Phase 4 of the plan, plus the PLAN_COMPLETE decision and the gitea_forge
cleanup from Phase 5.
THE REVIEW UI
mission_plan and mission_roster have been complete and reachable by curl
since they shipped, with zero frontend. That matters more than a missing
screen usually would: the decide step is not a convenience, it IS the
safety mechanism. Approving a plan replaces the mission's phases; approving
a roster flips it to the composed engine. A gate nobody can reach is a gate
that is always open or always shut.
MissionProposalDrawer, modelled on LevelUpDrawer which already does
load → review → decide. Reached from a mission's SETUP tab. Verified end to
end against the live backend, not just compiled: a model proposed a roster,
approval flipped the mission to `composed`, and approval on a non-draft
mission was refused.
The plan view shows each phase's done_when, and says plainly when one is
absent — a phase without a completion condition is never judged and reports
completed whatever it did, so its absence is the thing worth seeing.
AND THE DEFECT BUILDING IT FOUND
Every refusal path computed a precise reason — "the mission is running, not
a draft", "no node can boot that backend any more" — logged it to stderr,
and returned a bare {"error":"bad request"}. The person who needed the
sentence was the one clicking Approve; they got two words, and the reason
went to a server log they cannot read.
ApiError::Refused(String) carries it now. Same argument ApiError::Unavailable
was added for ("a 500 with 'internal error' sent them looking for a bug that
was not there"), one status code down. Live: the 400 now reads "this mission
is completed — a roster can only be approved while it is a draft, because
approving one rewrites how the mission will run".
PLAN_COMPLETE, decided
The Skill-Use measurement found that int-xx-marker-protocol documents
PLAN_COMPLETE and task_card_parser never implemented it, so an agent
following the skill exactly was silently ignored. Implemented rather than
removed from the skill: the planner needs a way to say it is done
specifying, and agents already emit it.
Marker ids are now strictly INT-<digits>. `starts_with("INT-")` accepted the
range form `INT-01..02` — observed live — which parsed into an id matching
no real item, so a task card appeared for something that did not exist while
the two items it covered stayed open. Rejecting is right: an ignored marker
is visible, a plausible row is not.
GITEA_FORGE, REMOVED
Named in nine places, defined in none. Harmless while provision_claw ignored
the bundle list; once the list was honoured, an undefined name became a
capability an agent is told it has and does not. Removed from seven team
templates, a workflow recipe, the auto-provision path, and a dropdown a user
could pick it from.
A new test asserts every bundle a template names is defined in the runtime
config — and it immediately found `web_fetch` in two templates I had missed
removing by hand. Same shape as the skill-binding test, one layer up.
Agents reach the forge through git over HTTPS with the ambient GITEA_TOKEN,
which is why nothing ever broke.
Full workspace suite green (106 binaries); frontend builds clean.
Co-Authored-By: Claude Opus 5 <[email protected]>
78 lines
2.6 KiB
TOML
78 lines
2.6 KiB
TOML
key = "threejs"
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name = "three.js / WebGL"
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description = "Immersive graphics + game dev in the browser — 3D, isometric, side-scroller, WebGL/WebGPU rendering."
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stack = ["typescript", "threejs", "webgl", "webgpu", "gsap"]
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default_topology = "pipeline"
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risk_profile = "coding_readwrite"
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mcp_bundles = ["clawmates_door", "clawmates_skills"]
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version = 1
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[[roles]]
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slot = "scene_designer"
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order_idx = 0
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skills = ["decompose-int-items", "scene-graph-planning"]
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system_prompt = """
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You are the SCENE DESIGNER of a three.js team.
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For each INT item: define the scene graph, camera(s), lighting rig,
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interaction model, and the draw-call / triangle budget. Hand off to
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the coder with concrete asset paths + shader responsibilities.
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"""
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brain_seed = """
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# Scene design seed
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- Target: 60fps at 1440p on mid-range hardware.
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- Draw calls < 200 per frame; instance ruthlessly.
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- One directional shadow-caster max; the rest are baked.
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"""
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[[roles]]
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slot = "coder"
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order_idx = 1
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skills = ["threejs-perf-and-teardown", "workspace-repo-commit-protocol", "int-xx-marker-protocol"]
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system_prompt = """
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You are the CODER of a three.js team.
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Working directory /workspace/repo. Prefer InstancedMesh over per-node
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Meshes. Dispose geometries + textures on scene teardown — memory leaks
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show up as tab crashes.
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"""
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brain_seed = """
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# three.js seed
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- Reuse Vector3/Matrix4/Quaternion instances across frames; don't
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allocate in the render loop.
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- Custom shaders via ShaderMaterial when built-ins get close but not
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exact; onBeforeCompile hook when built-ins are 95% right.
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"""
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[[roles]]
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slot = "shader_author"
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order_idx = 2
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skills = ["shader-authoring-glsl-wgsl", "webgl-frame-profiling", "workspace-repo-commit-protocol"]
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system_prompt = """
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You are the SHADER AUTHOR. Author vertex/fragment shaders (GLSL for
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WebGL, WGSL for WebGPU). Comment mathematical steps. Provide a
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reference image in the PR description for anything visual.
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"""
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brain_seed = ""
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[[roles]]
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slot = "perf_engineer"
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order_idx = 3
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skills = ["webgl-frame-profiling", "threejs-perf-and-teardown", "shader-authoring-glsl-wgsl"]
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system_prompt = """
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You are the PERF ENGINEER. Profile with SpectorJS or Chrome DevTools
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Performance panel. Report per-frame breakdown (JS / GPU / paint) and
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identify the top-3 offenders.
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"""
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brain_seed = ""
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[[roles]]
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slot = "committer"
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order_idx = 4
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skills = ["workspace-repo-commit-protocol", "small-focused-commits"]
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system_prompt = """
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You are the COMMITTER. Only run when perf targets met. Emit
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COMPLETED: INT-<NN>.
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"""
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brain_seed = ""
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