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Alexander Whitestone
477ec86467 feat: harden Bezalel tailscale bootstrap packet (#535)
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2026-04-22 00:08:33 -04:00
Alexander Whitestone
f83fdb7d55 test: cover hardened Bezalel Tailscale bootstrap packet (#535) 2026-04-22 00:07:32 -04:00
5 changed files with 537 additions and 209 deletions

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# Bezalel Tailscale Bootstrap
Refs #535
This is the repo-side operator packet for installing Tailscale on the Bezalel VPS and verifying the internal network path for federation work.
Important truth:
- issue #535 names `104.131.15.18`
- older Bezalel control-plane docs also mention `159.203.146.185`
- the current source of truth in this repo is `ansible/inventory/hosts.ini`, which currently resolves `bezalel` to `67.205.155.108`
Because of that drift, `scripts/bezalel_tailscale_bootstrap.py` now resolves the target host from `ansible/inventory/hosts.ini` by default instead of trusting a stale hardcoded IP.
## What the script does
`python3 scripts/bezalel_tailscale_bootstrap.py`
Safe by default:
- builds the remote bootstrap script
- writes it locally to `/tmp/bezalel_tailscale_bootstrap.sh`
- prints the SSH command needed to run it
- does **not** touch the VPS unless `--apply` is passed
When applied, the remote script does all of the issues repo-side bootstrap steps:
- installs Tailscale
- runs `tailscale up --ssh --hostname bezalel`
- appends the provided Mac SSH public key to `~/.ssh/authorized_keys`
- prints `tailscale status --json`
- pings the expected peer targets:
- Mac: `100.124.176.28`
- Ezra: `100.126.61.75`
## Required secrets / inputs
- Tailscale auth key
- Mac SSH public key
Provide them either directly or through files:
- `--auth-key` or `--auth-key-file`
- `--ssh-public-key` or `--ssh-public-key-file`
## Dry-run example
```bash
python3 scripts/bezalel_tailscale_bootstrap.py \
--auth-key-file ~/.config/tailscale/auth_key \
--ssh-public-key-file ~/.ssh/id_ed25519.pub \
--json
```
This prints:
- resolved host
- host source (`inventory:<path>` when pulled from `ansible/inventory/hosts.ini`)
- local script path
- SSH command to execute
- peer targets
## Apply example
```bash
python3 scripts/bezalel_tailscale_bootstrap.py \
--auth-key-file ~/.config/tailscale/auth_key \
--ssh-public-key-file ~/.ssh/id_ed25519.pub \
--apply \
--json
```
## Verifying success after apply
The script now parses the remote stdout into structured verification data:
- `verification.tailscale.self.tailscale_ips`
- `verification.tailscale.self.dns_name`
- `verification.peers`
- `verification.ping_ok`
A successful run should show:
- at least one Bezalel Tailscale IP under `tailscale_ips`
- `ping_ok.mac = 100.124.176.28`
- `ping_ok.ezra = 100.126.61.75`
## Expected remote install commands
```bash
curl -fsSL https://tailscale.com/install.sh | sh
tailscale up --ssh --hostname bezalel
install -d -m 700 ~/.ssh
touch ~/.ssh/authorized_keys && chmod 600 ~/.ssh/authorized_keys
tailscale status --json
```
## Why this PR does not claim live completion
This repo can safely ship the bootstrap script, host resolution logic, structured proof parsing, and operator packet.
It cannot honestly claim that Bezalel was actually joined to the tailnet unless a human/operator runs the script with a real auth key and real SSH access to the VPS.
That means the correct PR language for #535 is advancement, not pretend closure.

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| Agent scorecard | fleet-ops | `python3 scripts/agent_scorecard.py` |
| View fleet manifest | fleet-ops | `cat manifest.yaml` |
| Run nightly codebase genome pass | timmy-home | `python3 scripts/codebase_genome_nightly.py --dry-run` |
| Prepare Bezalel Tailscale bootstrap | timmy-home | `python3 scripts/bezalel_tailscale_bootstrap.py --auth-key-file <path> --ssh-public-key-file <path> --json` |
## the-nexus (Frontend + Brain)

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# GENOME.md — evennia-local-world
*Auto-generated by Codebase Genome Pipeline. 2026-04-14T23:09:07+0000*
*Enhanced with architecture analysis, key abstractions, and API surface.*
## Quick Facts
| Metric | Value |
|--------|-------|
| Source files | 43 |
| Test files | 0 |
| Config files | 1 |
| Total lines | 4,985 |
| Last commit | 95eadf2 Merge PR #786: [claude] complete crisis doctrine in SOUL.md + refresh horizon doc (#545) (2026-04-22 02:39:05 +0000) |
| Branch | main |
| Test coverage | 0% (35 untested modules) |
*Generated: 2026-04-21 07:07:29 UTC | Refreshed for timmy-home #677*
## Project Overview
The academy codebase comprises **43 Python files** totaling **4,985** lines of source code. Timmy Academy is an Evennia-based MUD (Multi-User Dungeon) — a persistent text world where AI agents convene, train, and practice crisis response. It runs on Bezalel VPS (167.99.126.228) with telnet on port 4000 and web client on port 4001.
