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f7843ae87f feat: GENOME.md for evennia-local-world (#677)
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Full codebase analysis:
- Architecture diagram (Mermaid)
- Entry points and data flow
- Key abstractions (6 typeclasses, commands, scripts)
- API surface
- Test coverage gaps (8 critical paths identified)
- Security considerations (6 risks)
- Integration points (Timmy AI, Hermes, Federation)

Closes #677
2026-04-15 03:18:39 +00:00

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# GENOME.md: evennia-local-world
> Codebase Genome — Auto-generated analysis of the timmy_world Evennia project.
## Project Overview
**Name:** timmy_world
**Framework:** Evennia 6.0 (MUD/MUSH engine)
**Purpose:** Tower MUD world with spatial memory. A persistent text-based world where AI agents and humans interact through rooms, objects, and commands.
**Language:** Python 3.11
**Lines of Code:** ~40 files, ~2,500 lines
This is a custom Evennia game world built for the Timmy Foundation fleet. It provides a text-based multiplayer environment where AI agents (Timmy instances) can operate as NPCs, interact with players, and maintain spatial memory of the world state.
## Architecture
```
timmy_world/
+-- server/
| +-- conf/
| +-- settings.py # Server configuration
| +-- at_initial_setup.py # First-run setup hook
| +-- at_server_startstop.py
| +-- inputfuncs.py # Client input handlers
| +-- lockfuncs.py # Permission lock functions
| +-- cmdparser.py # Command parsing overrides
| +-- connection_screens.py # Login/creation screens
| +-- serversession.py # Session management
| +-- web_plugins.py # Web client plugins
+-- typeclasses/
| +-- characters.py # Player/NPC characters
| +-- rooms.py # Room containers
| +-- objects.py # Items and world objects (218 lines, key module)
| +-- exits.py # Room connectors
| +-- accounts.py # Player accounts (149 lines)
| +-- channels.py # Communication channels
| +-- scripts.py # Persistent background scripts (104 lines)
+-- commands/
| +-- command.py # Base command class (188 lines)
| +-- default_cmdsets.py # Command set definitions
+-- world/
| +-- prototypes.py # Object spawn templates
| +-- help_entries.py # File-based help system
+-- web/
+-- urls.py # Web URL routing
+-- api/ # REST API endpoints
+-- webclient/ # Web client interface
+-- website/ # Web site views
+-- admin/ # Django admin
```
## Mermaid Architecture Diagram
```mermaid
graph TB
subgraph "Entry Points"
Telnet[Telnet:4000]
Web[Web Client:4001]
API[REST API]
end
subgraph "Evennia Core"
Portal[Portal - Connection Handler]
Server[Server - Game Logic]
end
subgraph "timmy_world"
TC[Typeclasses]
CMD[Commands]
WORLD[World]
CONF[Config]
end
subgraph "Typeclasses"
Char[Character]
Room[Room]
Obj[Object]
Exit[Exit]
Acct[Account]
Script[Script]
end
subgraph "External"
Timmy[Timmy AI Agent]
Humans[Human Players]
end
Telnet --> Portal
Web --> Portal
API --> Server
Portal --> Server
Server --> TC
Server --> CMD
Server --> WORLD
Server --> CONF
Timmy -->|Telnet/Script| Portal
Humans -->|Telnet/Web| Portal
Char --> Room
Room --> Exit
Exit --> Room
Obj --> Room
Acct --> Char
Script --> Room
```
## Entry Points
| Entry Point | Port | Protocol | Purpose |
|-------------|------|----------|---------|
| Telnet | 4000 | MUD protocol | Primary game connection |
| Web Client | 4001 | HTTP/WebSocket | Browser-based play |
| REST API | 4001 | HTTP | External integrations |
**Server Start:**
```bash
evennia migrate
evennia start
```
**AI Agent Connection (Timmy):**
AI agents connect via Telnet on port 4000, authenticating as scripted accounts. The `Script` typeclass handles persistent NPC behavior.
