@modelstatus/cli 0.1.40 → 0.1.42

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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  "name": "@modelstatus/cli",
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- "version": "0.1.40",
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+ "version": "0.1.42",
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  "description": "Track which AI models you use, where, and never get surprised by a retirement. Free offline model-health for any repo (mm status), browser sign-in for cloud inventory + alerts.",
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  "keywords": [
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  "llm",
package/src/index.js CHANGED
@@ -10,7 +10,7 @@ import {
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  getEnvTag, setEnabled, setEnvTag,
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  } from "./integrations.js";
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  import { redactValue } from "./redact.js";
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- import { assignProjects } from "./upload.js";
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+ import { assignProjects, buildUsages } from "./upload.js";
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  import { loginViaBrowser } from "./auth.js";
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  import { maybeCheckForUpdate } from "./updater.js";
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  import { track, maybeAnalyticsNotice } from "./telemetry.js";
@@ -109,12 +109,6 @@ function parseArgs(argv) {
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109
 
110
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  const uuidish = (s) => /^[0-9a-f]{8}-[0-9a-f]{4}-/i.test(s || "");
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111
 
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- /** The "owner/name" repo slug for source deep-links. In GitHub Actions
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- * GITHUB_REPOSITORY is exactly that and the checkout is repo-root-relative (so
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- * our source_path lines up). Outside CI we return "" (omit it) rather than guess
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- * from a git remote, since a local scan root may not be the repo root. */
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- const ghRepoSlug = () => (process.env.GITHUB_REPOSITORY || "").trim();
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-
118
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  /** The set of source ids the user named VERBATIM in --sources (empty for the
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  * default / "all"). Naming a live integration here overrides its enabled-gate. */
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  function explicitSources(flags) {
@@ -312,17 +306,12 @@ async function cmdScan(positional, flags) {
312
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  return true;
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  });
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- const usages = rows.map((r) => ({
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- model_id: r.model_id ?? undefined,
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- // Redact + bound the custom id: a generic-glob hit on an .env line can over-
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- // capture a secret-ish fragment, and only the snippet was being redacted.
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- custom_model_name: r.model_id ? undefined : redactValue(r.model_string).slice(0, 120),
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- environment: r.environment,
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- location_label: r.location_label,
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- source_repo: ghRepoSlug() || undefined,
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- source_path: r.source_path,
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- source_line: r.source_line ?? undefined,
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- }));
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+ // Build the upload payload via the SHARED helper so the command, the TUI Scan
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+ // tab, and the Here push produce byte-identical usages (model resolution +
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+ // redaction + the location_label scheme prefix that carries provenance). Parity-
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+ // only: buildUsages reads the same fields the inline map did and falls back to
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+ // GITHUB_REPOSITORY for source_repo. No new data is uploaded.
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+ const usages = await buildUsages(client, rows);
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  // --dry-run: show exactly what WOULD upload (secret-source safety check).
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  if (flags["dry-run"]) {
@@ -2,6 +2,31 @@ import { execFile } from "node:child_process";
2
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  import fs from "node:fs";
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  import path from "node:path";
4
4
 
5
+ /** Test-only fixture file name for a command+args, e.g. run("vercel",["env","ls",
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+ * "production","--scope","team"]) → "vercel.env.ls.production.txt". Per-run scoping
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+ * flags (--scope/--project-ref/--region) AND the value that follows each are
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+ * dropped so a fixture is keyed on the stable command shape. Lowercased, path
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+ * separators → dots. */
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+ const FIXTURE_SKIP_FLAGS = new Set(["--scope", "--project-ref", "--region"]);
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+ export function fixtureName(cmd, args = []) {
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+ const kept = [];
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+ for (let i = 0; i < args.length; i++) {
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+ if (FIXTURE_SKIP_FLAGS.has(String(args[i]))) {
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+ i++; // also skip the flag's value
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+ continue;
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+ }
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+ kept.push(args[i]);
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+ }
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+ return (
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+ [cmd, ...kept]
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+ .join(".")
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+ .toLowerCase()
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+ .replace(/[/\\]/g, ".")
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+ .replace(/[^a-z0-9._-]/g, "")
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+ .slice(0, 120) + ".txt"
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+ );
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+ }
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+
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  /** Is `name` an executable on PATH? Pure PATH scan — no shell, no spawn. */
6
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  export function hasCmd(name) {
7
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  const PATH = process.env.PATH || "";
@@ -18,8 +43,25 @@ export function hasCmd(name) {
18
43
  }
19
44
 