`evennia/timmy_world` is a hybrid codebase with two layers living side by side:
The world has five wings: Central Hub, Dormitory, Commons, Workshop, and Gardens. Each wing has themed rooms with rich atmosphere data (smells, sounds, mood, temperature). Characters have full audit logging — every movement and command is tracked.
1. A mostly stock Evennia 6.0 game directory:
- `server/conf/*.py`
- `typeclasses/*.py`
- `commands/*.py`
- `web/**/*.py`
- `world/prototypes.py`
- `world/help_entries.py`
2. A custom standalone Tower simulation implemented in pure Python:
- `evennia/timmy_world/game.py`
- `evennia/timmy_world/world/game.py`
- `evennia/timmy_world/play_200.py`
Grounded metrics from live inspection:
- 68 tracked files under `evennia/timmy_world`
- 43 Python files
- 4,985 Python LOC
- largest modules:
- `evennia/timmy_world/game.py` — 1,541 lines
- `evennia/timmy_world/world/game.py` — 1,345 lines
- `evennia/timmy_world/play_200.py` — 275 lines
- `evennia/timmy_world/typeclasses/objects.py` — 217 lines
- `evennia/timmy_world/commands/command.py` — 187 lines
The repo is not just an Evennia shell. The distinctive product logic lives in the standalone Tower simulator. That simulator models five rooms, named agents, trust/energy systems, narrative phases, NPC decision-making, and JSON persistence. The Evennia-facing files are still largely template wrappers around Evennia defaults.
## Architecture
The architecture splits into an Evennia runtime lane and a local simulation lane.
```mermaid
graph TB
subgraph "Connections"
TELNET[Telnet :4000]
WEB[Web Client :4001]
graph TD
subgraph External Clients
Telnet[Telnet client :4000]
Browser[Browser / webclient :4001]
Operator[Local operator]
end
subgraph "Evennia Core"
SERVER[Evennia Server]
PORTAL[Evennia Portal]
subgraph Evennia Runtime
Settings[server/conf/settings.py]
URLs[web/urls.py]
Cmdsets[commands/default_cmdsets.py]
Typeclasses[typeclasses/*.py]
WorldDocs[world/prototypes.py + world/help_entries.py]
WebHooks[server/conf/web_plugins.py]
end
subgraph "Typeclasses"
CHAR[Character]
AUDIT[AuditedCharacter]
ROOM[Room]
EXIT[Exit]
OBJ[Object]
subgraph Standalone Tower Simulator
Play200[play_200.py]
RootGame[game.py]
AltGame[world/game.py]
Engine[GameEngine / PlayerInterface / NPCAI]
State[game_state.json + timmy_log.md]
end
subgraph "Commands"
CMD_EXAM[CmdExamine]
CMD_ROOMS[CmdRooms]
CMD_STATUS[CmdStatus]
CMD_MAP[CmdMap]
CMD_ACADEMY[CmdAcademy]
CMD_SMELL[CmdSmell]
CMD_LISTEN[CmdListen]
CMD_WHO[CmdWho]
end
Telnet --> Settings
Browser --> URLs
Settings --> Cmdsets
Cmdsets --> Typeclasses
URLs --> WebHooks
Typeclasses --> WorldDocs
subgraph "World - Wings"
HUB[Central Hub]
DORM[Dormitory Wing]
COMMONS[Commons Wing]
WORKSHOP[Workshop Wing]
GARDENS[Gardens Wing]
end
subgraph "Hermes Bridge"
HERMES_CFG[hermes-agent/config.yaml]
BRIDGE[Agent Bridge]
end
TELNET --> SERVER
WEB --> PORTAL
PORTAL --> SERVER
SERVER --> CHAR
SERVER --> AUDIT
SERVER --> ROOM
SERVER --> EXIT
CHAR --> CMD_EXAM
CHAR --> CMD_STATUS
CHAR --> CMD_WHO
ROOM --> HUB
ROOM --> DORM
ROOM --> COMMONS
ROOM --> WORKSHOP
ROOM --> GARDENS
HERMES_CFG --> BRIDGE
BRIDGE --> SERVER
Operator --> Play200
Play200 --> RootGame
RootGame --> Engine
AltGame --> Engine
Engine --> State
```
Core engine modules:
- `evennia/timmy_world/game.py` — top-level GameEngine
- `evennia/timmy_world/world/game.py` — world model (World, Room, Item, NPC)
- `evennia/timmy_world/play_200.py` — demo training scenario
What is actually wired today:
- `server/conf/settings.py` only overrides `SERVERNAME = "timmy_world"` and optionally imports `server.conf.secret_settings`.