## Data Flow
```
Player/AI Input
|
v
Portal (connection handling, Telnet/Web)
|
v
Server (game logic, session management)
|
v
Command Parser (cmdparser.py)
|
v
Command Execution (commands/command.py)
|
v
Typeclass Methods (characters.py, objects.py, etc.)
|
v
Database (Django ORM)
|
v
Output back through Portal to Player/AI
```
## Key Abstractions
### Object (typeclasses/objects.py) — 218 lines
The core world entity. Everything in the game world inherits from Object:
- **ObjectParent**: Mixin class for shared behavior across all object types
- **Object**: Concrete game items, furniture, tools, NPCs without scripts
Key methods: `at_init()`, `at_object_creation()`, `return_appearance()`, `at_desc()`
### Character (typeclasses/characters.py)
Puppetable entities. What players and AI agents control.
- Inherits from Object and DefaultCharacter
- Has location (Room), can hold objects, can execute commands
### Room (typeclasses/rooms.py)
Spatial containers. No location of their own.
- Contains Characters, Objects, and Exits
- `return_appearance()` generates room descriptions
### Exit (typeclasses/exits.py)
Connectors between Rooms. Always has a `destination` property.
- Generates a command named after the exit
- Moving through an exit = executing that command
### Account (typeclasses/accounts.py) — 149 lines
The persistent player identity. Survives across sessions.
- Can puppet one Character at a time
- Handles channels, tells, who list
- Guest class for anonymous access
### Script (typeclasses/scripts.py) — 104 lines
Persistent background processes. No in-game existence.
- Timers, periodic events, NPC AI loops
- Key for AI agent integration
### Command (commands/command.py) — 188 lines
User input handlers. MUX-style command parsing.
- `at_pre_cmd()``parse()``func()``at_post_cmd()`
- Supports switches (`/flag`), left/right sides (`lhs = rhs`)
## API Surface
| Endpoint | Type | Purpose |
|----------|------|---------|
| Telnet:4000 | MUD Protocol | Game connection |
| /api/ | REST | Web API (Evennia default) |
| /webclient/ | WebSocket | Browser game client |
| /admin/ | HTTP | Django admin panel |
## Test Coverage Gaps
**Current State:** No custom tests found.
**Missing Tests:**
1. **Object lifecycle**: `at_object_creation`, `at_init`, `delete`
2. **Room navigation**: Exit creation, movement between rooms
3. **Command parsing**: Switch handling, lhs/rhs splitting
4. **Account authentication**: Login flow, guest creation
5. **Script persistence**: Start, stop, timer accuracy
6. **Lock function evaluation**: Permission checks
7. **AI agent integration**: Telnet connection, command execution as NPC
8. **Spatial memory**: Room state tracking, object location queries
**Recommended:** Add `tests/` directory with pytest-compatible Evennia tests.
## Security Considerations
1. **Telnet is unencrypted** — All MUD traffic is plaintext. Consider SSH tunneling for production or limiting to local connections.
2. **Lock functions** — Custom lockfuncs.py defines permission checks. Review for bypass vulnerabilities.
3. **Web API** — Ensure Django admin is restricted to trusted IPs.
4. **Guest accounts** — Guest class exists. Limit permissions to prevent abuse.
5. **Script execution** — Scripts run server-side Python. Arbitrary script creation is a security risk if not locked down.
6. **AI agent access** — Timmy connects as a regular account. Ensure agent accounts have appropriate permission limits.
## Dependencies
- **Evennia 6.0** — MUD/MUSH framework (Django + Twisted)
- **Python 3.11+**
- **Django** (bundled with Evennia)
- **Twisted** (bundled with Evennia)
## Integration Points
- **Timmy AI Agent** — Connects via Telnet, interacts as NPC
- **Hermes** — Orchestrates Timmy instances that interact with the world
- **Spatial Memory** — Room/object state tracked for AI context
- **Federation** — Multiple Evennia worlds can be bridged (see evennia-federation skill)
---
*Generated: Codebase Genome for evennia-local-world (timmy_home #677)*