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Eve

CultMesh-based surface web, portable control layer, and timestamped sensor edge.

Eve is the display/control/sensor edge for GameCult apps. Every participant in a Verse should be able to publish a structured control surface, live data tree, media panel, story scene, or operator dashboard through CultMesh. Eve clients render those surfaces, return operator intent, and publish local sensors with timestamps so Mimir, VoidBot, Fensalir, Sai, Odin, StreamPixels, and the rest of the mesh can share one inspectable field of state.

The promise is the Eve MultiVerse: chosen CultCache backing stores become Verse consensus shards; annotated typed documents become reactive state; Eve surface documents bind to those document fields; users touch native-feeling controls on browser, iOS, Android, Fensalir Direct2D, Unity, overlays, and future clients; providers still own accepted truth. Eve makes distributed state visible, touchable, and answerable without stealing authority from the system that owns the consequence.

In the GameCult service architecture, Eve is the shared interactive language: services publish meaningful GUI/TUI surfaces once as Eve DSL or gamecult.eve.surface.v1, and each runtime lowers that surface locally. Durable service state belongs in CultCache .cc; local Verse visibility belongs in CultMesh; discovery belongs in Odin.

The browser implementation is the ground-truth renderer and behavior reference. Native clients on iOS, Android, and other surfaces should match the browser's CultMesh document semantics as closely as possible, using platform-native UI and media paths where that makes the surface faster, more direct, or more capable.

This repo is part of the wider public argument already visible on gamecult.org: the integrated dossier names CultMesh as typed distributed state; the Week 07 damage report records Eve, Fensalir, CultLib, Sai, and Odin turning operator surfaces into first-class state; The Free Mouth And The Native Body describes the Persona/native-body split Eve must serve; and The Sleeping Colossus Learns To Refuse The Throne is the praxis warning: means and ends must match. Eve's means are local projection, consentful command boundaries, inspectable stale state, and clear provider authority.

Objective

Build one deployable Eve runtime family:

  • Browser: canonical CultMesh UI compositor, test oracle, and reference behavior.
  • iOS: native full-screen renderer, multitouch controller, camera/mic/motion sensor publisher, and low-latency media display.
  • Android: native renderer and sensor publisher with the same CultNet contracts.
  • Flutter: likely native client framework for Android/iOS parity once installed; it should consume the browser-defined CultMesh surface model rather than replacing the browser as ground truth.
  • Fensalir Direct2D: close-to-metal desktop/runtime client surface for the same CultMesh UI documents, lowered through Fensalir's existing DirectWrite/Direct2D overlay machinery.
  • Shared API: apps publish control surfaces and structured data; Eve publishes commands, pointer/touch input, and timestamped sensor packets.

Philosophy

Eve is not remote DOM streaming in a new hat. Remote pixels are tolerated only where they are the honest edge of an existing system. The durable shape is a retained surface document backed by typed CultCache state and carried through a Verse.

The user story should be this simple:

using var node = await CultMesh.StartNodeAsync("mimir.ccmp");

var surface = node.Documents
    .Document<MimirProgramSurfaceConfigDocument>("mimir.program.default");

element.Bind(
    surface.Field(x => x.Layers[1].Opacity),
    access: CultAccess.ReadWrite);

That exact ergonomic API is still a target, not a completed substrate feature. The existing CultMesh/CultNet database layer already exposes typed document watch streams such as Watch<T>(), WatchRecord<T>(), WatchByName<T>(), and WatchByIndex<T>(); the missing Eve-facing cut is field-level binding over annotated POCOs, authority labels, and native renderer adapters that can expose staleness, denial, prediction, and reconciliation without making every provider write dashboard plumbing by hand.

The invariant is blunt: CultCache owns typed document identity and local persistence; CultMesh owns Verse visibility, shard authority, leases, subscription fanout, and reconciliation; providers own domain truth and side effects; Eve owns projection, input capture, timestamped sensor publication, and renderer parity. If a pretty panel cannot say which fields are stale, denied, predicted, or authoritative, it is not done. It is flirting with the operator.

Current Mechanism

The current checked-in client is the iOS Theos app, still named EveCanvas at the bundle level until the wider Eve runtime split exists.

The Android proof under android/ is a small native Kotlin client built with the installed Android SDK and CultLib's cultmesh-kotlin package, without Gradle or Flutter. It exists to put Eve on Periwinkle immediately: it consumes typed mimir.eve_dashboard_state.v1 CultMesh documents, sends mimir.eve_dashboard_command.v1 command documents, and publishes timestamped touch/motion observations as mimir.eve_sensor_observation.v1 plus camera/mic payloads as mimir.eve_media_observation.v1.

