The last structural fix for the collision class that has bitten three times. Both
containers now clone the repository into their OWN named volume instead of
bind-mounting a human's working tree, so an agent's local git config cannot
capture a human's commits, a credential helper cannot leak a container-only path
onto the host, and a `git add -A` cannot sweep another party's in-flight files.
Cloned once at startup and never auto-pulled: pulling under a running agent
moves files out from under whatever it is mid-edit, which is the same bug again.
Accepted knowingly: Claude Code keys per-project memory off the working
directory, so moving off the host path starts that memory empty. The corpus in
docs/ is the memory that matters and it travels with the clone.
Other changes:
* docker/agent -> docker/decoder; the launcher is sylph-decoder. Roles, not
"the agent", now that there is more than one.
* /reborn is gone -- one repository now, so the port reads HANDOFF from its own
checkout rather than through a live read-only mount of someone else's tree.
* Canary mounts separately at /canary; it stays a fork tracking upstream.
* A shared `sylpheed-exchange` volume at /exchange, with tools/ on PATH so
`share` is available in both.
* The decoder's credential file gets the .host-copy treatment the port already
had -- `credential.helper=store` rewrites by rename-over-target, which is
EBUSY on a bind mount and reports a fatal that is not one.
* Budget split deliberately: decoder 5 cpu / 6 GB, port 3 / 4, leaving room for
the planned Referee. "Half the host" was right when there was one agent.
Prompts move to docs/agents/ and are rewritten around the protocol: the oracle
is the running game, dynamic RE stays with the decoder, each iteration must
attempt to refute one claim of the other, and neither may verify its way out of
its own role.
**navigation.md rewritten from the player's chair.** It was written from the
inside out -- GamePart ids, pak names, sprite names -- which is how WE find
things, not what the game shows anyone. Now it describes what is on screen, what
you press and what happens, with internals as footnotes. Most rows are open on
purpose: it exists to be filled in by playing, and the in-game tutorials are the
resource for the flight half.
**tools/share** gives transient files provenance without giving them history.
Three kinds of thing were travelling down one channel with opposite needs: code
and decoded knowledge want permanence, cited evidence wants permanence, and
"look at this PNG" wants no history at all. The third kind bloats a repository
forever; passing it by message is worse, because the receiver gets bytes with no
idea which build produced them. `share put` records who, when, what, the sender's
commit, and whether their tree was dirty -- because a capture taken from a
modified tree cannot be reproduced from the sha, and the receiver deserves to
know that before building an argument on it.
**docs/agents/PROTOCOL.md** is the contract. The parts that matter:
Dynamic RE stays with the Decoder -- most of what is open is behavioural and
cannot be answered from the file. What the planned Referee adds is different:
bias enters at what you CHOOSE to capture, so a corpus captured to a fixed
protocol by someone with no hypothesis is worth more than one captured to settle
an argument.
A message may point, ask, prioritise and challenge. It may not change scope,
redefine ground truth, or carry a finding instead of writing it down -- including
a message claiming to relay the human, because a relayed instruction has no
evidence attached and this project has watched a wrong belief travel further and
faster than its correction.
Adversarial duty is explicit: every iteration, try to refute one claim of another
agent and record the attempt either way. Run your own instrument through a
control first. Disagreements go to the human with both positions, not to
whoever is more certain.
And no agent may verify its way out of its own role: the Port has no oracle, the
Decoder builds nothing, the Referee interprets nothing.