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Three sweeping additions and one new file, reflecting how the project
has grown:
* Parent `README.md` rewritten. The architecture mermaid now shows
`crisis_agents` as a third sibling layer on top of the pure
protocol algorithms, alongside the CrisisNode TCP runtime and the
SimulatedNode in-process recorder. A fourth audience-shaped quick
start (🤖 "run the AI-agent coordination demo") joins the
protocol-pytest, simulation-CLI, and visualizer entries. The
repository-layout tree expands to enumerate `src/crisis_agents/`'s
modules. Test count corrected (~170).
* New `src/crisis_agents/README.md`. Comprehensive package
documentation:
- threat model + what's out of scope
- the two principles enforced by tests: no chokepoint, no clock
- mental-model mermaid (closed phase → boundary opens → async
loop → quorum vote → multi-signer proof)
- six-phase walkthrough matching the CLI output
- module-by-module reference table
- reuse map from `src/crisis/` (Message, LamportGraph,
find_mutations, ProofOfWorkWeight, etc.)
- build/run/test instructions including the `--live` Claude path
- quorum-threshold formula in LaTeX: ⌈2N/3⌉
- test taxonomy with the two sentinel files
(test_no_chokepoint, test_async_quiescence) highlighted
* `INSTALL.md` extended. New Section 4 covers running the
`crisis-agents demo`, both mocked-deterministic and `--live` with
real Claude sub-agents. Anthropic SDK shown as optional `[live]`
extras. Old sections renumbered (Section 5 → Section 6 for Swift,
6 → 7 for Troubleshooting). Two new troubleshooting entries for
live-mode failures.
* `CrisisViz/HANDOFF.md` gets a new Section 0. Brief notice that a
sibling Python sub-project (`crisis_agents`) now exists, what it
does, and — most importantly — that it doesn't share code with
CrisisViz: refactoring one cannot break the other. Cross-link to
the crisis_agents README so a future Swift-side agent has the
pointer without having to discover it via grep.
Source-of-truth corrections in the parent README:
- the "three audiences" framing becomes four
- the layout tree now lists `src/crisis_agents/`
- the architecture diagram explicitly marks the agent layer as
"decentralized, asynchronous" (the two principles the recent
refactors enforce)
CrisisViz code: still untouched by all this. Only its HANDOFF doc
gets a heads-up paragraph.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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# CrisisViz — Agent-to-Agent Handoff
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> **Audience.** This file is the engineering log for the **next coding agent** to pick up this project. It assumes Swift, SwiftUI, macOS 26, and the Crisis protocol context from `../README.md`. For human-facing orientation see `README.md` next to this file.
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Last updated: **2026-05-14**.
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---
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## 0. Sibling project notice — `crisis_agents` exists
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Since this file was last meaningfully updated, a sibling Python sub-project has landed: **`src/crisis_agents/`** — a coordination layer that uses the same `crisis` protocol substrate for a fundamentally different consumer (AI agent teams, not visualization). It produces `proof_*.json` documents instead of `crisis_data.json`.
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**Important for CrisisViz work:** the two sub-projects don't share code. `crisis_agents` does not produce data CrisisViz reads, and CrisisViz does not consume anything from `crisis_agents`. Refactoring either one cannot break the other.
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If a future curriculum chapter wants to visualize agent coordination (decentralized detection, gossip propagation, multi-detector alarm convergence), that's a substantial new effort — see the parent README's "future CrisisViz story" note. For now, **focus on the chapter and testbed work and treat `crisis_agents` as an unrelated package living in the same repo**.
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Reference: **[`../src/crisis_agents/README.md`](../src/crisis_agents/README.md)**.
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---
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## 1. Current state — what's shipped
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- **All 10 chapters migrated** to the serial-beat timeline pattern (pure `state(at: t) -> WorldState`, scrubbable −16× to +16×, beat-bound narration).
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- **Testbed green** at the last clean run: 38/38 invariants pass, 0 source-audit errors, 36/36 MP4 clips written, 279 PNGs sane, 12/12 resize cases pass.
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- **Bundle pipeline works.** `./bundle.sh` produces a working `CrisisViz.app`. `./package-dmg.sh` produces a working `CrisisViz.dmg` (ad-hoc signed; first-open Gatekeeper warning, right-click → Open).