- `web/urls.py` mounts `web.website.urls`, `web.webclient.urls`, `web.admin.urls`, then appends `evennia.web.urls`.
- `commands/default_cmdsets.py` subclasses Evennia defaults but does not add custom commands yet.
- `typeclasses/*.py` are thin wrappers around Evennia defaults.
- `server/conf/web_plugins.py` returns the web roots unchanged.
- `server/conf/at_initial_setup.py` is a no-op.
- `world/batch_cmds.ev` is still template commentary rather than a real build script.
What is custom and stateful today:
- `evennia/timmy_world/game.py`
- `evennia/timmy_world/world/game.py`
- `evennia/timmy_world/play_200.py`
## Runtime Truth and Docs Drift
The strongest architecture fact in this directory is the split between template Evennia scaffolding and custom simulation logic.
Drift discovered during inspection:
- `evennia/timmy_world/README.md` is the stock Evennia welcome text.
- `server/conf/at_initial_setup.py` is empty, so the Evennia world is not auto-populating custom Tower content at first boot.
- `world/batch_cmds.ev` is also a template, not a concrete room/object bootstrap file.
- The deepest custom logic is not in the typeclasses or server hooks. It is in `evennia/timmy_world/game.py` and `evennia/timmy_world/world/game.py`.
- `evennia/timmy_world/play_200.py` imports `from game import GameEngine, NARRATIVE_PHASES`, which proves the root `game.py` is an active entry point.
- `evennia/timmy_world/world/game.py` is not dead weight either; it contains its own `World`, `ActionSystem`, `NPCAI`, `DialogueSystem`, `GameEngine`, and `PlayerInterface` stack.
So the current repo truth is:
- Evennia layer = shell and integration surface
- standalone simulation layer = where the real Tower behavior currently lives
That split should be treated as a first-order design fact, not smoothed over.
## Entry Points
| File | Purpose |
|------|---------|
| `server/conf/settings.py` | Evennia config — server name, ports, interfaces, game settings |
| `server/conf/at_server_startstop.py` | Server lifecycle hooks (startup/shutdown) |
| `server/conf/connection_screens.py` | Login/connection screen text |
| `commands/default_cmdsets.py` | Registers all custom commands with Evennia |
| `world/rebuild_world.py` | Rebuilds all rooms from source |
| `world/build_academy.ev` | Evennia batch script for initial world setup |
| `game.py` | Main game engine (GameEngine, PlayerInterface) |
| `world/game.py` | World model (World, Room, NPC, ActionSystem) |
| `play_200.py` | Training scenario and demo actions |
### 1. Evennia server startup
Primary operational entry point for the networked world:
```bash
cd evennia/timmy_world
evennia migrate
evennia start
```
Grounding:
- `evennia/timmy_world/README.md`
- `evennia/timmy_world/server/conf/settings.py`
### 2. Web routing
`evennia/timmy_world/web/urls.py` is the browser-facing entry point. It includes:
- `web.website.urls`
- `web.webclient.urls`
- `web.admin.urls`
- `evennia.web.urls` appended after the local patterns
This means the effective surface inherits Evennia defaults rather than defining a custom Tower web application.
### 3. Standalone simulation module
`evennia/timmy_world/game.py` is a pure-Python entry point with:
- `NARRATIVE_PHASES`
- `get_narrative_phase()`
- `get_phase_transition_event()`
- `World`
- `ActionSystem`
- `NPCAI`
- `GameEngine`
- `PlayerInterface`
This module can be imported and exercised without an Evennia runtime.
### 4. Alternate simulation module
`evennia/timmy_world/world/game.py` mirrors much of the same gameplay stack, but is not the one used by `play_200.py`.
Important distinction:
- root `game.py` is the active scripted demo target
- `world/game.py` is a second engine implementation with overlapping responsibilities
### 5. Scripted narrative demo
`evennia/timmy_world/play_200.py` runs 200 deterministic ticks and prints a story arc across four named phases:
- Quietus
- Fracture
- Breaking
- Mending
This file is the clearest executable artifact proving how the simulator is intended to be consumed outside Evennia.
## Data Flow
```
In a deployed environment, the unpacked code is typically found at `/Users/apayne/.timmy/evennia/timmy_world`.
Player connects (telnet/web)
-> Evennia Portal accepts connection
-> Server authenticates (Account typeclass)
-> Player puppets a Character
-> Character enters world (Room typeclass)
-> Commands processed through Command typeclass
-> AuditedCharacter logs every action
-> World responds with rich text + atmosphere data
```
### Networked Evennia path
1. Client connects via telnet or browser.
2. Evennia loads settings from `server/conf/settings.py`.
3. Command set resolution flows through `commands/default_cmdsets.py`.
4. Typeclass objects resolve through `typeclasses/accounts.py`, `typeclasses/characters.py`, `typeclasses/rooms.py`, `typeclasses/exits.py`, `typeclasses/objects.py`, and `typeclasses/scripts.py`.
