/api/world/live now tails each active run's journal (run_events) and normalizes
the runner's existing events into taxonomy events — no runner change needed:
- text_delta -> agent.reasoning.delta (the live reasoning stream)
- step_started -> agent.tool.call + node.activity + world.touch on the tool
node (agents visibly converge on the tool they're using)
- approval_required -> door.request
Per-run seq cursor streams forward only (skips backlog on first sight). This
lights up REAL data for both the World view and the upcoming Observe surface.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- /api/world/replay?hours= — reconstructs a sorted, timestamped taxonomy timeline
from the workspace's run history (agent_runs ⋈ sessions) for client playback.
- engine.clearWorldNodes() — drop transient world nodes/targets for a loop restart.
- WorldCanvas: a WorldClock control (Live ⇄ Replay) feeding the same engine —
play/pause, 1x/2x/4x speed, seek bar, loop. Live subscriptions detach in replay.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- engine: when there are no service/event touch-nodes (a quiet feed), pawns roam
the real org/company/team structure so the view is always alive with zero
synthetic data; real touch-nodes take priority when present.
- /api/world/live: emit world.touch + node.activity per currently-running run
(agent_runs joined to sessions, state='running') so each working agent visibly
converges on its active-run node; fold running agents into working status;
telemetry.loops = active run count.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Replaces the static React-Flow world forest with a real-time WebGL view of the
swarm working, plus the live event contract that feeds it.
Phase A — the live contract + feed:
- frontend/src/lib/live/taxonomy.ts — the 13-event Clawmates Event Taxonomy as
typed TS (the shared World/Observe contract).
- frontend/src/lib/live/useClawmatesLive.ts — native shared-singleton live client
(EventSource to /api/world/live, typed fan-out, replay-of-last-state to late
subscribers, refcounted, synthetic fallback so views are always alive).
- crates/cm-api/src/routes/world.rs — GET /api/world/live, authed + workspace-
scoped SSE emitting the taxonomy (real agent.status from live-container state,
a topology.update of the workspace's agents, telemetry with real doorsPending),
mirroring run_events_sse. normalize() seam documented for run_events->world.touch.
Phase B — the WebGL engine:
- frontend/src/components/world/engine.ts — Gource-inspired force-directed model:
org/company/team tree (sibling repulsion + parent spring + friction), agent
pawns that converge on the touched node and beam it, world nodes that glow with
heat and fade when idle. Framework-agnostic (renderer-independent) state+math.
- frontend/src/components/world/WorldCanvas.tsx — three.js scene (ortho cam,
UnrealBloom), render loop syncing engine state, camera auto-fit, HTML labels,
raycast click->select, Hierarchy/Flat/Live formation switch.
- Dashboard.tsx: swap <WorldFlow/> -> <WorldCanvas/> at the world-tier seam
(shared claw-tier pieces untouched; WorldFlow.tsx kept for now).
- Adds three (+ @types/three).
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>