20
45
  /** Run a command WITHOUT a shell (execFile → no injection). Read-only by
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- * convention. Never throws; resolves { ok, stdout, stderr, code }. */
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+ * convention. Never throws; resolves { ok, stdout, stderr, code }.
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+ *
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+ * TEST-ONLY: when process.env.MM_SOURCE_FIXTURE is set (a directory of canned
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+ * vendor outputs), this REPLAYS a fixture file instead of spawning — so the full
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+ * vercel/supabase collect() flow runs with zero cloud access. It is strictly less
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+ * capable than the real path (read-only, no spawn / write / network), a pure no-op
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+ * when the env var is unset (prod default), and a missing fixture degrades exactly
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+ * like a missing CLI ({ok:false, code:127}). It is the symmetric twin of the
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+ * LLMSTATUS_INTEGRATIONS_FILE / LLMSTATUS_IGNORE_FILE test redirects. */
22
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  export function run(cmd, args, { timeout = 25000, input, maxBuffer = 48 * 1024 * 1024 } = {}) {
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+ const fixtureDir = process.env.MM_SOURCE_FIXTURE;
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+ if (fixtureDir) {
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+ try {
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+ const stdout = fs.readFileSync(path.join(fixtureDir, fixtureName(cmd, args)), "utf8");
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+ return Promise.resolve({ ok: true, stdout, stderr: "", code: 0 });
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+ } catch {
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+ return Promise.resolve({ ok: false, stdout: "", stderr: "no fixture", code: 127 });
63
+ }
64
+ }
23
65
  return new Promise((resolve) => {
24
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  const child = execFile(cmd, args, { timeout, maxBuffer }, (err, stdout, stderr) => {
25
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  resolve({ ok: !err, stdout: stdout || "", stderr: stderr || "", code: err?.code ?? 0 });
@@ -114,7 +114,9 @@ export const supabaseEdgeSource = {
114
114
  integration: true,
115
115
  envTag: "unknown",
116
116
  async available() {
117
- return hasCmd("supabase") || !!process.env.SUPABASE_ACCESS_TOKEN;
117
+ // MM_SOURCE_FIXTURE is a test-only OR (no CLI / token needed for the no-cred
118
+ // fixture flow); the real hasCmd PATH check is unchanged.
119
+ return hasCmd("supabase") || !!process.env.SUPABASE_ACCESS_TOKEN || !!process.env.MM_SOURCE_FIXTURE;
118
120
  },
119
121
  /** Read-only identity probe (MAY spawn). Used by the TUI "test" key + verbose
120
122
  * `mm sources`, NOT by the hot collect path. */
@@ -135,8 +137,10 @@ export const supabaseEdgeSource = {
135
137
  const out = [];
136
138
 
137
139
  // (a) Secret NAMES only (never values). Requires the CLI; skipped gracefully
138
- // when only a token is present (no shell to list through).
139
- if (hasCmd("supabase")) {
140
+ // when only a token is present (no shell to list through). Under the test-only
141
+ // MM_SOURCE_FIXTURE, `run` replays a canned table so this branch is exercised
142
+ // end-to-end without the CLI.
143
+ if (hasCmd("supabase") || process.env.MM_SOURCE_FIXTURE) {
140
144
  const refArg = opts?.supabaseProjectRef ? ["--project-ref", opts.supabaseProjectRef] : [];
141
145
  const secrets = await run("supabase", ["secrets", "list", ...refArg]);
142
146
  if (secrets.ok) {
@@ -44,7 +44,9 @@ export const vercelSource = {
44
44
  integration: true,
45
45
  envTag: "unknown",
46
46
  async available() {
47
- return hasCmd("vercel") || !!process.env.VERCEL_TOKEN;
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+ // MM_SOURCE_FIXTURE is a test-only OR (lights up the spawn surface with no CLI
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+ // / token so the no-cred fixture flow runs); the real hasCmd PATH check stays.
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+ return hasCmd("vercel") || !!process.env.VERCEL_TOKEN || !!process.env.MM_SOURCE_FIXTURE;
48
50
  },
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  async authState() {
50
52
  const r = await run("vercel", ["whoami"]);
@@ -85,7 +85,7 @@ export function bonusForLevel(level) {
85
85
  return 5000 + level * 1000;
86
86
  }
87
87
 
