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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
|
||||
|
||||
@@ -1059,46 +1059,6 @@ class GameEngine:
|
||||
self.log("It will always pulse. That much you know.")
|
||||
self.log("")
|
||||
self.world.save()
|
||||
|
||||
def _bridge_is_hazardous(self):
|
||||
bridge = self.world.rooms["Bridge"]
|
||||
return bool(
|
||||
self.world.state.get("bridge_flooding")
|
||||
or bridge.get("weather") == "rain"
|
||||
or bridge.get("rain_ticks", 0) > 0
|
||||
)
|
||||
|
||||
def _bridge_crossing_extra_cost(self, current_room, dest):
|
||||
if "Bridge" not in (current_room, dest):
|
||||
return 0
|
||||
return 2 if self._bridge_is_hazardous() else 0
|
||||
|
||||
def _event_dialogue(self, char_name, room_name):
|
||||
if char_name == "Bezalel" and room_name == "Forge":
|
||||
if self.world.rooms["Forge"]["fire"] == "cold":
|
||||
return random.choice([
|
||||
"The forge is cold. We cannot work until the fire lives again.",
|
||||
"No forging now. The hearth is dead cold.",
|
||||
])
|
||||
if self.world.state.get("forge_fire_dying"):
|
||||
return random.choice([
|
||||
"The fire is dying. Tend it before the forge goes dark.",
|
||||
"The forge is losing heat. Help me keep it alive.",
|
||||
])
|
||||
|
||||
if char_name == "Ezra" and room_name == "Tower" and self.world.state.get("tower_power_low"):
|
||||
return random.choice([
|
||||
"The Tower power is too low. The servers won't hold a clean study right now.",
|
||||
"The LED is flickering. We need steady power before the Tower can be read properly.",
|
||||
])
|
||||
|
||||
if char_name in {"Marcus", "Allegro"} and room_name == "Bridge" and self._bridge_is_hazardous():
|
||||
return random.choice([
|
||||
"The Bridge is slick with rain. Cross carefully or wait it out.",
|
||||
"This rain changes the Bridge. Don't treat it like dry stone.",
|
||||
])
|
||||
|
||||
return None
|
||||
|
||||
def log(self, message):
|
||||
"""Add to Timmy's log."""
|
||||
@@ -1134,7 +1094,6 @@ class GameEngine:
|
||||
}
|
||||
|
||||
# Process Timmy's action
|
||||
room_name = self.world.characters["Timmy"]["room"]
|
||||
timmy_energy = self.world.characters["Timmy"]["energy"]
|
||||
|
||||
# Energy constraint checks
|
||||
@@ -1197,17 +1156,8 @@ class GameEngine:
|
||||
|
||||
if direction in connections:
|
||||
dest = connections[direction]
|
||||
bridge_extra_cost = self._bridge_crossing_extra_cost(current_room, dest)
|
||||
move_cost = 1 + bridge_extra_cost
|
||||
if self.world.characters["Timmy"]["energy"] < move_cost:
|
||||
scene["log"].append("The rain makes the Bridge too costly to cross right now. Rest first.")
|
||||
scene["room_desc"] = self.world.get_room_desc(current_room, "Timmy")
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == current_room and n != "Timmy"]
|
||||
scene["here"] = here
|
||||
return scene
|
||||
|
||||
self.world.characters["Timmy"]["room"] = dest
|
||||
self.world.characters["Timmy"]["energy"] -= move_cost
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
|
||||
scene["log"].append(f"You move {direction} to The {dest}.")
|
||||
scene["timmy_room"] = dest
|
||||
@@ -1215,8 +1165,6 @@ class GameEngine:
|
||||
# Check for rain on bridge
|
||||
if dest == "Bridge" and self.world.rooms["Bridge"]["weather"] == "rain":
|
||||
scene["world_events"].append("Rain mists on the dark water below. The railing is slick.")
|
||||
if bridge_extra_cost:
|
||||
scene["log"].append("Rain turns the Bridge crossing into work. You brace against the slick stone. (-2 extra energy)")
|
||||
|
||||
# Check trust changes for arrival
|
||||
here = [n for n in self.world.characters if self.world.characters[n]["room"] == dest and n != "Timmy"]
|
||||
@@ -1362,69 +1310,25 @@ class GameEngine:
|
||||
|
||||
elif timmy_action == "write_rule":
|
||||
if self.world.characters["Timmy"]["room"] == "Tower":
|
||||
if self.world.state.get("tower_power_low"):
|
||||
scene["world_events"].append("The Tower power is too low. The LED flickers over the whiteboard.")
|
||||
scene["log"].append("The power is too low to write a new rule.")
