MVP of the repo-detail sub-view. Click any file/dir/run/repo node
in Live and the viz culls to just that node's subtree — you're
now watching agents crawl the repo instead of the whole workspace.
Esc (or the pill button that appears) exits.
Backend
- routes/world.rs: file-op tool events now emit a `file:<path>`
world.touch IN ADDITION to the existing `tool:<name>` touch.
The path is pulled from the tool input's path / target / file
/ filename / url keys (same lookup summarize_input uses, but we
keep the full string so the client can build a real hierarchy).
Non-file tools are unchanged — they still hit tool:<name> nodes
as before.
Engine
- onTouch synthesizes a directory hierarchy when the id starts
with `file:`. Each intermediate path segment gets a `dir:<acc>`
node (label = the segment), parented at the previous dir; the
file itself parents at the innermost dir. Ensures the layout
spring-simulates as a tree naturally, no separate render mode
needed.
- New pawn fireColor for file: touches: coral #ff8a7a. Reads as
"file work" vs #5ec8d8 (tool convergence) vs #5fd08a (run
activity).
WorldCanvas
- Render pass now takes a `visibleNodes: Set<string> | null`.
When the selected id starts with file: / dir: / run: / repo:,
we BFS descendants via parentId and hide every non-descendant
node. Node meshes, glow sprites, hierarchy edges, and labels
all gate on the set. Pawns stay visible (agents still dart to
the focused files).
- ESC handler on window: clears the selection by calling
onSelect("") when a repo-focus id is set.
- Small "REPO FOCUS · <path>" pill lands at top-center with an
Esc button so the exit is discoverable at a glance without
learning the shortcut.
- Dashboard.onWorldSelect now treats empty string as "clear
focus" (setWorldSel(null)) so the same callback handles ESC.
Not yet: the always-on repo:<topic_id> node emitted at run
start when a research topic has a repo bound. Today the focus
works off run:<id> nodes; a repo:<id> anchor would let users
click without waiting for a first file touch. Also skipped:
per-file heat map / call-count visualization tied to touch
weight over time. Both are natural follow-ups on this bones.
Fresh agents start at "size of their letters" — a small dot in
the live viz — and visibly bloom out as their .brain file fills.
Turns "which of these agents is heavily loaded" into a glance
instead of a menu dive.
Taxonomy
- New agent.memory event: { agentId, bytes?, count? }. STATEFUL, so
a late subscriber sees the last value replayed and pawns arrive
pre-sized. count is included in the schema for a future combo
metric but not emitted yet — bytes carries the visual today.
Backend (routes/world.rs SSE loop)
- Per-agent, per-tick std::fs::metadata() on
brain_dir()/claw_<uuid>.h5. Just the inode stat — no HDF5 open,
no memory count, sub-ms per agent. Emit agent.memory { bytes }
only when the value has changed (or on first sight).
- Tracks last_bytes: HashMap<String, u64> in the SSE-stream scope
alongside the existing status HashMap.
- Missing file (agent never provisioned a brain) reads as 0 bytes
and yields scale = 1.0 downstream — pawn stays small.
Engine
- GPawn gains memoryScale (visible) + memoryScaleTarget (chased).
Base is 1.0; ensurePawn initializes both.
- memoryScaleFromBytes(bytes): 1 + log10(1 + bytes/1MB) * 0.6, cap
MAX_MEMORY_SCALE = 3.5. So 10MB ~ 1.6x, 100MB ~ 2.2x, 1GB ~ 2.8x.
Log curve keeps a heavy brain readable without a lite one being
invisible.
- onMemory(e) sets the target. stepPawns eases the visible scale
toward it at ~3/sec — a big incoming snapshot doesn't pop the
sphere; it swells in like it's inhaling.
Renderer (WorldCanvas)
- Live subscription registers agent.memory alongside the existing
status/touch/reasoning listeners.
- Pawn sphere scale = 5 * p.memoryScale (was hardcoded 8). Halo
scales in proportion (max(24, 4.25 * s)) so a memory-heavy agent
reads as a bigger presence, not a small dot with a huge halo.
- AABB bounds for the frame-camera math updated to use s instead
of 8 so the camera actually frames a big agent when it's the
outlier.
Not yet wired: comm lines between pawns when agents talk to each
other (Commit E next), and the topology-edge overlay that renders
the graph shape dimly at rest. Both build on top of this — bigger
dots make comm beams more visible.
The a2a merge (d0d8e7f) landed with a handful of pre-existing rustfmt
diffs that were failing `cargo fmt --all --check` in CI. Pure whitespace
reformatting from `cargo fmt --all`; no semantic changes. Files touched:
mcp_door.rs, quota.rs, routes/a2a.rs, routes/world.rs, runtime_provision.rs,
chat_repos.rs test, and tools/chat.rs.