  • EVEAppDelegate creates one fullscreen UIWindow.
  • EVEViewController installs:
    • EVEGLView, a CAEAGLLayer backed OpenGL ES render target.
    • a full-screen UIImageView that displays CEF relay frames.
    • EVEFrameStreamClient, a native WebSocket client for frame/input transport.
    • a native UIKit UILabel overlay for crisp Retina status text.
    • CADisplayLink for frame ticking.
    • CMMotionManager for accelerometer and gyro telemetry.
  • EVEFrameStreamClient receives binary JPEG frames from the Starfire CEF relay and sends touch events back as JSON viewport coordinates.
  • EVESensorUplinkClient opens separate WebSocket uplinks for camera and microphone observations so sensor traffic does not block display/control traffic.
  • EVEDashboardClient opens the native Mimir dashboard socket and receives scene/control state snapshots.
  • EVEViewController captures camera frames with AVFoundation and microphone blocks with AVAudioEngine, then sends binary CultMesh eve-camera and eve-mic media observations to Mimir. It also renders the dashboard natively with UIKit: a scene graph, draggable source panels, visibility/reset controls, and multitouch pan/pinch/rotate transform commands.

Invariants

  • Browser layout is the reference behavior. Native clients do not improvise new semantics when a CultMesh surface already defines them.
  • Native clients do not embed a browser as their only answer. They render the same surface documents with platform-native controls when that is the better machine.
  • Fensalir's Direct2D surface is a client renderer, not a second source of UI truth. It consumes provider-owned CultMesh surface state and returns commands through the same Eve/CultNet path.
  • Reactive bindings name typed document fields and authority. Local callbacks, DOM handlers, UIKit actions, and Direct2D hit tests are renderer actuators, not portable state owners.
  • CultNet carries typed surface state, commands, and timestamped sensor packets. Edge JSON is tolerated only as an interoperability envelope while the typed CultMesh document shape is being proven.
  • UIKit is the current iOS streamed-frame owner; OpenGL ES is fallback/local render.
  • The status bar stays hidden.
  • Eve clients own local sensor reads and timestamps. Mimir owns synchronization and final interpretation after those samples arrive.
  • App-specific dashboards are providers. Eve renders them; the provider owns accepted state, commands, and side effects.

See docs/cultmesh-streaming-ui-framework.md for the target architecture. See docs/repo-strategy.md for the kernel/plugin/runtime/provider ownership boundary and graduation rules. See docs/eve-migration-roadmap.md for the staged migration from in-repo incubation to kernel, plugin, runtime, conformance, and provider-owned repos. See docs/renderer-parity.md for current browser/iOS/Android/Fensalir/Flutter renderer parity. See docs/surface-contract-v1.md for the shared CultUI/CultMesh surface and command contract. Nested CultUI surfaces are documented there as embeddedDocuments / surface.slot; the parity fixture is web/fixtures/cultui-embedded-surface.json, and the runtime matrix is in docs/parity-testing-harness.md. Renderer runtimes lower or preserve the slot directly; Rust proves the same gamecult.eve.surface.v1 contract at the CultMesh typed document sync layer in CultLib. See docs/eve-dsl-reactive-bindings.md for the first Eve DSL and reactive CultMesh binding contract. See docs/eve-multiverse.md for the Eve MultiVerse philosophy and missing API surface. See docs/eve-face.md for Eve's persistent mission memory.

Browser Reference

Start the browser reference surface runner:

powershell -ExecutionPolicy Bypass -File .\scripts\start-browser-reference.ps1

Open http://127.0.0.1:8798/. Odin-owned Hermodr serves the browser reference and lowers Odin-visible provider advertisements and surfaces. Local fixtures remain an offline oracle when the live catalog is unavailable. The page can render:

  • Fensalir Direct2D, a fixture surface for the planned CultMesh-to-AquariumUiDocument lowering.
  • Sai VN Surface, a fixture for visual-novel scenes exported as gamecult.eve.surface.v1, including optional nested Norn and TeX sidecar plugin surfaces placed diegetically inside the scene when those independent plugins are available.
  • Huginn .cc, a read-only .eve fixture emitted by CultCache/Huginn for .cc files: source witness, schema catalog, persisted records, payload byte counts, and decode status. Huginn emits Eve DSL; Eve compiles and renders it.
  • Reactive DSL, a browser-reference fixture that compiles a small .eve composition language into the same surface contract and binds UI controls to live CultMesh-shaped vars, collections, and derived fields.
  • Embedded Surface Slot, a CultUI fixture proving that a parent surface can reserve layout while a child CultMesh document is resolved and rendered as a nested surface.

VoidBot CEF Stream

Start the Starfire relay from E:\Projects\VoidBot:

npm run swarm:eve-cef-relay -- --width 1620 --height 2160 --scale 2 --port 8792

EveCanvas displays binary JPEG frames and returns touch events only when a stream lowering is configured through EVE_STREAM_URLS. The native app no longer guesses a Starfire relay address.

