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fix/515
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fix/547-ph
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eb41220ae4 |
@@ -4,96 +4,58 @@ Phase 1 is the manual-clicker stage of the fleet. The machines exist. The servic
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## Phase Definition
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- **Current state:** Fleet is operational. Three VPS wizards run. Gitea hosts 16 repos. Agents burn through issues nightly.
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- **The problem:** Everything important still depends on human vigilance. When an agent dies at 2 AM, nobody notices until morning.
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- **Resources tracked:** Uptime, Capacity Utilization.
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- **Next phase:** [PHASE-2] Automation - Self-Healing Infrastructure
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- Current state: fleet exists, agents run, everything important still depends on human vigilance.
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- Resources tracked here: Capacity, Uptime.
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- Next phase: [PHASE-2] Automation - Self-Healing Infrastructure
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## What We Have
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## Current Buildings
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### Infrastructure
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- **VPS hosts:** Ezra (143.198.27.163), Allegro, Bezalel (167.99.126.228)
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- **Local Mac:** M4 Max, orchestration hub, 50+ tmux panes
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- **RunPod GPU:** L40S 48GB, intermittent (Cloudflare tunnel expired)
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### Services
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- **Gitea:** forge.alexanderwhitestone.com -- 16 repos, 500+ open issues, branch protection enabled
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- **Ollama:** 6 models loaded (~37GB), local inference
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- **Hermes:** Agent orchestration, cron system (90+ jobs, 6 workers)
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- **Evennia:** The Tower MUD world, federation capable
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### Agents
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- **Timmy:** Local harness, primary orchestrator
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- **Bezalel, Ezra, Allegro:** VPS workers dispatched via Gitea issues
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- **Code Claw, Gemini:** Specialized workers
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- VPS hosts: Ezra, Allegro, Bezalel
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- Agents: Timmy harness, Code Claw heartbeat, Gemini AI Studio worker
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- Gitea forge
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- Evennia worlds
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## Current Resource Snapshot
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| Resource | Value | Target | Status |
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|----------|-------|--------|--------|
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| Fleet operational | Yes | Yes | MET |
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| Uptime (30d average) | ~78% | >= 95% | NOT MET |
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| Days at 95%+ uptime | 0 | 30 | NOT MET |
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| Capacity utilization | ~35% | > 60% | NOT MET |
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- Fleet operational: yes
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- Uptime baseline: 0.0%
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- Days at or above 95% uptime: 0
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- Capacity utilization: 0.0%
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**Phase 2 trigger: NOT READY**
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## Next Phase Trigger
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## What's Still Manual
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To unlock [PHASE-2] Automation - Self-Healing Infrastructure, the fleet must hold both of these conditions at once:
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- Uptime >= 95% for 30 consecutive days
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- Capacity utilization > 60%
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- Current trigger state: NOT READY
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Every one of these is a "click" that a human must make:
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## Missing Requirements
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1. **Restart dead agents** -- SSH into VPS, check process, restart hermes
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2. **Health checks** -- SSH to each VPS, verify disk/memory/services
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3. **Dead pane recovery** -- tmux pane dies, nobody notices, work stops
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4. **Provider failover** -- Nous API goes down, agents stop, human reconfigures
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5. **PR triage** -- 80% auto-merge, but 20% need human review
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6. **Backlog management** -- 500+ issues, burn loops help but need supervision
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7. **Nightly retro** -- manually run and push results
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8. **Config drift** -- agent runs on wrong model, human discovers later
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## The Gap to Phase 2
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To unlock Phase 2 (Automation), we need:
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| Requirement | Current | Gap |
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|-------------|---------|-----|
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| 30 days at 95% uptime | 0 days | Need deadman switch, auto-respawn, provider failover |
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| Capacity > 60% | ~35% | Need more agents doing work, less idle time |
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### What closes the gap
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1. **Deadman switch in cron** (fleet-ops#168) -- detect dead agents within 5 minutes
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2. **Auto-respawn** (fleet-ops#173) -- restart dead tmux panes automatically
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3. **Provider failover** -- switch to fallback model/provider when primary fails
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4. **Heartbeat monitoring** -- read heartbeat files and alert on staleness
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## How to Run the Phase Report
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```bash
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# Render with default (zero) snapshot
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python3 scripts/fleet_phase_status.py
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# Render with real snapshot
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json
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# Output as JSON
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --json
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# Write to file
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python3 scripts/fleet_phase_status.py --snapshot configs/phase-1-snapshot.json --output docs/FLEET_PHASE_1_SURVIVAL.md
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```
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- Uptime 0.0% / 95.0%
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- Days at or above 95% uptime: 0/30
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- Capacity utilization 0.0% / >60.0%
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## Manual Clicker Interpretation
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Paperclips analogy: Phase 1 = Manual clicker. You ARE the automation.
