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# GENOME.md: evennia-local-world
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> Codebase Genome — Auto-generated analysis of the timmy_world Evennia project.
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## Project Overview
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**Name:** timmy_world
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**Framework:** Evennia 6.0 (MUD/MUSH engine)
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**Purpose:** Tower MUD world with spatial memory. A persistent text-based world where AI agents and humans interact through rooms, objects, and commands.
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**Language:** Python 3.11
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**Lines of Code:** ~40 files, ~2,500 lines
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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.
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## Architecture
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```
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timmy_world/
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+-- server/
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| +-- conf/
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| +-- settings.py # Server configuration
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| +-- at_initial_setup.py # First-run setup hook
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| +-- at_server_startstop.py
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| +-- inputfuncs.py # Client input handlers
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| +-- lockfuncs.py # Permission lock functions
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| +-- cmdparser.py # Command parsing overrides
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| +-- connection_screens.py # Login/creation screens
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| +-- serversession.py # Session management
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| +-- web_plugins.py # Web client plugins
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+-- typeclasses/
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| +-- characters.py # Player/NPC characters
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| +-- rooms.py # Room containers
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| +-- objects.py # Items and world objects (218 lines, key module)
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| +-- exits.py # Room connectors
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| +-- accounts.py # Player accounts (149 lines)
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| +-- channels.py # Communication channels
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| +-- scripts.py # Persistent background scripts (104 lines)
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+-- commands/
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| +-- command.py # Base command class (188 lines)
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| +-- default_cmdsets.py # Command set definitions
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+-- world/
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| +-- prototypes.py # Object spawn templates
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| +-- help_entries.py # File-based help system
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+-- web/
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+-- urls.py # Web URL routing
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+-- api/ # REST API endpoints
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+-- webclient/ # Web client interface
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+-- website/ # Web site views
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+-- admin/ # Django admin
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```
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## Mermaid Architecture Diagram
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```mermaid
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graph TB
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subgraph "Entry Points"
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Telnet[Telnet:4000]
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Web[Web Client:4001]
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API[REST API]
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end
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subgraph "Evennia Core"
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Portal[Portal - Connection Handler]
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Server[Server - Game Logic]
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end
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subgraph "timmy_world"
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TC[Typeclasses]
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CMD[Commands]
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WORLD[World]
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CONF[Config]
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end
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subgraph "Typeclasses"
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Char[Character]
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Room[Room]
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Obj[Object]
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Exit[Exit]
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Acct[Account]
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Script[Script]
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end
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subgraph "External"
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Timmy[Timmy AI Agent]
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Humans[Human Players]
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end
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Telnet --> Portal
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Web --> Portal
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API --> Server
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Portal --> Server
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Server --> TC
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Server --> CMD
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Server --> WORLD
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Server --> CONF
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Timmy -->|Telnet/Script| Portal
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Humans -->|Telnet/Web| Portal
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Char --> Room
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Room --> Exit
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Exit --> Room
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Obj --> Room
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Acct --> Char
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Script --> Room
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```
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## Entry Points
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| Entry Point | Port | Protocol | Purpose |
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|-------------|------|----------|---------|
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| Telnet | 4000 | MUD protocol | Primary game connection |
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| Web Client | 4001 | HTTP/WebSocket | Browser-based play |
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| REST API | 4001 | HTTP | External integrations |
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**Server Start:**
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```bash
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evennia migrate
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evennia start
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```
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**AI Agent Connection (Timmy):**
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AI agents connect via Telnet on port 4000, authenticating as scripted accounts. The `Script` typeclass handles persistent NPC behavior.
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## Data Flow
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```
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Player/AI Input
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|
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v
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Portal (connection handling, Telnet/Web)
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|
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v
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Server (game logic, session management)
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|
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v
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Command Parser (cmdparser.py)
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|
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v
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Command Execution (commands/command.py)
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|
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v
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Typeclass Methods (characters.py, objects.py, etc.)