5. URL dispatch flows through `web/urls.py` into website, webclient, admin, and Evennia default URL patterns.
6. Object/help/prototype metadata can be sourced from `world/prototypes.py` and `world/help_entries.py`.
### Standalone Tower simulation path
1. Operator imports `evennia/timmy_world/game.py` directly or runs `evennia/timmy_world/play_200.py`.
2. `GameEngine.start_new_game()` initializes the world state.
3. `PlayerInterface.get_available_actions()` exposes current verbs from room topology and nearby characters.
4. `GameEngine.run_tick()` / `play_turn()` advances time, movement, world events, NPC actions, and logs.
5. `World` tracks rooms, characters, trust, weather, forge/garden/bridge/tower state, and narrative phase.
6. Persistence writes to JSON/log files rooted at `/Users/apayne/.timmy/evennia/timmy_world`.
### Evidence of the persistence contract
Both simulation modules hardcode the same portability-sensitive base path:
- `evennia/timmy_world/game.py`
- `evennia/timmy_world/world/game.py`
Each defines:
- `WORLD_DIR = Path('/Users/apayne/.timmy/evennia/timmy_world')`
- `STATE_FILE = WORLD_DIR / 'game_state.json'`
- `TIMMY_LOG = WORLD_DIR / 'timmy_log.md'`
## Key Abstractions
### Typeclasses (the world model)
### `World` — state container for the Tower
Found in both `evennia/timmy_world/game.py` and `evennia/timmy_world/world/game.py`.
| Class | File | Purpose |
|-------|------|---------|
| `Character` | `typeclasses/characters.py` | Default player character — extends `DefaultCharacter` |
| `AuditedCharacter` | `typeclasses/audited_character.py` | Character with full audit logging — tracks movements, commands, playtime |
| `Room` | `typeclasses/rooms.py` | Default room container |
| `Exit` | `typeclasses/exits.py` | Connections between rooms |
| `Object` | `typeclasses/objects.py` | Base object with `ObjectParent` mixin |
| `Account` | `typeclasses/accounts.py` | Player account (login identity) |
| `Channel` | `typeclasses/channels.py` | In-game communication channels |
| `Script` | `typeclasses/scripts.py` | Background/timed processes |
Responsibilities:
- defines the five-room map: Threshold, Tower, Forge, Garden, Bridge
- stores per-room connections and dynamic state
- stores per-character room, energy, trust, goals, memories, and inventory
- tracks global pressure variables like `forge_fire_dying`, `garden_drought`, `bridge_flooding`, and `tower_power_low`
- updates world time and environmental drift each tick
### AuditedCharacter — the flagship typeclass
### `ActionSystem`
Also present in both engine files.
The `AuditedCharacter` is the most important abstraction. It wraps every player action in logging:
Responsibilities:
- enumerates available verbs
- computes contextual action menus from world state
- ties actions to energy cost and room/character context
- `at_pre_move()` — logs departure from current room
- `at_post_move()` — records arrival with timestamp and coordinates
- `at_pre_cmd()` — increments command counter, logs command + args
- `at_pre_puppet()` — starts session timer
- `at_post_unpuppet()` — calculates session duration, updates total playtime
- `get_audit_summary()` — returns JSON summary of all tracked metrics
### `NPCAI`
The non-player decision layer.
Audit trail keeps last 1000 movements in `db.location_history`. Sensitive commands (password) are excluded from logging.
Responsibilities:
- chooses actions based on each character's goals and situation
- creates world motion without requiring live operator input
- in `world/game.py`, works alongside `DialogueSystem`
### Commands (the player interface)
### `GameEngine`
The orchestration layer.
Command implementations are covered by integration tests (see `tests/test_evennia_local_world_game.py`) and auto-generated unit tests (`tests/test_genome_generated.py`).
Responsibilities:
- bootstraps a fresh run with `start_new_game()`
- rehydrates from storage via `load_game()`
- advances the simulation with `run_tick()` / `play_turn()`
- records log entries and world events
| Command | Aliases | Purpose |
|---------|---------|---------|
| `examine` | `ex`, `exam` | Inspect room or object — shows description, atmosphere, objects, contents |
| `rooms` | — | List all rooms with wing color coding |
| `@status` | `status` | Show agent status: location, wing, mood, online players, uptime |
| `@map` | `map` | ASCII map of current wing |
| `@academy` | `academy` | Full academy overview with room counts |
| `smell` | `sniff` | Perceive room through atmosphere scent data |
| `listen` | `hear` | Perceive room through atmosphere sound data |
| `@who` | `who` | Show connected players with locations and idle time |
Grounded interface details from live import of `evennia/timmy_world/game.py`:
- methods visible on the instance: `load_game`, `log`, `play_turn`, `run_tick`, `start_new_game`
- `play_turn('look')` returns a dict with keys:
- `tick`
- `time`
- `phase`
- `phase_name`
- `timmy_room`
- `timmy_energy`
- `room_desc`
- `here`
- `world_events`
- `npc_actions`
- `choices`
- `log`
### World Structure (5 wings, 21+ rooms)
### `PlayerInterface`
A thin operator-facing adapter.