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Every restart, every SSH, every check is a manual click.
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The goal of Phase 1 is not to automate. It's to **name what needs automating**. Every manual click documented here is a Phase 2 ticket.
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## Manual Clicks Still Required
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- Restart agents and services by hand when a node goes dark.
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- SSH into machines to verify health, disk, and memory.
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- Check Gitea, relay, and world services manually before and after changes.
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- Act as the scheduler when automation is missing or only partially wired.
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## Repo Signals Already Present
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- `scripts/fleet_health_probe.sh` — Automated health probe exists and can supply the uptime baseline for the next phase.
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- `scripts/fleet_milestones.py` — Milestone tracker exists, so survival achievements can be narrated and logged.
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- `scripts/auto_restart_agent.sh` — Auto-restart tooling already exists as phase-2 groundwork.
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- `scripts/backup_pipeline.sh` — Backup pipeline scaffold exists for post-survival automation work.
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- `infrastructure/timmy-bridge/reports/generate_report.py` — Bridge reporting exists and can summarize heartbeat-driven uptime.
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## Notes
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- Fleet is operational but fragile -- most recovery is manual
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- Overnight burns work ~70% of the time; 30% need morning rescue
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- The deadman switch exists but is not in cron
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- Heartbeat files exist but no automated monitoring reads them
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- Provider failover is manual -- Nous goes down = agents stop
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- The fleet is alive, but the human is still the control loop.
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- Phase 1 is about naming reality plainly so later automation has a baseline to beat.
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@@ -12,27 +12,6 @@ WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')
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STATE_FILE = WORLD_DIR / 'game_state.json'
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TIMMY_LOG = WORLD_DIR / 'timmy_log.md'
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FRIENDSHIP_THRESHOLD = 0.5
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TENSION_THRESHOLD = -0.5
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NPC_RELATIONSHIP_SEEDS = {
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("Kimi", "Marcus"): {
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"values": {"Kimi": 0.45, "Marcus": 0.47},
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"conversation": "While you are away, Marcus and Kimi trade a quiet confidence beneath the oak.",
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"milestone": "A friendship starts to take root between Marcus and Kimi.",
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"hint": "Marcus and Kimi move with the easy familiarity of old friends.",
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"delta": 0.08,
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"kind": "friendship",
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},
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("Bezalel", "ClawCode"): {
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"values": {"Bezalel": -0.46, "ClawCode": -0.44},
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"conversation": "While you are away, Bezalel and ClawCode clash over what the forge is for.",
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"milestone": "Tension hardens between Bezalel and ClawCode at the anvil.",
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"hint": "Bezalel and ClawCode keep a wary distance, like a spark could set them off.",
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"delta": -0.08,
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"kind": "tension",
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},
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}
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# ============================================================
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# NARRATIVE ARC — 4 phases that transform the world
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# ============================================================
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@@ -279,35 +258,7 @@ class World:
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"items_crafted": 0,
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"conflicts_resolved": 0,
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"nights_survived": 0,
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"npc_friendships": [],
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"npc_tensions": [],
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}
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self._initialize_npc_relationships(apply_seeds=True)
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def _initialize_npc_relationships(self, apply_seeds=False):
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npc_names = [name for name, char in self.characters.items() if not char.get("is_player", False)]
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for npc_name in npc_names:
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trust_map = self.characters[npc_name]["trust"]
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for other_name in npc_names:
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if other_name != npc_name:
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trust_map.setdefault(other_name, 0.0)
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if apply_seeds:
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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left, right = pair
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self.characters[left]["trust"][right] = seed["values"][left]
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self.characters[right]["trust"][left] = seed["values"][right]
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self.state.setdefault("npc_friendships", [])
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self.state.setdefault("npc_tensions", [])
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def relationship_hint_for_room(self, room_name, occupants):
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hints = []
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occupant_set = set(occupants)
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for bucket in ("npc_friendships", "npc_tensions"):
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for entry in self.state.get(bucket, []):
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pair = set(entry.get("pair", []))
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if entry.get("room") == room_name and pair.issubset(occupant_set):
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hints.append(entry.get("hint", ""))
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return [hint for hint in hints if hint]
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def tick_time(self):
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"""Advance time of day."""