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|
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v
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Database (Django ORM)
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|
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v
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Output back through Portal to Player/AI
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```
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## Key Abstractions
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### Object (typeclasses/objects.py) — 218 lines
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The core world entity. Everything in the game world inherits from Object:
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- **ObjectParent**: Mixin class for shared behavior across all object types
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- **Object**: Concrete game items, furniture, tools, NPCs without scripts
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Key methods: `at_init()`, `at_object_creation()`, `return_appearance()`, `at_desc()`
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### Character (typeclasses/characters.py)
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Puppetable entities. What players and AI agents control.
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- Inherits from Object and DefaultCharacter
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- Has location (Room), can hold objects, can execute commands
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### Room (typeclasses/rooms.py)
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Spatial containers. No location of their own.
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- Contains Characters, Objects, and Exits
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- `return_appearance()` generates room descriptions
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### Exit (typeclasses/exits.py)
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Connectors between Rooms. Always has a `destination` property.
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- Generates a command named after the exit
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- Moving through an exit = executing that command
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### Account (typeclasses/accounts.py) — 149 lines
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The persistent player identity. Survives across sessions.
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- Can puppet one Character at a time
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- Handles channels, tells, who list
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- Guest class for anonymous access
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### Script (typeclasses/scripts.py) — 104 lines
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Persistent background processes. No in-game existence.
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- Timers, periodic events, NPC AI loops
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- Key for AI agent integration
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### Command (commands/command.py) — 188 lines
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User input handlers. MUX-style command parsing.
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- `at_pre_cmd()` → `parse()` → `func()` → `at_post_cmd()`
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- Supports switches (`/flag`), left/right sides (`lhs = rhs`)
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|
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## API Surface
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| Endpoint | Type | Purpose |
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|----------|------|---------|
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| Telnet:4000 | MUD Protocol | Game connection |
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| /api/ | REST | Web API (Evennia default) |
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| /webclient/ | WebSocket | Browser game client |
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| /admin/ | HTTP | Django admin panel |
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## Test Coverage Gaps
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**Current State:** No custom tests found.
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**Missing Tests:**
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1. **Object lifecycle**: `at_object_creation`, `at_init`, `delete`
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2. **Room navigation**: Exit creation, movement between rooms
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3. **Command parsing**: Switch handling, lhs/rhs splitting
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4. **Account authentication**: Login flow, guest creation
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5. **Script persistence**: Start, stop, timer accuracy
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6. **Lock function evaluation**: Permission checks
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7. **AI agent integration**: Telnet connection, command execution as NPC
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8. **Spatial memory**: Room state tracking, object location queries
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**Recommended:** Add `tests/` directory with pytest-compatible Evennia tests.
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## Security Considerations
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1. **Telnet is unencrypted** — All MUD traffic is plaintext. Consider SSH tunneling for production or limiting to local connections.
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2. **Lock functions** — Custom lockfuncs.py defines permission checks. Review for bypass vulnerabilities.
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3. **Web API** — Ensure Django admin is restricted to trusted IPs.
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4. **Guest accounts** — Guest class exists. Limit permissions to prevent abuse.
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5. **Script execution** — Scripts run server-side Python. Arbitrary script creation is a security risk if not locked down.
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6. **AI agent access** — Timmy connects as a regular account. Ensure agent accounts have appropriate permission limits.