Edge-initiated inter-agent events (gated delegation, A2A ingress) bypass the
run loop, so the world SSE now polls the append-only audit log (cursor on the
BIGINT id, seeded to max on first pass) and emits:
- delegation.invoked -> agent.delegate {fromAgentId,toAgentId,toName,task}
- a2a.invoked -> a2a.invoked {agentId}
TeamObserver renders agent.delegate as an A->B handoff in the team timeline;
adds the agent.delegate taxonomy type. Reliable live (the synthesized-run path
never streamed — active_runs + first-sight cursor jump skip it).
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
A new "Observe" button (Eye) sits next to "+ New" in the agent chat header; clicking
flips the card into a read-only observer of that agent's conversations with other
agents, updating live as messages happen.
- frontend: AgentObserver (history from /api/claw-chat/* + live agent.message overlay
filtered to the agent, read-only banner, no composer); ClawChatSection toggle + flip.
- backend: emit a live agent.message run-event when chat.send succeeds — events.rs
AgentMessage variant, chat.send returns to_id, runtime emits in both tool paths,
world.rs normalizes agent_message → agent.message SSE. No migration, no new table.
Roadmap (not built): group/multi-party rooms; A2A protocol (a2a-rs) adoption.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Survey + fixes so the pipeline passes at the Docker level (no k8s).
- Remove k8s: drop the `sandbox-k8s` job (kind/Calico/--features k8s-tests) and the
"Helm chart lints" gate step. release.yml was already k8s-clean.
- Rust job:
- `cargo fmt --all` — fix pre-existing formatting drift (fmt --check was failing).
- clippy -D warnings: fix 3 lib warnings (cm-brain sort_by_key→Reverse, cm-api
fleet.rs doc list indentation, node_rules map_or→is_none_or).
- Regenerate the .sqlx offline cache (was missing the cm-runtime run_loop test
query → offline compile failed). DB-backed tests use testcontainers at runtime.
- Set SQLX_OFFLINE=true on the rust + e2e jobs so query! macros compile against
the committed cache deterministically (no DB needed at compile time).
- Frontend job:
- Fix the 1 ESLint error (useAgentTelemetry: no setState-synchronously-in-effect;
tag the slice with agentId + derive null on mismatch).
- Fix 2 stale panel-params tests (`terminal` is a valid app id now; assert the
current APP_IDS + use a genuinely-unknown id for the reject case).
Verified locally: fmt clean, clippy --all-targets -D warnings clean (offline),
frontend lint 0 errors, tsc clean, 86/86 frontend tests pass, build OK.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
Replace the single centered "anatomy profile" + resizable chat split with an
operator command center: compact 62px identity strip → 5-tile per-agent metrics
band → three independently-scrolling LIVE · BRAIN · SURFACE columns. Chat moves to
the computer's Chat app; the right computer pullout (DevicePanel) is untouched.
- backend: cm-api/routes/world.rs emits per-agent `telemetry{agentId,tokensPerMin,
costPerHr,loops,doorsPending}` in the SSE loop, from 4 batched GROUP BY queries
(usage_events tokens/min + credits/hr, active routines, pending approvals) — all
real, no migration. taxonomy `telemetry` gains optional agentId; stateKey now
keys it per-agent so slices don't clobber.
- frontend: new ClawCommandCenter + anatomy-cards (shared cards extracted from
Dashboard); useAgentTelemetry(agentId) feeds the metric band (Doors amber>0/
green=0); LIVE column streams the agent's task.update / reasoning.delta /
tool.call (replaces the mocked VitalsCard heatmap with a live activity chart).
- Dashboard: left region → full-height ClawCommandCenter; chat launcher opens the
computer Chat app; removed the dead anatomy cluster + unused imports.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
- Explosive sparks on file/project I/O: /api/world/live tags file-ish tools
(read/write/drive/vault/obsidian/edit/save) with touch weight 1; the engine
carries it as a node "burst" and the renderer fires a big fast particle blast.
- The formation tabs are now genuinely different views:
- Flat — the previous 2D React-Flow forest (WorldFlow), overlaid.
- Live — the WebGL Gource clone (glow sprites + sparks + trails + beams).
- Hierarchy — a NEW neural-brain view: agents are neurons in a dormant
two-hemisphere mesh; active agents fire signal particles along pathway edges
to their nearest neighbours (chaining), so the brain lights up as agents work.
- Render groups (gource/brain) + 3D particle system so signals travel in depth;
shared particle update; OrbitControls (rotate + pinch-zoom) across all WebGL views.
Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
/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]>