vestige/apps/dashboard/e2e/organ-patterns.spec.ts
Sam Valladares 844b91a804 feat(dashboard): every organ is a living WebGPU field (LivingFieldPass)
Turn all 17 sparse organs from text-on-black voids into full-bleed, moving,
bioluminescent WebGPU fields. Each cell maps to a real backend fact; verified
live on the real brain with a decoded fill% + motion + zero-error probe.

Foundation: one reusable LivingFieldPass (src/lib/observatory/field/) does
splat -> separable-blur (render passes) -> membrane base coat -> HDR cells with
orbital drift and a CPU pick-mirror. Each organ writes a ~20-line data->cells
mapper (cell-layout.ts: layoutGalaxy / layoutRings / FIELD_HUE).

Organs brought alive (fill% before -> after, all zero WebGPU errors):
stats 0.8->80.9, observatory 10.8->81.4, graph 12.3->82.4, memories ->78.4,
blackbox 18.2->83.3, contradictions 1.6->69.6, dreams 0.3->64.5,
settings 2.7->76.4, reasoning 2.7->39.2, patterns 7.1->45.6,
activation 10->64.9, feed ->89, explore ->83.3, intentions ->66.6,
importance ->73.7, memory-prs ->74.4, schedule ->37.1.

Backend surfaces: add api.memoryChangelog() + ChangelogResponse; surface
suppress/unsuppress on the memories field (shift/alt-click -> scar).

Tests: palace-launch-gate now asserts fillPct>30 + isAnimating (not just
non-black), with a longer settle for reasoning's deep_reference and a raised
timeout for the curated tour. all-routes-smoke treats settings as the WebGPU
field it now is. Gates green: check 0/0, build ok, palace-launch-gate 22/22 +
tour, all-routes-smoke 20/20.

Protected work untouched: MemoryCinema, graph/cinema, observatory scene
shaders, node-renderer, palace-map.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-12 06:20:35 +07:00