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## Dependencies
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- **Evennia 6.0** — MUD/MUSH framework (Django + Twisted)
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- **Python 3.11+**
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- **Django** (bundled with Evennia)
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- **Twisted** (bundled with Evennia)
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## Integration Points
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- **Timmy AI Agent** — Connects via Telnet, interacts as NPC
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- **Hermes** — Orchestrates Timmy instances that interact with the world
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- **Spatial Memory** — Room/object state tracked for AI context
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- **Federation** — Multiple Evennia worlds can be bridged (see evennia-federation skill)
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---
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*Generated: Codebase Genome for evennia-local-world (timmy_home #677)*
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319
the-nexus-GENOME.md
Normal file
319
the-nexus-GENOME.md
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@@ -0,0 +1,319 @@
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# GENOME.md — the-nexus
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**Generated:** 2026-04-14
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**Repo:** Timmy_Foundation/the-nexus
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**Analysis:** Codebase Genome #672
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||||
---
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||||
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## Project Overview
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The Nexus is Timmy's canonical 3D home-world — a browser-based Three.js application that serves as:
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1. **Local-first training ground** for Timmy (the sovereign AI)
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2. **Wizardly visualization surface** for the fleet system
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3. **Portal architecture** connecting to other worlds and services
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The app is a real-time 3D environment with spatial memory, GOFAI reasoning, agent presence, and portal-based navigation.
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|
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---
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||||
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## Architecture
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```mermaid
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graph TB
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subgraph Browser["BROWSER LAYER"]
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HTML[index.html]
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APP[app.js - 4082 lines]
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CSS[style.css]
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Worker[gofai_worker.js]
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end
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subgraph ThreeJS["THREE.JS RENDERING"]
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Scene[Scene Management]
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Camera[Camera System]
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Renderer[WebGL Renderer]
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Post[Post-processing<br/>Bloom, SMAA]
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Physics[Physics/Player]
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end
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subgraph Nexus["NEXUS COMPONENTS"]
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SM[SpatialMemory]
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SA[SpatialAudio]
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MB[MemoryBirth]
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MO[MemoryOptimizer]
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MI[MemoryInspect]
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MP[MemoryPulse]
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RT[ReasoningTrace]
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RV[ResonanceVisualizer]
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end
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subgraph GOFAI["GOFAI REASONING"]
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Worker2[Web Worker]
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Rules[Rule Engine]
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Facts[Fact Store]