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@@ -438,8 +389,6 @@ class World:
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here = [n for n, c in self.characters.items() if c["room"] == room_name and n != char_name]
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if here:
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desc += f"\n Here: {', '.join(here)}"
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for hint in self.relationship_hint_for_room(room_name, here):
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desc += f" {hint}"
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return desc
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@@ -465,12 +414,6 @@ class World:
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self.rooms = data.get("rooms", self.rooms)
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self.characters = data.get("characters", self.characters)
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self.state = data.get("state", self.state)
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needs_seed = not any(
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any(other != "Timmy" for other in char.get("trust", {}))
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for name, char in self.characters.items()
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if not char.get("is_player", False)
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)
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self._initialize_npc_relationships(apply_seeds=needs_seed)
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return True
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return False
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@@ -1129,69 +1072,6 @@ class GameEngine:
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f.write(f"\n*Began: {datetime.now().strftime('%Y-%m-%d %H:%M')}*\n\n")
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f.write("---\n\n")
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f.write(message + "\n")
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def _adjust_mutual_trust(self, left, right, delta):
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for speaker, listener in ((left, right), (right, left)):
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trust_map = self.world.characters[speaker]["trust"]
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trust_map[listener] = max(-1.0, min(1.0, trust_map.get(listener, 0.0) + delta))
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def _record_relationship_milestone(self, scene, room_name, pair, bucket, milestone, hint):
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pair_list = list(pair)
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entries = self.world.state.setdefault(bucket, [])
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if any(entry.get("pair") == pair_list for entry in entries):
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return
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entries.append({
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"pair": pair_list,
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"room": room_name,
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"summary": milestone,
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"hint": hint,
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})
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scene["world_events"].append(milestone)
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def _run_offscreen_npc_relationships(self, scene):
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timmy_room = self.world.characters["Timmy"]["room"]
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rooms = {}
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for char_name, char in self.world.characters.items():
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if char.get("is_player", False):
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continue
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rooms.setdefault(char["room"], []).append(char_name)
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for room_name, occupants in rooms.items():
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if room_name == timmy_room or len(occupants) < 2:
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continue
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occupant_set = set(occupants)
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for pair, seed in NPC_RELATIONSHIP_SEEDS.items():
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if not set(pair).issubset(occupant_set):
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continue
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left, right = pair
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self._adjust_mutual_trust(left, right, seed["delta"])
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scene["npc_actions"].append(f"{left} and {right} speak in The {room_name} while you are away.")
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scene["world_events"].append(seed["conversation"])
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self.world.characters[left]["spoken"].append(seed["conversation"])
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self.world.characters[right]["spoken"].append(seed["conversation"])
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self.world.characters[left]["memories"].append(seed["conversation"])
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self.world.characters[right]["memories"].append(seed["conversation"])
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left_trust = self.world.characters[left]["trust"][right]
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right_trust = self.world.characters[right]["trust"][left]
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if seed["kind"] == "friendship" and left_trust >= FRIENDSHIP_THRESHOLD and right_trust >= FRIENDSHIP_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_friendships",
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seed["milestone"],
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seed["hint"],
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)
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elif seed["kind"] == "tension" and left_trust <= TENSION_THRESHOLD and right_trust <= TENSION_THRESHOLD:
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self._record_relationship_milestone(
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scene,
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room_name,
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pair,
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"npc_tensions",
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seed["milestone"],
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seed["hint"],
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)
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def run_tick(self, timmy_action="look"):
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"""Run one tick. Return the scene and available choices."""