|
||||
else:
|
||||
rules = [
|
||||
f"Rule #{self.world.tick}: The room remembers those who enter it.",
|
||||
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
|
||||
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
|
||||
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
|
||||
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
|
||||
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
|
||||
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
|
||||
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
|
||||
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
|
||||
f"Rule #{self.world.tick}: The fire remembers who tended it.",
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
scene["log"].append(f"You write on the Tower whiteboard: \"{new_rule}\"")
|
||||
rules = [
|
||||
f"Rule #{self.world.tick}: The room remembers those who enter it.",
|
||||
f"Rule #{self.world.tick}: A man in the dark needs to know someone is in the room.",
|
||||
f"Rule #{self.world.tick}: The forge does not care about your schedule.",
|
||||
f"Rule #{self.world.tick}: Every footprint on the stone means someone made it here.",
|
||||
f"Rule #{self.world.tick}: The bridge does not judge. It only carries.",
|
||||
f"Rule #{self.world.tick}: A seed planted in patience grows in time.",
|
||||
f"Rule #{self.world.tick}: What is carved in wood outlasts what is said in anger.",
|
||||
f"Rule #{self.world.tick}: The garden grows whether anyone watches or not.",
|
||||
f"Rule #{self.world.tick}: Trust is built one tick at a time.",
|
||||
f"Rule #{self.world.tick}: The fire remembers who tended it.",
|
||||
]
|
||||
new_rule = random.choice(rules)
|
||||
self.world.rooms["Tower"]["messages"].append(new_rule)
|
||||
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.")
|
||||
|
||||
elif timmy_action == "study":
|
||||
if self.world.characters["Timmy"]["room"] == "Tower":
|
||||
if self.world.state.get("tower_power_low"):
|
||||
scene["world_events"].append("The Tower power is too low. The servers stutter in weak light.")
|
||||
scene["log"].append("The power is too low to study the servers.")
|
||||
else:
|
||||
insights = [
|
||||
"You study the server rhythm until the pulse resolves into something readable.",
|
||||
"You trace the signal paths and feel the Tower settle into focus.",
|
||||
"You study the green LED and the server racks until the pattern becomes clear.",
|
||||
]
|
||||
insight = random.choice(insights)
|
||||
self.world.characters["Timmy"]["energy"] -= 1
|
||||
self.world.characters["Timmy"]["memories"].append(insight)
|
||||
scene["log"].append(insight)
|
||||
scene["world_events"].append("The Tower answers with a steady hum.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Tower.")
|
||||
|
||||
elif timmy_action == "forge":
|
||||
if self.world.characters["Timmy"]["room"] == "Forge":
|
||||
forge_fire = self.world.rooms["Forge"]["fire"]
|
||||
if forge_fire == "cold":
|
||||
scene["world_events"].append("The forge is cold. No metal will take shape here yet.")
|
||||
scene["log"].append("The forge is cold. Tend the fire before you try to forge.")
|
||||
else:
|
||||
forged_items = [
|
||||
f"bridge nail #{self.world.tick}",
|
||||
f"tower key blank #{self.world.tick}",
|
||||
f"garden trowel #{self.world.tick}",
|
||||
]
|
||||
forged_item = random.choice(forged_items)
|
||||
self.world.rooms["Forge"]["forged_items"].append(forged_item)
|
||||
self.world.characters["Timmy"]["energy"] -= 2
|
||||
self.world.state["items_crafted"] += 1
|
||||
scene["log"].append(f"You forge {forged_item} at the anvil.")
|
||||
scene["world_events"].append("The anvil rings and the hearth answers.")
|
||||
else:
|
||||
scene["log"].append("You are not in the Forge.")