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||||
Inference[Inference Loop]
|
||||
end
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||||
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subgraph Backend["BACKEND SERVICES"]
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Server[server.py<br/>WebSocket Bridge]
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L402[L402 Cost API]
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Portal[Portal Registry]
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||||
end
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||||
|
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subgraph Data["DATA/PERSISTENCE"]
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Local[localStorage]
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||||
IDB[IndexedDB]
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JSON[portals.json]
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Vision[vision.json]
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end
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||||
HTML --> APP
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APP --> ThreeJS
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APP --> Nexus
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APP --> GOFAI
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APP --> Backend
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APP --> Data
|
||||
|
||||
Worker2 --> APP
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||||
Server --> APP
|
||||
```
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||||
|
||||
---
|
||||
|
||||
## Entry Points
|
||||
|
||||
### Primary Entry
|
||||
- **`index.html`** — Main HTML shell, loads app.js
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- **`app.js`** — Main application (4082 lines), Three.js scene setup
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||||
|
||||
### Secondary Entry Points
|
||||
- **`boot.js`** — Bootstrap sequence
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||||
- **`bootstrap.mjs`** — ES module bootstrap
|
||||
- **`server.py`** — WebSocket bridge server
|
||||
|
||||
### Configuration Entry Points
|
||||
- **`portals.json`** — Portal definitions and destinations
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||||
- **`vision.json`** — Vision/agent configuration
|
||||
- **`config/fleet_agents.json`** — Fleet agent definitions
|
||||
|
||||
---
|
||||
|
||||
## Data Flow
|
||||
|
||||
```
|
||||
User Input
|
||||
↓
|
||||
app.js (Event Loop)
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
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│ Three.js Scene │
|
||||
│ - Player movement │
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│ - Camera controls │
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│ - Physics simulation │
|
||||
│ - Portal detection │
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||||
└─────────────────────────────────────┘
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||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ Nexus Components │
|
||||
│ - SpatialMemory (room/context) │
|
||||
│ - MemoryBirth (new memories) │
|
||||
│ - MemoryPulse (heartbeat) │
|
||||
│ - ReasoningTrace (GOFAI output) │
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ GOFAI Worker (off-thread) │
|
||||
│ - Rule evaluation │
|
||||
│ - Fact inference │
|
||||
│ - Decision making │
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
┌─────────────────────────────────────┐
|
||||
│ Backend Services │
|
||||
│ - WebSocket (server.py) │
|
||||
│ - L402 cost API │
|
||||
│ - Portal registry │
|
||||
└─────────────────────────────────────┘
|
||||
↓
|
||||
Persistence (localStorage/IndexedDB)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Key Abstractions
|
||||
|
||||
### 1. Nexus Object (`NEXUS`)
|
||||
Central configuration and state object containing:
|
||||
- Color palette
|
||||
- Room definitions
|
||||
- Portal configurations
|
||||
- Agent settings
|
||||
|
||||
### 2. SpatialMemory
|
||||
Manages room-based context for the AI agent:
|
||||
- Room transitions trigger context switches
|
||||
- Facts are stored per-room
|
||||
- NPCs have location awareness
|
||||
|
||||
### 3. Portal System
|
||||
Connects the 3D world to external services:
|
||||
- Portals defined in `portals.json`
|
||||
- Each portal links to a service/endpoint
|
||||
- Visual indicators in 3D space
|
||||
|
||||
### 4. GOFAI Worker
|
||||
Off-thread reasoning engine:
|
||||
- Rule-based inference
|
||||
- Fact store with persistence
|
||||
- Decision making for agent behavior
|
||||
|
||||
### 5. Memory Components
|
||||
- **MemoryBirth**: Creates new memories from interactions
|
||||
- **MemoryOptimizer**: Compresses and deduplicates memories
|
||||
- **MemoryPulse**: Heartbeat system for memory health