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If you can't run the testbed and confirm it's green, **stop and fix that first** before making curriculum changes.
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---
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## 2. The pure-function timeline pattern (this is the architecture)
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Every chapter is split into two files:
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```
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Sources/CrisisViz/Engine/ChXXTimeline.swift pure model (state machine over t)
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Sources/CrisisViz/Chapters/ChXX_Foo.swift thin Canvas renderer (no logic)
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```
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The timeline file is the contract. It contains:
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1. **A typed `BeatKind` enum** capturing the chapter's micro-events (e.g. `introduce(name:)`, `compose(by:)`, `sealAccepted(at:)`, `gossipFly(from:to:)`, `linkBroken`, …).
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2. **A `WorldState` struct** holding the cumulative state at a moment in time (introduced cast set, accepted vertices per lane, in-flight envelopes, broken links, vault contents, …).
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3. **A flat `[Beat]` list.** Each `Beat` has `(id, kind, durationSeconds, narration)`. Narration is one sentence describing what that beat _physically shows_.
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4. **A `state(at: Double) -> WorldState` pure function.** Replays every beat up to `t` produces the state. Pure ⇒ scrubbable + reverse-playable. **No monotonic accumulators, no hidden `@State`.**
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5. **A `ChXXScenes` enum** with `sceneStarts`, `sceneDurations`, `timelineT(sceneIndex, localTime)`, `narrationAt(sceneIndex, localTime)`. The chapter's existing scene count stays — scenes become navigation labels on the unified timeline.
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The renderer file is thin:
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```swift
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TimelineView(.animation) { timeline in
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Canvas { ctx, size in
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let t = ChXXScenes.timelineT(sceneIndex: sceneIndex, localTime: localTime)
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let world = ChXXTimeline.state(at: t)
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// draw the world from `world`. No per-scene switch.
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}
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}
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```
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`SceneEngine.durationOverrides` gets per-scene durations matching the timeline's windows. `ImmersiveView.liveNarration` adds a case for the new chapter, reading from `ChXXScenes.narrationAt`.
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---
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## 3. Pedagogy invariants the renderer MUST hold
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These are not stylistic preferences — the testbed enforces them. Break one, the source audit fails.
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- **Strictly serial.** Never two simultaneous events on screen. Every beat owns its time window exclusively.
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- **Cast appears via `introduce(...)` beats only.** Lanes for not-yet-introduced cast are invisible. Their lane labels are also hidden.
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- **Lane = lifeline.** A vertex belonging to player $P$ sits exactly on $P$'s lane Y. No jitter, ever. Source audit forbids reintroducing `hashJitterY`.
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- **Composing and open-envelope share ONE fixed top-center slot** (`detailSlotRect`, y ≈ 16..146 + ~30pt caption). They never co-occur on the timeline.
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- **In-flight envelopes draw on a courier track 36pt above the lane axis** so they don't collide with the just-sealed accepted vertex on the sender's lane.
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- **Cast colors via `dm.castColor(for:)`** — never `palette[i]`. Lane order via `dm.castOrderedNodes()` — never raw `sim.nodes` (would put Dave at lane 8 below 5 peers).
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- **Beat tag** (small, faint, top-right) so PNG sweeps can be matched to a specific beat for debugging.
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- **Scene indicator** `CH X.Y (n/N)` badge on the narration panel, visible even when collapsed.
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When designing a new beat, picture all of these on screen at once (lane labels left margin, cast circles with ~50pt halos, `detailSlotRect` top band, courier track at lane Y − 36, accepted-vertex rows right of cast circles, `GlassNarration` bottom-left ~340pt × 250pt expanded, `GlassControls` bottom ~80pt). If the new beat lands on top of any of those, redesign before shipping.
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---
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## 4. Hard-won rules from past sessions
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These are the ones that bite repeatedly. Memorize them.