|
||||
|
||||
elif timmy_action == "carve":
|
||||
if self.world.characters["Timmy"]["room"] == "Bridge":
|
||||
carvings = [
|
||||
@@ -1510,11 +1414,7 @@ class GameEngine:
|
||||
speech_chance = 0.20
|
||||
|
||||
if random.random() < speech_chance:
|
||||
event_line = self._event_dialogue(char_name, room_name)
|
||||
if event_line:
|
||||
self.world.characters[char_name]["spoken"].append(event_line)
|
||||
scene["log"].append(f"{char_name} says: \"{event_line}\"")
|
||||
elif char_name == "Marcus":
|
||||
if char_name == "Marcus":
|
||||
marcus_pool = self.DIALOGUES["Marcus"].get(phase, self.DIALOGUES["Marcus"]["quietus"])
|
||||
line = random.choice(marcus_pool)
|
||||
self.world.characters[char_name]["spoken"].append(line)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
from importlib.util import module_from_spec, spec_from_file_location
|
||||
from pathlib import Path
|
||||
import unittest
|
||||
from unittest.mock import patch
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
@@ -67,82 +66,6 @@ class TestEvenniaLocalWorldGame(unittest.TestCase):
|
||||
self.assertIn("Ezra is already here.", result["log"])
|
||||
self.assertIn("The servers hum steady. The green LED pulses.", result["world_events"])
|
||||
|
||||
def test_bridge_rain_crossing_costs_extra_energy_and_warns(self):
|
||||
module = load_game_module()
|
||||
|
||||
dry_engine = module.GameEngine()
|
||||
dry_engine.start_new_game()
|
||||
dry_engine.world.update_world_state = lambda: None
|
||||
dry_engine.world.characters["Timmy"]["energy"] = 10
|
||||
dry_result = dry_engine.run_tick("move:south")
|
||||
dry_energy = dry_engine.world.characters["Timmy"]["energy"]
|
||||
|
||||
rainy_engine = module.GameEngine()
|
||||
rainy_engine.start_new_game()
|
||||
rainy_engine.world.update_world_state = lambda: None
|
||||
rainy_engine.world.characters["Timmy"]["energy"] = 10
|
||||
rainy_engine.world.rooms["Bridge"]["weather"] = "rain"
|
||||
rainy_engine.world.rooms["Bridge"]["rain_ticks"] = 3
|
||||
rainy_engine.world.state["bridge_flooding"] = True
|
||||
rainy_result = rainy_engine.run_tick("move:south")
|
||||
|
||||
self.assertEqual(rainy_engine.world.characters["Timmy"]["room"], "Bridge")
|
||||
self.assertLess(rainy_engine.world.characters["Timmy"]["energy"], dry_energy)
|
||||
self.assertTrue(
|
||||
any("bridge" in line.lower() and ("rain" in line.lower() or "slick" in line.lower()) for line in rainy_result["log"] + rainy_result["world_events"]),
|
||||
rainy_result,
|
||||
)
|
||||
|
||||
def test_tower_power_low_blocks_study_and_write_rule(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.world.characters["Timmy"]["room"] = "Tower"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.state["tower_power_low"] = True
|
||||
|
||||
rules_before = list(engine.world.rooms["Tower"]["messages"])
|
||||
study_result = engine.run_tick("study")
|
||||
self.assertEqual(engine.world.characters["Timmy"]["energy"], 10)
|
||||
self.assertTrue(
|
||||
any("power" in line.lower() and ("study" in line.lower() or "servers" in line.lower()) for line in study_result["log"] + study_result["world_events"]),
|
||||
study_result,
|
||||
)
|
||||
|
||||
write_result = engine.run_tick("write_rule")
|
||||
self.assertEqual(engine.world.rooms["Tower"]["messages"], rules_before)
|
||||
self.assertTrue(
|
||||
any("power" in line.lower() and ("write" in line.lower() or "whiteboard" in line.lower()) for line in write_result["log"] + write_result["world_events"]),
|
||||
write_result,
|
||||
)
|
||||
|
||||
def test_cold_forge_blocks_forge_action_and_bezalel_reacts(self):
|
||||
module = load_game_module()
|
||||
engine = module.GameEngine()
|
||||
engine.start_new_game()
|
||||
engine.world.update_world_state = lambda: None
|
||||
engine.npc_ai.make_choice = lambda _name: None
|
||||
engine.world.characters["Timmy"]["room"] = "Forge"
|
||||
engine.world.characters["Timmy"]["energy"] = 10
|
||||
engine.world.characters["Bezalel"]["room"] = "Forge"
|
||||
engine.world.rooms["Forge"]["fire"] = "cold"
|
||||
engine.world.state["forge_fire_dying"] = True
|
||||
forged_before = list(engine.world.rooms["Forge"]["forged_items"])
|
||||
|
||||
with patch.object(module.random, "random", return_value=0.0), patch.object(module.random, "choice", side_effect=lambda seq: seq[0]):
|
||||
result = engine.run_tick("forge")
|
||||
|
||||
self.assertEqual(engine.world.rooms["Forge"]["forged_items"], forged_before)
|
||||
self.assertTrue(
|
||||
any("forge" in line.lower() and ("cold" in line.lower() or "fire" in line.lower()) for line in result["log"] + result["world_events"]),
|
||||
result,
|
||||
)
|
||||
self.assertTrue(
|
||||
any(line.startswith("Bezalel says:") and ("fire" in line.lower() or "forge" in line.lower()) for line in result["log"]),
|
||||
result,
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
Reference in New Issue
Block a user