|
||||
- **MemoryInspect**: Debug/inspection interface
|
||||
|
||||
---
|
||||
|
||||
## API Surface
|
||||
|
||||
### Internal APIs (JavaScript)
|
||||
|
||||
| Module | Export | Purpose |
|
||||
|--------|--------|---------|
|
||||
| `app.js` | `NEXUS` | Main config/state object |
|
||||
| `SpatialMemory` | class | Room-based context management |
|
||||
| `SpatialAudio` | class | 3D positional audio |
|
||||
| `MemoryBirth` | class | Memory creation |
|
||||
| `MemoryOptimizer` | class | Memory compression |
|
||||
| `ReasoningTrace` | class | GOFAI reasoning visualization |
|
||||
|
||||
### External APIs (HTTP/WebSocket)
|
||||
|
||||
| Endpoint | Protocol | Purpose |
|
||||
|----------|----------|---------|
|
||||
| `ws://localhost:PORT` | WebSocket | Real-time bridge to backend |
|
||||
| `http://localhost:8080/api/cost-estimate` | HTTP | L402 cost estimation |
|
||||
| Portal endpoints | Various | External service connections |
|
||||
|
||||
---
|
||||
|
||||
## Dependencies
|
||||
|
||||
### Runtime Dependencies
|
||||
- **Three.js** — 3D rendering engine
|
||||
- **Three.js Addons** — Post-processing (Bloom, SMAA)
|
||||
|
||||
### Build Dependencies
|
||||
- **ES Modules** — Native browser modules
|
||||
- **No bundler** — Direct script loading
|
||||
|
||||
### Backend Dependencies
|
||||
- **Python 3.x** — server.py
|
||||
- **WebSocket** — Real-time communication
|
||||
|
||||
---
|
||||
|
||||
## Test Coverage
|
||||
|
||||
### Existing Tests
|
||||
- `tests/boot.test.js` — Bootstrap sequence tests
|
||||
|
||||
### Test Gaps
|
||||
1. **Three.js scene initialization** — No tests
|
||||
2. **Portal system** — No tests
|
||||
3. **Memory components** — No tests
|
||||
4. **GOFAI worker** — No tests
|
||||
5. **WebSocket communication** — No tests
|
||||
6. **Spatial memory transitions** — No tests
|
||||
7. **Physics/player movement** — No tests
|
||||
|
||||
### Recommended Test Priorities
|
||||
1. Portal detection and activation
|
||||
2. Spatial memory room transitions
|
||||
3. GOFAI worker message passing
|
||||
4. WebSocket connection handling
|
||||
5. Memory persistence (localStorage/IndexedDB)
|
||||
|
||||
---
|
||||
|
||||
## Security Considerations
|
||||
|
||||
### Current Risks
|
||||
1. **WebSocket without auth** — server.py has no authentication
|
||||
2. **localStorage sensitive data** — Memories stored unencrypted
|
||||
3. **CORS open** — No origin restrictions on WebSocket
|
||||
4. **L402 endpoint** — Cost API may expose internal state
|
||||
|
||||
### Mitigations
|
||||
1. Add WebSocket authentication
|
||||
2. Encrypt sensitive memories
|
||||
3. Restrict CORS origins
|
||||
4. Rate limit L402 endpoint
|
||||
|
||||
---
|
||||
|
||||
## File Structure
|
||||
|
||||
```
|
||||
the-nexus/
|
||||
├── app.js # Main app (4082 lines)
|
||||
├── index.html # HTML shell
|
||||
├── style.css # Styles
|
||||
├── server.py # WebSocket bridge
|
||||
├── boot.js # Bootstrap
|
||||
├── bootstrap.mjs # ES module bootstrap
|
||||
├── gofai_worker.js # GOFAI web worker
|
||||
├── portals.json # Portal definitions
|
||||
├── vision.json # Vision config
|
||||
├── nexus/ # Nexus components
|
||||
│ └── components/
|
||||
│ ├── spatial-memory.js
|
||||
│ ├── spatial-audio.js
|
||||
│ ├── memory-birth.js
|
||||
│ ├── memory-optimizer.js
|
||||
│ ├── memory-inspect.js
|
||||
│ ├── memory-pulse.js
|
||||
│ ├── reasoning-trace.js
|
||||
│ └── resonance-visualizer.js
|
||||
├── config/ # Configuration
|
||||
├── docs/ # Documentation
|
||||
├── tests/ # Tests
|
||||
├── agent/ # Agent components
|
||||
├── bin/ # Scripts
|
||||
└── assets/ # Static assets
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Technical Debt
|
||||
|
||||
1. **Large app.js** (4082 lines) — Should be split into modules
|
||||
2. **No TypeScript** — Pure JavaScript, no type safety
|
||||
3. **Manual DOM manipulation** — Could use a framework
|
||||
4. **No build system** — Direct ES modules, no optimization
|
||||
5. **Limited error handling** — Minimal try/catch coverage
|
||||
|
||||
---
|
||||
|
||||
## Migration Notes
|
||||
|
||||
From CLAUDE.md:
|
||||
- Current `main` does NOT ship the old root frontend files
|
||||
- A clean checkout serves a directory listing
|
||||
- The live browser shell exists in legacy form at `/Users/apayne/the-matrix`
|
||||
- Migration priorities: #684 (docs), #685 (legacy audit), #686 (smoke tests), #687 (restore shell)
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. **Restore browser shell** — Bring frontend back to main
|
||||
2. **Add tests** — Cover critical paths (portals, memory, GOFAI)
|
||||
3. **Split app.js** — Modularize the 4082-line file
|
||||
4. **Add authentication** — Secure WebSocket and APIs
|
||||
5. **TypeScript migration** — Add type safety
|
||||
|
||||
---
|
||||
|
||||
*Generated by Codebase Genome pipeline — Issue #672*
|
||||
Reference in New Issue
Block a user