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| Rule | Why |
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| Restart the live `.app` after Swift changes | The Dock icon launches `CrisisViz.app`, not the `swift-run` dev binary. Run `./bundle.sh --no-launch && open CrisisViz.app`. |
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| Testbed can't verify animation smoothness | Static PNG sweeps catch layout bugs; MP4 clips catch motion bugs; but the user-experience of scrub feel can only be evaluated live. Always restart and watch. |
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| Narration ≡ canvas | When a scene's title is a narrative beat ("Aaron speaks. Ben listens."), hand-curate the visible-vertex set to match. Progressive reveal by `sceneVertexCount` alone will under-show or over-show and make the narration lie. |
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| Arrows must be visible | Edges drawn as `Path` lines without arrowheads are not arrows. Use `drawArrowEdge`. Every narrated causal claim ("Ben copies Aaron") must be physically renderable from the data. |
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| Layout is computed from the full dataset | Compute positions from `sim.nodes[step=lastStep]`, reveal only a subset via `sceneVertexCount`. Positions never jump because layout input doesn't change. |
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---
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## 5. Test harness reference
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`swift run CrisisViz --testbed` → `~/Desktop/CrisisViz_Testbed/`. Five layers:
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| Layer | File | Catches |
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|---|---|---|
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| Narrative invariants | `Testbed/NarrativeInvariants.swift` | logical claims about staging, cast assignment, geometry, sim convergence |
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| Source pattern audit | `Testbed/SourceAudit.swift` | regex-forbidden patterns (lane jitter, `palette[i]`, hardcoded PIDs) |
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| Per-scene MP4 clips | `Testbed/SceneVideoCapture.swift` | animation continuity (36 clips at 8s/30fps) |
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| PNG time-scrubbing sweep | `Testbed/SceneCapture.swift` | frozen interpolators, all-black renders, label drift |
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| Window resize + sanity | `Testbed/SceneCapture.swift` | clamping correctness, tiny renders, byte-identical frames |
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When adding a new chapter / scene / design rule, **update the corresponding layer in the same commit**:
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- New chapter → add invariants in `NarrativeInvariants.swift` (expected visible vertex count, expected cast members, expected edges).
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- New design rule → add a `Rule` to `SourceAudit.rules` with the legitimate definition site whitelisted in `allowedFiles`.
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- New animation → confirm the scene's MP4 actually contains motion. Scrub it.
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---
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## 6. Known open items
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Surfaced from working memory at handoff. None blocking, all valuable:
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1. **DA-chapter polish (Ch07 / Ch08).** Both are on the serial-timeline pattern but the shard / vault animations are still abstract relative to the cast-on-lane discipline elsewhere. Could be tightened so shards are physically carried by Aaron / Ben / Carl / Dave lanes.
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2. **Per-scene visible-vertex-count invariants.** Currently 38 logical invariants; adding count assertions per scene would catch staging regressions before they ship.
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3. **`LaneRenderKit` extraction.** Geometry helpers `castLaneY`, `castPosition`, `castColor`, `drawIntroducedLanes`, `drawCastFigures` are duplicated across cast-heavy chapters (Ch00, Ch01, Ch02, Ch09 — four adopters now, more than enough). Factor into a shared file.
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4. **Animation smoothness verification protocol.** No testbed signal — only live-app eyeballing on Ch01 staging, Ch02 partition, Ch06 total-order convergence, Ch09 byzantine. Recurring blind spot; consider an MP4 difference-frame analyzer.
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5. **CrisisNode / gossip TCP integration tests.** The real distributed runtime (`src/crisis/node.py`, `src/crisis/gossip.py`) has zero tests. Not blocking the visualizer (which uses `SimulatedNode`), but the deployable side is currently unverified.
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---
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## 7. How to resume
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```sh
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cd /Users/oho/GitClone/ClaudeCodeProjects/crisis/CrisisViz
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# 1. Compile + trust SourceKit
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swift build
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# 2. After source changes: rebuild the bundle
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./bundle.sh --no-launch
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open CrisisViz.app
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# 3. Verify the testbed before committing curriculum changes
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swift run CrisisViz --testbed
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# read ~/Desktop/CrisisViz_Testbed/INVARIANTS.md, SOURCE_AUDIT.md,
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# VIDEO_CLIPS.md, MANIFEST.md, SANITY.md — all must be green
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# 4. For distribution
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./package-dmg.sh
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# produces CrisisViz.dmg, prints SHA-256
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```
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If something feels broken, check in this order: (1) is `crisis_data.json` present and non-empty? (2) does `swift build` succeed cleanly? (3) does the dev binary `swift run CrisisViz` produce a window? (4) does `./bundle.sh` succeed and `open CrisisViz.app` show the same window with a Dock icon? (5) does the testbed run to completion?
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