Mimir Sensor Uplink

Start Mimir with config/mimir-runtime.raven-eve.example.json or run the receiver processes directly:

dotnet run --project E:\Projects\Mimir\src\Mimir.EveSensorReceiver\Mimir.EveSensorReceiver.csproj -- --port 8793 --path /eve/camera --source-id eve-camera --type video-frame
dotnet run --project E:\Projects\Mimir\src\Mimir.EveSensorReceiver\Mimir.EveSensorReceiver.csproj -- --port 8794 --path /eve/mic --source-id eve-mic --type audio-block

EveCanvas sends binary mimir.eve_media_observation.v1 camera and microphone observations only when EVE_CAMERA_URLS and EVE_MIC_URLS are configured. Periwinkle sends camera, microphone, motion, and touch observations only when launched with an explicit org.gamecult.eve.SENSOR_URI; the apps no longer guess receiver URLs.

Native Mimir Dashboard

Start the dashboard authority on Starfire:

dotnet run --project E:\Projects\Mimir\src\Mimir.EveDashboard\Mimir.EveDashboard.csproj -- --port 8795

EveCanvas connects to the Mimir dashboard WebSocket lowering for native retained dashboard-state snapshots. That lowering renders the daemon-owned CultMesh dashboard state; it is not provider discovery authority. Live provider discovery belongs to Odin/CultMesh advertisements. Native iOS dashboard lowerings must be configured through EVE_DASHBOARD_URLS; missing discovery stays visible instead of falling back to LAN constants. EveCanvas sends compact commands back:

  • select
  • move
  • scale
  • rotate
  • toggle-visibility
  • reset-transform
  • open-provider

Eve renders and edits dashboard trees natively; each provider owns accepted state and command handling. Eve is the operator's hand on the scene graph, not a second compositor and not a remote WebKit runtime.

The broker includes a native VoidBot tab/provider. Eve renders its CTB rail with avatar images, selected Persona status panel, state tree, and detail pane from the same VoidBot swarm-state.json projection used by the web dashboard.

Build Shape

Android / Periwinkle

Build the Android proof APK from Starfire:

powershell -ExecutionPolicy Bypass -File .\scripts\build-android.ps1

Install to Periwinkle, then launch it. If Odin/CultMesh has provided dashboard and sensor endpoints, pass them explicitly; otherwise the app starts with those network paths disabled instead of guessing LAN addresses.

& "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe" -s bad9dd01 install -r .\artifacts\android\eve-debug.apk
& "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe" -s bad9dd01 shell am start -n org.gamecult.eve/.MainActivity --es org.gamecult.eve.DASHBOARD_URI "ws://<odin-or-dashboard-lowering>/eve/deck/cultmesh" --es org.gamecult.eve.SENSOR_URI "ws://<odin-or-sensor-lowering>/eve/periwinkle"

On Xiaomi/MIUI devices, ADB install may require enabling developer setting Install via USB and approving the on-device prompt.

iOS / EVE

The project is a Theos-style iOS application:

make package
make install

EVE has SSH, jailbreak package management, a Procursus native build toolchain, Theos at /var/theos, and the packaged iPhoneOS SDK linked under /var/theos/sdks.

Expected EVE target:

ssh alias: eve
device: iPad11,6 / J171aAP
iPadOS: 14.4
install path: /Applications/EveCanvas.app

Deployment

Stage from the workstation:

powershell -ExecutionPolicy Bypass -File .\scripts\stage-to-eve.ps1

Build and install on EVE:

cd /var/mobile/Projects/Eve
export THEOS=/var/theos
make package
make install
uicache -p /Applications/EveCanvas.app

Launch EveCanvas from SpringBoard, or over SSH:

uiopen --bundleid org.gamecult.evecanvas

Capture the running native renderer over SSH:

powershell -ExecutionPolicy Bypass -File .\scripts\capture-eve-screenshot.ps1

If OpenGL ES context creation fails on-device, the app stays alive with the UIKit overlay instead of aborting launch. The render surface can then be fixed without losing the basic app deployment path.

Next Cut

  • Create the browser reference Eve runtime and use it as the visual/behavior test oracle for native clients.
  • Split the shared CultNet/CultMesh surface contract from the iOS app code and keep gamecult.eve.surface.v1 as the renderer-facing contract.
  • Replace JSON/base64 sensor packets with binary framing once camera and mic timing are proven through Mimir.
  • Replace the dashboard fixture state with live MimirPresentationControlState and MimirSceneEditorState snapshots.
  • Expand the Android Kotlin client from dashboard node rendering into the full retained surface.root renderer, and add the browser client against the same provider/sensor API.

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