# Eve CultMesh-based streaming UI composition framework and timestamped sensor sharing network. Eve is the display/control/sensor edge for GameCult apps. Every app should be able to expose a structured control surface, live data tree, media panel, or operator dashboard through CultNet. Eve clients render those surfaces, return operator intent, and publish local sensors with timestamps so Mimir, VoidBot, Fensalir, and the rest of the mesh can share one inspectable field of state. 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. ## 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. ## 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 Java client that can be built with the installed Android SDK without Gradle or Flutter. It exists to put Eve on Periwinkle immediately: it shows the Eve/CultMesh role, polls the Mimir dashboard broker, and surfaces timestamped touch/motion sensor data. - `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 frame-events 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 `eve-camera` and `eve-mic` samples 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. - 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/renderer-parity.md` for current browser/iOS/Android/Fensalir/Flutter renderer parity. ## Browser Reference Start the browser reference surface runner: ```powershell powershell -ExecutionPolicy Bypass -File .\scripts\start-browser-reference.ps1 ``` Open `http://127.0.0.1:8891/`. The page can spawn: - `VoidBot Live`, connected to Mimir's `/eve/deck` broker. - `Fensalir Direct2D`, a fixture surface for the planned CultMesh-to-`AquariumUiDocument` lowering. ## VoidBot CEF Stream Start the Starfire relay from `E:\Projects\VoidBot`: ```powershell npm run swarm:eve-cef-relay -- --width 1620 --height 2160 --scale 2 --port 8792 ``` EveCanvas connects to `ws://192.168.1.66:8792/stream`, displays binary JPEG frames, and returns touch events to the relay. ## Mimir Sensor Uplink Start Mimir with `config/mimir-runtime.raven-eve.example.json` or run the receiver processes directly: ```powershell 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 camera frame-events to `ws://192.168.1.66:8793/eve/camera` and microphone frame-events to `ws://192.168.1.66:8794/eve/mic`. The first transport uses JSON plus base64 payloads because it is inspectable and already matches Mimir's frame-event source. Replace it with binary framing only after the sample contract is proven on device. ## Native Mimir Dashboard Start the dashboard authority on Starfire: ```powershell dotnet run --project E:\Projects\Mimir\src\Mimir.EveDashboard\Mimir.EveDashboard.csproj -- --port 8795 ``` EveCanvas connects first to `ws://192.168.1.66:8795/eve/deck`, with `/eve/dashboard` kept as a compatibility fallback. The Starfire broker sends native retained `dashboard-state` snapshots. This is the current CultNet-shaped surface document for provider id, title, scene nodes, selection, visibility, transform, size, health, detail text, identity ids, and avatar URLs. 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 Face 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 powershell -ExecutionPolicy Bypass -File .\scripts\build-android.ps1 ``` Install to Periwinkle: ```powershell & "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe" -s bad9dd01 install -r .\artifacts\android\eve-debug.apk & "$env:LOCALAPPDATA\Android\Sdk\platform-tools\adb.exe" -s bad9dd01 shell monkey -p org.gamecult.eve -c android.intent.category.LAUNCHER 1 ``` 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: ```sh 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: ```text ssh alias: eve device: iPad11,6 / J171aAP iPadOS: 14.4 install path: /Applications/EveCanvas.app ``` ## Deployment Stage from the workstation: ```powershell powershell -ExecutionPolicy Bypass -File .\scripts\stage-to-eve.ps1 ``` Build and install on EVE: ```sh 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: ```sh uiopen --bundleid org.gamecult.evecanvas ``` 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. - 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. - Add Android and browser clients that consume the same provider/sensor API.