88
- const SCHEMA = 2;
88
+ const SCHEMA = 3; // bumped: board contract now varies per level (N/slope/ladder placement)
89
89
 
90
90
  // ---- Level scaling (pure, tested monotonic) --------------------------------
91
91
  /** DK barrel-throw cadence in TICKS — faster (shorter) as you climb. */
@@ -121,16 +121,145 @@ export function boardSize(width, height) {
121
121
  return { BOARD_W, BOARD_H };
122
122
  }
123
123
 
124
- function buildSlope(baseRow, w, down, amp) {
124
+ function buildSlope(baseRow, w, down, amp, slopeEvery = SLOPE_EVERY) {
125
125
  const offs = new Array(w);
126
126
  for (let x = 0; x < w; x++) {
127
- const steps = Math.floor(x / SLOPE_EVERY);
127
+ const steps = Math.floor(x / slopeEvery);
128
128
  const off = down ? steps : -steps;
129
129
  offs[x] = baseRow + Math.max(-amp, Math.min(amp, off));
130
130
  }
131
131
  return offs;
132
132
  }
133
133
 
134
+ // ---- Per-level layout generator (PURE, deterministic) ----------------------
135
+ /* `levelLayout(level, BOARD_W, BOARD_H)` returns the few geometry knobs initGame
136
+ * reads instead of hardcoded values, keyed on k = (level-1) % 10 so levels 1-10
137
+ * are distinct and 11+ cycle (L11 === L1). It is a pure function of its three
138
+ * args only — no Math.random / Date.now / rngSeed — so the same (size, level)
139
+ * yields a byte-identical board on node and the bun binary (INVARIANT 4).
140
+ *
141
+ * Every knob is CLAMPED to the feasible window so it can never break an invariant:
142
+ * - N is clamped to [3, Nmax(BOARD_H)] (Nmax = largest N<=5 with gap>=GAP_MIN),
143
+ * so on the minimum 28x12 board every level collapses to N=3 (== today) and a
144
+ * small terminal never gets an unsafe extra girder. (INVARIANT 3.)
145
+ * - amp is only ever LOWERED below the existing floor((gap-1)/2) clamp, AND
146
+ * further capped so every ladder spans >=2 rows (gap-2*amp>=2 → amp<=(gap-2)/2)
147
+ * — so girders never cross (amp<gap/2, INVARIANT 2) and ladders are never the
148
+ * 1-row fragile latches the critic flagged (B3).
149
+ * - ladder columns are clamped to [2, BOARD_W-3] (double-wide [col,col+1] fits,
150
+ * INVARIANT 1) AND nudged so no two ladders' footprints overlap (>=2 apart),
151
+ * which the critic flagged would otherwise shadow a ladder in ladderAt (B2).
152
+ * - dkCol / princessCol clamped to [2, BOARD_W-3].
153
+ * The slope DIRECTION/cadence knobs (slopeDownFor, slopeEvery) only move points
154
+ * WITHIN the ±amp band, so no pattern can induce a crossing. Up-slope traversal
155
+ * (the critic's B1) is handled in stepPlaying's grounded branch (riser auto-mount).
156
+ */
157
+ const GAP_MIN = 4; // min girder spacing for the N-delta to take effect on tall boards
158
+ const clampInt = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v);
159
+ // Per-k knob tables (k = (level-1) % 10). All bounded; clamps make them safe.
160
+ const L_NDELTA = [0, 0, 1, 0, 1, 0, 2, 1, 0, 2]; // extra girders (capped at Nmax)
161
+ const L_AMPCAP = [2, 1, 2, 0, 2, 1, 2, 1, 2, 0]; // some levels flatter (amp 0/1)
162
+ const L_SLOPEEV = [6, 5, 7, 6, 4, 6, 8, 5, 6, 4]; // stair cadence (cosmetic)
163
+ const L_SLOPEPAT = [0, 0, 1, 2, 3, 4, 5, 6, 7, 1]; // slope-direction pattern id