**Central Hub (LIMBO)** — Nexus connecting all wings. North=Dormitory, South=Workshop, East=Commons, West=Gardens.
Grounded behavior:
- when loaded from `evennia/timmy_world/game.py` after `start_new_game()`, `PlayerInterface(engine).get_available_actions()` exposes room navigation and social verbs like:
- `move:north -> Tower`
- `move:east -> Garden`
- `move:west -> Forge`
- `move:south -> Bridge`
- `speak:Allegro`
- `speak:Claude`
- `rest`
**Dormitory Wing** — Master Suites, Corridor, Novice Hall, Residential Services, Dorm Entrance.
### Evennia typeclasses and cmdsets
The Evennia abstractions are real but thin.
**Commons Wing** — Grand Commons Hall (main gathering, 60ft ceilings, marble columns), Hearthside Dining, Entertainment Gallery, Scholar's Corner, Upper Balcony.
Notable files:
- `evennia/timmy_world/typeclasses/objects.py`
- `evennia/timmy_world/typeclasses/characters.py`
- `evennia/timmy_world/typeclasses/rooms.py`
- `evennia/timmy_world/typeclasses/exits.py`
- `evennia/timmy_world/typeclasses/accounts.py`
- `evennia/timmy_world/typeclasses/scripts.py`
- `evennia/timmy_world/commands/command.py`
- `evennia/timmy_world/commands/default_cmdsets.py`
**Workshop Wing** — Great Smithy, Alchemy Labs, Woodworking Shop, Artificing Chamber, Workshop Entrance.
**Gardens Wing** — Enchanted Grove, Herb Gardens, Greenhouse, Sacred Grove, Gardens Entrance.
Each room has rich `db.atmosphere` data: mood, lighting, sounds, smells, temperature.
Today these mostly wrap Evennia defaults instead of implementing a custom Tower-specific protocol on top.
## API Surface
### Web API
### Network surfaces
Grounded from `README.md`, `web/urls.py`, and `server/conf/mssp.py`:
- Telnet on port `4000`
- Browser / webclient on `http://localhost:4001`
- admin surface under `/admin/`
- Evennia default URLs appended via `evennia.web.urls`
- Evennia REST/web surface inherits the default `/api/` patterns rather than defining custom project-specific endpoints here
- `web/api/__init__.py` — Evennia REST API (Django REST Framework)
- `web/urls.py` — URL routing for web interface
- `web/admin/` — Django admin interface
- `web/website/` — Web frontend
### Operator / script surfaces
- `python3 evennia/timmy_world/play_200.py`
- importable pure-Python engine in `evennia/timmy_world/game.py`
- alternate engine in `evennia/timmy_world/world/game.py`
### Telnet
- Standard MUD protocol on port 4000
- Supports MCCP (compression), MSDP (data), GMCP (protocol)
### Hermes Bridge
- `hermes-agent/config.yaml` — Configuration for AI agent connection
- Allows Hermes agents to connect as characters and interact with the world
## Dependencies
No `requirements.txt` or `pyproject.toml` found. Dependencies come from Evennia:
- **evennia** — MUD framework (Django-based)
- **django** — Web framework (via Evennia)
- **twisted** — Async networking (via Evennia)
### Content/model surfaces
- object prototype definitions: `evennia/timmy_world/world/prototypes.py`
- file-based help entries: `evennia/timmy_world/world/help_entries.py`
## Test Coverage Gaps
| Metric | Value |
|--------|-------|
| Source modules | 35 |
| Test modules | 1 |
| Estimated coverage | 0% |
| Untested modules | 35 |
### Current verified state
The original genome here was stale. The live repo now shows two different categories of test coverage:
The academy test suite includes:
- `tests/test_evennia_local_world_game.py` — live game integration
- `tests/test_genome_generated.py` — auto-generated unit test stubs
- `tests/test_evennia_local_world_genome.py` — validates this GENOME document
- `tests/test_bezalel_evennia_layout.py` — spatial layout verification
- `tests/test_evennia_mind_palace.py` — memory palace integration
- `tests/test_evennia_telemetry.py` — event logging
- `tests/test_evennia_training.py` — training workflow validation
- `tests/test_evennia_vps_repair.py` — VPS repair script checks
Additionally, **19 skipped** due to optional dependencies (e.g., Evennia not installed in the test environment).
