username,
"timestamp": datetime.now(timezone.utc).isoformat(),
"found": found,
"missing": missing,
"errors": errors,
"metadata": {
"total_sites_checked": total_sites,
"found_count": len(found),
"missing_count": len(missing),
"error_count": len(errors),
},
}
def run_sherlock(
username: str,
sites: Optional[List[str]] = None,
timeout: Optional[int] = None,
opt_in: bool = False
) -> Dict[str, Any]:
"""
Execute Sherlock wrapper with opt-in gate, caching, and normalization.
"""
require_opt_in(opt_in)
# Compute cache key
query_hash = compute_query_hash(username, sites)
# Check cache first — avoids dependency requirement on cache hit
cached = get_cached_result(query_hash)
if cached is not None:
return cached
# Only require sherlock on cache miss
if not check_sherlock_available():
raise RuntimeError(
"Sherlock Python package not installed. "
"Install with: pip install sherlock-project"
)
# Call sherlock
try:
import sherlock
from sherlock import sherlock as sherlock_main # type: ignore
if sites:
result = sherlock_main(username, site_list=sites, timeout=timeout or 10)
else:
result = sherlock_main(username, timeout=timeout or 10)
normalized = normalize_sherlock_output(result, username, sites)
save_to_cache(query_hash, normalized)
return normalized
except Exception as e:
raise RuntimeError(f"Sherlock execution failed: {e}") from e
def main() -> int:
parser = argparse.ArgumentParser(
description="Sherlock username OSINT wrapper — opt-in, cached, normalized JSON"
)
parser.add_argument(
"--query", "-q", required=True,
help="Username to search across sites"
)
parser.add_argument(
"--opt-in", action="store_true",
help="Explicit opt-in flag (alternatively set SHERLOCK_ENABLED=1)"
)
parser.add_argument(
"--sites", "-s", nargs="+",
help="Specific sites to check (default: all supported)"
)
parser.add_argument(
"--timeout", "-t", type=int, default=10,
help="Request timeout per site (default: 10)"
)
parser.add_argument(
"--json", action="store_true",
help="Output normalized JSON to stdout"
)
parser.add_argument(
"--no-cache",
action="store_true",
help="Bypass cached result (if any)"
)
args = parser.parse_args()
try:
result = run_sherlock(
username=args.query,
sites=args.sites,
timeout=args.timeout,
opt_in=args.opt_in
)
if args.json:
print(json.dumps(result, indent=2))
else:
print(f"Query: {result['query']}")
print(f"Found: {result['metadata']['found_count']} site(s)")
print(f"Missing: {result['metadata']['missing_count']} site(s)")
print(f"Errors: {result['metadata']['error_count']} site(s)")
for f in result['found']:
print(f" [{f['site']}] {f['url']}")
return 0
except RuntimeError as e:
print(f"ERROR: {e}", file=sys.stderr)
return 1
if __name__ == "__main__":
sys.exit(main())