208 lines
7.9 KiB
TypeScript

// ─────────────────────────────────────────────────────────────────────────────
// PATTERNS — the cross-project pattern-transfer MSDF field (real-data spec).
//
// This organ renders the REAL brain's cross-project pattern transfers as an MSDF
// text field (TextLayerPass over the observatory RouteStage). It consumes
// GET /api/patterns/cross-project and lays each pattern out as a row:
// name | origin_project | transferred_to | category | transfer_count | conf% | last_used
// Clicking a row toggles a category filter (recolors the matching rows amber).
//
// The organ contract proven here:
// 1. REACHABLE — /dashboard/patterns mounts a WebGPU canvas.
// 2. RENDERS REAL DATA — the same patterns curl returns drive a non-black field,
// and the scene seed carries the real project + pattern counts.
// 3. ALIVE — the field animates at idle (per-glyph reveal/wobble + the scene),
// no interaction required.
// 4. CRASH-FREE pick + hover — a grid of clicks (each a real category-toggle)
// and a hover sweep never throw a page/WebGPU error. The rows are ANCHORED
// (static x/y — no vertex-position animation), so pickAt tracks them exactly;
// picks survive on the live brain.
// 5. HONEST states — the empty branch flips scene.alive=false → RouteStage draws
// a calm status line, never a fake "Live" badge over mock data.
// ─────────────────────────────────────────────────────────────────────────────
import { test, expect, type Page } from '@playwright/test';
import {
captureErrors,
expectNoErrors,
gotoRoute,
sampleCanvas,
isAnimating
} from './helpers/dashboard';
const API = process.env.VESTIGE_API_TARGET ?? 'http://127.0.0.1:3931';
// The e2e sampleCanvas helper reports rendered=true via a size>20_000 PNG-size
// fallback even for a near-black field — a FALSE GREEN (a sibling text organ,
// /memory-prs, shipped near-black under exactly that fallback). So we ALSO decode
// true luminance: max brightness AND the count of genuinely-lit pixels in the
// LEFT column where the pattern rows are anchored (x=-0.88). A frozen/near-black
// field fails this; the real legible cyan rows pass it big.
async function decodeLeftColumnLuminance(
page: Page
): Promise<{ maxLum: number; leftBright: number }> {
const buf = await page.locator('canvas').first().screenshot();
const dataUrl = `data:image/png;base64,${buf.toString('base64')}`;
return page.evaluate(async (url) => {
const img = new Image();
await new Promise<void>((res, rej) => {
img.onload = () => res();
img.onerror = () => rej(new Error('img load'));
img.src = url;
});
const W = 1280;
const H = 720;
const t = document.createElement('canvas');
t.width = W;
t.height = H;
const ctx = t.getContext('2d');
if (!ctx) return { maxLum: 0, leftBright: 0 };
ctx.drawImage(img, 0, 0, W, H);
const d = ctx.getImageData(0, 0, W, H).data;
let maxLum = 0;
let leftBright = 0;
for (let y = 0; y < H; y++) {
for (let x = 0; x < W; x++) {
const i = (y * W + x) * 4;
const l = (d[i] + d[i + 1] + d[i + 2]) / 3;
if (l > maxLum) maxLum = l;
if (l > 40 && x < 700) leftBright++;
}
}
return { maxLum: Math.round(maxLum), leftBright };
}, dataUrl);
}
type CrossProjectPattern = {
name: string;
category: string;
origin_project: string;
transferred_to: string[];
transfer_count: number;
last_used: string;
confidence: number;
};
test('patterns organ mounts a canvas and renders the REAL cross-project field', async ({
page,
request
}) => {
// 2 (real data) — curl the real brain FIRST. There must be real patterns, and
// each must carry the fields the field lays out into a row.
const apiRes = await request.get(`${API}/api/patterns/cross-project`);
expect(apiRes.ok(), 'GET /api/patterns/cross-project must be 200').toBe(true);
const payload = (await apiRes.json()) as {
projects: string[];
patterns: CrossProjectPattern[];
};
expect(Array.isArray(payload.projects), 'projects is an array').toBe(true);
expect(Array.isArray(payload.patterns), 'patterns is an array').toBe(true);
expect(
payload.patterns.length,
'real brain should have cross-project patterns to render'
).toBeGreaterThan(0);
const first = payload.patterns[0];
expect(typeof first.name).toBe('string');
expect(typeof first.category).toBe('string');
expect(typeof first.origin_project).toBe('string');
expect(Array.isArray(first.transferred_to)).toBe(true);
expect(typeof first.transfer_count).toBe('number');
expect(typeof first.confidence).toBe('number');
const errors = captureErrors(page);
await gotoRoute(page, '/patterns');
// The field loads patterns then reveals row-by-row; settle before sampling.
await page.waitForTimeout(3500);
// 1 + 2 — the canvas renders a non-black field (the real rows lit it up).
const sample = await sampleCanvas(page);
expect(
sample.rendered,
`patterns field should render real data (avgLum=${sample.avgLum} variance=${sample.variance})`
).toBe(true);
// Strict anti-false-green: the real cyan pattern rows must be genuinely LIT in
// the left column, not a near-black field that only passes the PNG-size branch.
const lum = await decodeLeftColumnLuminance(page);
expect(lum.maxLum, `patterns field must be genuinely lit (maxLum=${lum.maxLum})`).toBeGreaterThan(
60
);
expect(
lum.leftBright,
`the 27 pattern rows must render in the left column (leftBright=${lum.leftBright})`
).toBeGreaterThan(500);
expectNoErrors(errors);
});
test('patterns field is ALIVE at idle (no interaction required)', async ({ page }) => {
const errors = captureErrors(page);
await gotoRoute(page, '/patterns');
await page.waitForTimeout(3500);
const sample = await sampleCanvas(page);
expect(
sample.rendered,
`field must render before checking motion (avgLum=${sample.avgLum})`
).toBe(true);
// Per-glyph reveal/wobble + the observatory scene animate continuously. Under
// full-suite GPU load two adjacent frames can hash-match, so retry a few
// windows — a frozen field never moves across ANY window, an alive one does.
let moved = false;
for (let i = 0; i < 4 && !moved; i++) {
moved = await isAnimating(page, 700);
}
expect(moved, 'patterns field should animate at idle').toBe(true);
expectNoErrors(errors);
});
test('clicking + hovering the patterns field never crashes (real category toggles survive)', async ({
page
}) => {
const errors = captureErrors(page);
const canvas = await gotoRoute(page, '/patterns');
await page.waitForTimeout(3500);
const box = await canvas.boundingBox();
expect(box).not.toBeNull();
if (!box) return;
// Hover sweep first — drives pointermove → pickAt + cursor-lens writes across
// the field (the swell/lean path). Must not throw.
const hoverPts = [
[0.2, 0.25],
[0.35, 0.4],
[0.3, 0.55],
[0.25, 0.7],
[0.4, 0.85]
];
for (const [fx, fy] of hoverPts) {
await page.mouse.move(box.x + box.width * fx, box.y + box.height * fy);
await page.waitForTimeout(120);
}
// Click grid — the rows are anchored down the left column (x=-0.88), so bias
// picks left where the real pattern rows live. Each hit toggles the category
// filter (re-derives + re-uploads the scene); the field must survive every one.
const clickPts = [
[0.15, 0.22],
[0.25, 0.32],
[0.3, 0.42],
[0.22, 0.52],
[0.28, 0.62],
[0.18, 0.72],
[0.5, 0.5],
[0.7, 0.4]
];
for (const [fx, fy] of clickPts) {
await page.mouse.click(box.x + box.width * fx, box.y + box.height * fy);
await page.waitForTimeout(200);
}
// Field still renders after all the picks (no crash, no black-out, no leak).
const after = await sampleCanvas(page);
expect(after.rendered, 'patterns field still renders after clicks + hover').toBe(true);
expectNoErrors(errors);
});