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@@ -1517,8 +1397,6 @@ class GameEngine:
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self.world.characters[char_name]["room"] = dest
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self.world.characters[char_name]["energy"] -= 1
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scene["npc_actions"].append(f"{char_name} moves from The {old_room} to The {dest}")
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self._run_offscreen_npc_relationships(scene)
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# Random NPC events — phase-aware speech
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room_name = self.world.characters["Timmy"]["room"]
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@@ -10,6 +10,7 @@ BACKUP_LOG_DIR="${BACKUP_LOG_DIR:-${BACKUP_ROOT}/logs}"
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BACKUP_RETENTION_DAYS="${BACKUP_RETENTION_DAYS:-14}"
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BACKUP_S3_URI="${BACKUP_S3_URI:-}"
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BACKUP_NAS_TARGET="${BACKUP_NAS_TARGET:-}"
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OFFSITE_TARGET="${OFFSITE_TARGET:-}"
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AWS_ENDPOINT_URL="${AWS_ENDPOINT_URL:-}"
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BACKUP_NAME="hermes-backup-${DATESTAMP}"
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LOCAL_BACKUP_DIR="${BACKUP_ROOT}/${DATESTAMP}"
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@@ -31,6 +32,16 @@ fail() {
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exit 1
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}
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send_telegram() {
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local message="$1"
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if [[ -n "${TELEGRAM_BOT_TOKEN:-}" && -n "${TELEGRAM_CHAT_ID:-}" ]]; then
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curl -s -X POST "https://api.telegram.org/bot${TELEGRAM_BOT_TOKEN}/sendMessage" \
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-d "chat_id=${TELEGRAM_CHAT_ID}" \
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-d "text=${message}" \
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-d "parse_mode=HTML" > /dev/null || true
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fi
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}
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cleanup() {
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rm -f "$PLAINTEXT_ARCHIVE"
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rm -rf "$STAGE_DIR"
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@@ -118,6 +129,17 @@ upload_to_nas() {
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log "Uploaded backup to NAS target: $target_dir"
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}
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upload_to_offsite() {
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local archive_path="$1"
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local manifest_path="$2"
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local target_root="$3"
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local target_dir="${target_root%/}/${DATESTAMP}"
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mkdir -p "$target_dir"
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rsync -az --delete "$archive_path" "$manifest_path" "$target_dir/"
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log "Uploaded backup to offsite target: $target_dir"
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}
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upload_to_s3() {
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local archive_path="$1"
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local manifest_path="$2"
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@@ -161,10 +183,16 @@ if [[ -n "$BACKUP_NAS_TARGET" ]]; then
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upload_to_nas "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$BACKUP_NAS_TARGET"
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fi
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if [[ -n "$OFFSITE_TARGET" ]]; then
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upload_to_offsite "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH" "$OFFSITE_TARGET"
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fi
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if [[ -n "$BACKUP_S3_URI" ]]; then
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upload_to_s3 "$ENCRYPTED_ARCHIVE" "$MANIFEST_PATH"
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fi
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find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -name '20*' -mtime "+${BACKUP_RETENTION_DAYS}" -exec rm -rf {} + 2>/dev/null || true
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find "$BACKUP_ROOT" -mindepth 1 -maxdepth 1 -type d -mtime +7 -exec rm -rf {} + 2>/dev/null || true
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log "Retention applied (${BACKUP_RETENTION_DAYS} days)"
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log "Backup pipeline completed successfully"
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send_telegram "✅ Daily backup completed: ${DATESTAMP}"
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@@ -1,52 +0,0 @@
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from importlib.util import module_from_spec, spec_from_file_location
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from pathlib import Path
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import unittest
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ROOT = Path(__file__).resolve().parent.parent
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GAME_PATH = ROOT / "evennia" / "timmy_world" / "game.py"
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def load_game_module():
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spec = spec_from_file_location("tower_game_relationships", GAME_PATH)
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module = module_from_spec(spec)
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assert spec.loader is not None
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spec.loader.exec_module(module)
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module.random.seed(0)
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return module
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class TestTowerGameNpcRelationships(unittest.TestCase):
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def test_each_npc_tracks_trust_for_every_other_npc(self):
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module = load_game_module()
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world = module.World()
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npc_names = [name for name, char in world.characters.items() if not char.get("is_player", False)]
|
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for npc_name in npc_names:
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with self.subTest(npc=npc_name):
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trust_map = world.characters[npc_name]["trust"]
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expected = set(npc_names) - {npc_name}
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self.assertTrue(expected.issubset(set(trust_map)), f"{npc_name} missing NPC trust keys: {sorted(expected - set(trust_map))}")
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def test_offscreen_npc_conversations_create_friendship_and_tension(self):
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module = load_game_module()
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engine = module.GameEngine()
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engine.start_new_game()
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result = engine.run_tick("look")
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|
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friendships = {tuple(rel["pair"]) for rel in engine.world.state["npc_friendships"]}
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tensions = {tuple(rel["pair"]) for rel in engine.world.state["npc_tensions"]}
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self.assertIn(("Kimi", "Marcus"), friendships)
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self.assertIn(("Bezalel", "ClawCode"), tensions)
|
||||
self.assertTrue(any("while you are away" in line.lower() for line in result["world_events"]))
|
||||
|
||||
garden_desc = engine.world.get_room_desc("Garden", "Timmy")
|
||||
forge_desc = engine.world.get_room_desc("Forge", "Timmy")
|
||||
self.assertIn("Marcus and Kimi", garden_desc)
|
||||
self.assertIn("Bezalel and ClawCode", forge_desc)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
Reference in New Issue
Block a user