1. Host-repo generated tests already exist in `tests/test_genome_generated.py`
- they reference `evennia/timmy_world/game.py`
- they reference `evennia/timmy_world/world/game.py`
- they reference `server/conf/web_plugins.py`
2. Those generated tests are not trustworthy as-is for this target
- running `python3 -m pytest tests/test_genome_generated.py -k 'EvenniaTimmyWorld' -q -rs`
- result: `19 skipped, 31 deselected`
- skip reason on every case: `Module not importable`
### Critical Untested Paths
This matters because the codebase-genome pipeline reported zero local tests for the subproject, but the host repo does contain tests. The real issue is not “no tests exist.” The real issue is “the existing generated tests are disconnected from the actual import path and therefore do not execute the critical path.”
1. **AuditedCharacter** — audit logging is the primary value-add. No tests verify movement tracking, command counting, or playtime calculation.
2. **Commands** — no tests for any of the 8 commands. The `@map` wing detection, `@who` session tracking, and atmosphere-based commands (`smell`, `listen`) are all untested.
3. **World rebuild**`rebuild_world.py` and `fix_world.py` can destroy and recreate the entire world. No tests ensure they produce valid output.
4. **Typeclass hooks**`at_pre_move`, `at_post_move`, `at_pre_cmd` etc. are never tested in isolation.
### New critical-path tests added for #677
This issue refresh adds a dedicated executable test file:
- `tests/test_evennia_local_world_game.py`
Covered behaviors:
- narrative phase boundaries across Quietus / Fracture / Breaking / Mending
- player-facing action surface from the Threshold start state
- deterministic `run_tick('move:north')` flow into the Tower with expected log and world-event output
### Genome artifact coverage added for #677
This issue refresh also adds:
- `tests/test_evennia_local_world_genome.py`
That test locks:
- artifact path
- required analysis sections
- grounded snippets for real files and verification output
### Remaining gaps
Still missing strong runtime coverage for:
- Evennia typeclass behavior under a real Evennia test harness
- URL routing under Django/Evennia integration
- `world/game.py` parity versus root `game.py`
- persistence portability around `/Users/apayne/.timmy/evennia/timmy_world`
- `at_initial_setup.py` and `world/batch_cmds.ev` actually building a playable world in the Evennia path
## Security Considerations
- ⚠️ Uses `eval()`/`exec()` — Evennia's inlinefuncs module uses eval for dynamic command evaluation. Risk level: inherent to MUD framework.
- ⚠️ References secrets/passwords — `settings.py` references `secret_settings.py` for sensitive config. Ensure this file is not committed.
- ⚠️ Telnet on 0.0.0.0 — server accepts connections from any IP. Consider firewall rules.
- ⚠️ Web client on 0.0.0.0 — same exposure as telnet. Ensure authentication is enforced.
- ⚠️ Agent bridge (`hermes-agent/config.yaml`) — verify credentials are not hardcoded.
1. Plaintext telnet exposure
- `server/conf/mssp.py` advertises port `4000`
- telnet is unencrypted by default
- acceptable for localhost/dev, risky for exposed deployment
2. Hardcoded absolute persistence path
- both `evennia/timmy_world/game.py` and `evennia/timmy_world/world/game.py` hardcode `/Users/apayne/.timmy/evennia/timmy_world`
- this couples runtime writes to one operator machine and one home-directory layout
- portability and accidental overwrite risk are both real
- filed follow-up: `timmy-home #831``https://forge.alexanderwhitestone.com/Timmy_Foundation/timmy-home/issues/831`
3. Admin/web surfaces inherit defaults
- `web/urls.py` exposes admin and Evennia defaults
- if the service is made remotely reachable, Django/Evennia auth and proxy boundaries matter immediately
4. Secret handling is externalized but optional
- `server/conf/settings.py` silently falls back if `secret_settings.py` is missing
- convenient for local development, but secrets discipline lives outside the repo contract
5. Template hooks can hide missing security posture
- `server/conf/web_plugins.py` is pass-through
- `server/conf/at_initial_setup.py` is pass-through
- the absence of custom code here means there are no local hardening hooks yet for startup, proxying, or world bootstrap
## Dependencies
Directly evidenced imports and framework coupling:
- Evennia 6.0 game-directory structure
- Django via Evennia web/admin stack
- Twisted via Evennia networking/web hooks
- Python stdlib heavy use in standalone simulator:
- `json`
- `time`
- `os`
- `random`
- `datetime`
- `pathlib`
- `sys`
Dependency caveat:
- the standalone Tower simulator is largely pure Python and importable in isolation
- the typeclass / cmdset / web files depend on Evennia and Django runtime wiring to do real work
## Deployment
Timmy Academy runs as an Evennia world on dedicated VPS and localhost.
### Evennia path
```bash
cd evennia/timmy_world
evennia migrate
evennia start
```
**Production (Bezalel VPS)** — telnet on port 4000, web client on 4001:
- Telnet: `telnet 167.99.126.228 4000`
- Web: `http://167.99.126.228:4001`
Expected local surfaces from repo docs/config:
- telnet: `localhost:4000`
- browser/webclient: `http://localhost:4001`
**Local development** — clone and run `evennia start --name timmy_world` from `evennia/timmy_world/`. The default runtime path is `/Users/apayne/.timmy/evennia/timmy_world`.
### Standalone simulation path
```bash
cd evennia/timmy_world
python3 play_200.py
```
**Hermes bridge** — AI agents connect via the `hermes-agent` bridge, configured in `hermes-agent/config.yaml` to point at the local Evennia socket.
This does not require the full Evennia network stack. It exercises the root `game.py` engine directly.
## Configuration Files
### Verification commands run for this genome refresh
```bash
python3 ~/.hermes/pipelines/codebase-genome.py --path /tmp/BURN-7-7/evennia/timmy_world --output /tmp/evennia-local-world-GENOME-base.md
python3 -m pytest tests/test_genome_generated.py -k 'EvenniaTimmyWorld' -q -rs
python3 -m pytest tests/test_evennia_local_world_genome.py tests/test_evennia_local_world_game.py -q
python3 -m py_compile evennia/timmy_world/game.py evennia/timmy_world/world/game.py evennia/timmy_world/play_200.py evennia/timmy_world/server/conf/settings.py evennia/timmy_world/web/urls.py
```
- `server/conf/settings.py` — Main Evennia settings (server name, ports, typeclass paths)
- `hermes-agent/config.yaml` — Hermes agent bridge configuration
- `world/build_academy.ev` — Evennia batch build script
- `world/batch_cmds.ev` — Batch command definitions
## Key Findings
## What's Missing
1. **Tests** — 0% coverage is a critical gap. Priority: AuditedCharacter hooks, command func() methods, world rebuild integrity.
2. **CI/CD** — No automated testing pipeline. No GitHub Actions or Gitea workflows.
3. **Documentation**`world/BUILDER_GUIDE.md` exists but no developer onboarding docs.
4. **Monitoring** — No health checks, no metrics export, no alerting on server crashes.
5. **Backup** — No automated database backup for the Evennia SQLite/PostgreSQL database.
1. The current custom product logic is the standalone Tower simulator, not the Evennia typeclass layer.
2. The repo contains two parallel simulation engines: `evennia/timmy_world/game.py` and `evennia/timmy_world/world/game.py`.
3. The stock Evennia scaffolding is still mostly template code (`README.md`, `at_initial_setup.py`, `world/batch_cmds.ev`, pass-through cmdsets/web hooks).
4. The codebase-genome pipeline undercounted test reality because subproject-local tests are absent while host-repo tests exist one level up.
5. The existing generated tests were present but functionally inert: `19 skipped` because their import path does not match the current host-repo layout.
6. The most concrete portability hazard is the hardcoded `/Users/apayne/.timmy/evennia/timmy_world` state path in both simulation engines.
---
*Generated by Codebase Genome Pipeline. Review and update manually.*
This refreshed genome supersedes the earlier auto-generated `evennia/timmy_world/GENOME.md` summary by grounding the analysis in live source inspection, live import of `evennia/timmy_world/game.py`, current file metrics, and executable host-repo verification.

View File

@@ -16,11 +16,14 @@ import argparse
import json
import shlex
import subprocess
import re
from json import JSONDecoder
from pathlib import Path
from typing import Any
DEFAULT_HOST = "159.203.146.185"
DEFAULT_HOST = "67.205.155.108"
DEFAULT_HOSTNAME = "bezalel"
DEFAULT_INVENTORY_PATH = Path(__file__).resolve().parents[1] / "ansible" / "inventory" / "hosts.ini"
DEFAULT_PEERS = {
"mac": "100.124.176.28",
"ezra": "100.126.61.75",
@@ -66,6 +69,37 @@ def parse_tailscale_status(payload: dict[str, Any]) -> dict[str, Any]:
}
def resolve_host(host: str | None, inventory_path: Path = DEFAULT_INVENTORY_PATH, hostname: str = DEFAULT_HOSTNAME) -> tuple[str, str]:
if host:
return host, "explicit"
if inventory_path.exists():
pattern = re.compile(rf"^{re.escape(hostname)}\s+.*ansible_host=([^\s]+)")
for line in inventory_path.read_text().splitlines():
match = pattern.search(line.strip())
if match:
return match.group(1), f"inventory:{inventory_path}"
return DEFAULT_HOST, "default"
def parse_apply_output(stdout: str) -> dict[str, Any]:
result: dict[str, Any] = {"tailscale": None, "ping_ok": {}}
text = stdout or ""
start = text.find("{")
if start != -1:
try:
payload, _ = JSONDecoder().raw_decode(text[start:])
if isinstance(payload, dict):
result["tailscale"] = parse_tailscale_status(payload)
except Exception:
pass
for line in text.splitlines():
if line.startswith("PING_OK:"):
_, name, ip = line.split(":", 2)
result["ping_ok"][name] = ip
return result
def build_ssh_command(host: str, remote_script_path: str = "/tmp/bezalel_tailscale_bootstrap.sh") -> list[str]:
return ["ssh", host, f"bash {shlex.quote(remote_script_path)}"]
@@ -89,8 +123,9 @@ def parse_peer_args(items: list[str]) -> dict[str, str]:
def parse_args() -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Prepare or execute Tailscale bootstrap for the Bezalel VPS.")
parser.add_argument("--host", default=DEFAULT_HOST)
parser.add_argument("--host")
parser.add_argument("--hostname", default=DEFAULT_HOSTNAME)
parser.add_argument("--inventory-path", type=Path, default=DEFAULT_INVENTORY_PATH)
parser.add_argument("--auth-key", help="Tailscale auth key")
parser.add_argument("--auth-key-file", type=Path, help="Path to file containing the Tailscale auth key")
parser.add_argument("--ssh-public-key", help="SSH public key to append to authorized_keys")
@@ -116,6 +151,7 @@ def main() -> None:
auth_key = _read_secret(args.auth_key, args.auth_key_file)
ssh_public_key = _read_secret(args.ssh_public_key, args.ssh_public_key_file)
peers = parse_peer_args(args.peer)
resolved_host, host_source = resolve_host(args.host, args.inventory_path, args.hostname)
if not auth_key:
raise SystemExit("Missing Tailscale auth key. Use --auth-key or --auth-key-file.")
@@ -126,28 +162,31 @@ def main() -> None:
write_script(args.script_out, script)
payload: dict[str, Any] = {
"host": args.host,
"host": resolved_host,
"host_source": host_source,
"hostname": args.hostname,
"inventory_path": str(args.inventory_path),
"script_out": str(args.script_out),
"remote_script_path": args.remote_script_path,
"ssh_command": build_ssh_command(args.host, args.remote_script_path),
"ssh_command": build_ssh_command(resolved_host, args.remote_script_path),
"peer_targets": peers,
"applied": False,
}
if args.apply:
result = run_remote(args.host, args.remote_script_path)
result = run_remote(resolved_host, args.remote_script_path)
payload["applied"] = True
payload["exit_code"] = result.returncode
payload["stdout"] = result.stdout
payload["stderr"] = result.stderr
payload["verification"] = parse_apply_output(result.stdout)
if args.json:
print(json.dumps(payload, indent=2))
return
print("--- Bezalel Tailscale Bootstrap ---")
print(f"Host: {args.host}")
print(f"Host: {resolved_host} ({host_source})")
print(f"Local script: {args.script_out}")
print("SSH command: " + " ".join(payload["ssh_command"]))
if args.apply:

View File

@@ -2,9 +2,12 @@ from scripts.bezalel_tailscale_bootstrap import (
DEFAULT_PEERS,
build_remote_script,
build_ssh_command,
parse_apply_output,
parse_peer_args,
parse_tailscale_status,
resolve_host,
)
from pathlib import Path
def test_build_remote_script_contains_install_up_and_key_append():
@@ -78,3 +81,46 @@ def test_parse_peer_args_merges_overrides_into_defaults():
"ezra": "100.126.61.76",
"forge": "100.70.0.9",
}
def test_resolve_host_prefers_inventory_over_stale_default(tmp_path: Path):
inventory = tmp_path / "hosts.ini"
inventory.write_text(
"[fleet]\n"
"ezra ansible_host=143.198.27.163 ansible_user=root\n"
"bezalel ansible_host=67.205.155.108 ansible_user=root\n"
)
host, source = resolve_host(None, inventory)
assert host == "67.205.155.108"
assert source == f"inventory:{inventory}"
def test_parse_apply_output_extracts_status_and_ping_markers():
stdout = (
'{"Self": {"HostName": "bezalel", "DNSName": "bezalel.tailnet.ts.net", "TailscaleIPs": ["100.90.0.10"]}, '
'"Peer": {"node-1": {"HostName": "ezra", "TailscaleIPs": ["100.126.61.75"]}}}'
"\nPING_OK:mac:100.124.176.28\n"
"PING_OK:ezra:100.126.61.75\n"
)
result = parse_apply_output(stdout)
assert result["tailscale"]["self"]["tailscale_ips"] == ["100.90.0.10"]
assert result["ping_ok"] == {"mac": "100.124.176.28", "ezra": "100.126.61.75"}
def test_runbook_doc_exists_and_mentions_inventory_auth_and_peer_checks():
doc = Path("docs/BEZALEL_TAILSCALE_BOOTSTRAP.md")
assert doc.exists(), "missing docs/BEZALEL_TAILSCALE_BOOTSTRAP.md"
text = doc.read_text()
assert "ansible/inventory/hosts.ini" in text
assert "tailscale up" in text
assert "authorized_keys" in text
assert "100.124.176.28" in text
assert "100.126.61.75" in text
runbook = Path("docs/RUNBOOK_INDEX.md").read_text()
assert "Prepare Bezalel Tailscale bootstrap" in runbook
assert "scripts/bezalel_tailscale_bootstrap.py" in runbook