164
+ const L_LADSTY = [0, 1, 0, 5, 4, 0, 0, 1, 5, 0]; // ladder placement style id
165
+ const L_STAGMAG = [3, 2, 4, 3, 5, 2, 3, 4, 2, 3]; // ladder stagger magnitude
166
+ const L_DKSTY = [0, 0, 1, 0, 2, 3, 1, 0, 2, 3]; // DK column style id (cosmetic)
167
+ const L_PRSTY = [0, 0, 1, 2, 0, 3, 4, 0, 5, 0]; // princess column style id
168
+
169
+ /** Largest girder count N in [3,5] whose even spacing gap>=GAP_MIN; else 3. The
170
+ * Math.max(3,…) floor (not the gap gate) is what guarantees the small board. */
171
+ function nMaxForHeight(BOARD_H) {
172
+ let best = 3;
173
+ for (let n = 3; n <= 5; n++) if (Math.floor((BOARD_H - 2) / n) >= GAP_MIN) best = n;
174
+ return best;
175
+ }
176
+ /** Per-girder slope direction (down-rightward) for a slope pattern. ANY value is
177
+ * safe (clamped to ±amp around distinct baseRows → never crosses). */
178
+ function slopeDownFor(pat, i) {
179
+ switch (pat) {
180
+ case 1: return i % 2 === 1; // alternating from odd (phase flip)
181
+ case 2: return true; // all-down
182
+ case 3: return false; // all-up
183
+ case 4: return Math.floor(i / 2) % 2 === 0; // zig-zag pairs
184
+ case 5: return true; // all-down (gentle via slopeEvery)
185
+ case 6: return false; // all-up
186
+ case 7: return i % 2 === 0; // alternating from even
187
+ case 0:
188
+ default: return i % 2 === 0; // alternating from even (classic)
189
+ }
190
+ }
191
+ export function levelLayout(level, BOARD_W, BOARD_H) {
192
+ const k = (((level - 1) % 10) + 10) % 10;
193
+ const Nmax = nMaxForHeight(BOARD_H);
194
+ const N = clampInt(3 + L_NDELTA[k], 3, Nmax);
195
+ const gap = Math.floor((BOARD_H - 2) / N);
196
+ // amp: never above today's floor((gap-1)/2); also cap so every ladder spans
197
+ // >=2 rows (gap - 2*amp >= 2 ⇒ amp <= (gap-2)/2). amp<gap/2 ⇒ no girder cross.
198
+ let amp = Math.max(0, Math.min(L_AMPCAP[k], Math.floor((gap - 1) / 2)));
199
+ amp = Math.max(0, Math.min(amp, Math.floor((gap - 2) / 2)));
200
+ const slopeEvery = L_SLOPEEV[k];
201
+ const pat = L_SLOPEPAT[k];
202
+ const sty = L_LADSTY[k];
203
+ const stag = L_STAGMAG[k];
204
+ const lo = 2, hi = BOARD_W - 3;
205
+
206
+ // Ladder columns: one per adjacent pair, per-level placement style, then nudged
207
+ // so no two footprints [col,col+1] overlap (>=2 apart) and all in [lo,hi].
208
+ const cols = [];
209
+ for (let i = 0; i < N - 1; i++) {
210
+ const frac = (i + 1) / N;
211
+ let base;
212
+ switch (sty) {
213
+ case 1: base = lo + 2 + i * 2 + (i % 2 ? 0 : 1); break; // clustered-left
214
+ case 2: base = hi - 2 - i * 2; break; // clustered-right
215
+ case 3: base = Math.floor(frac * BOARD_W) + (i % 2 ? stag : -stag); break; // reversed stagger
216
+ case 4: base = hi - 3 - (N - 2 - i) * 2 - (i % 2 ? stag : 0); break; // clustered-right staggered
217
+ case 5: base = (i % 2 === 0) ? lo + 1 + i : hi - 1 - i; break; // near-edges alternating
218
+ case 0:
219
+ default: base = Math.floor(frac * BOARD_W) + (i % 2 ? -stag : stag); // spread (classic)
220
+ }
221
+ cols.push(clampInt(base, lo, hi));
222
+ }
223
+ for (let i = 1; i < cols.length; i++) {
224
+ for (let j = 0; j < i; j++) {
225
+ let guard = 0;
226
+ while (Math.abs(cols[i] - cols[j]) < 2 && guard++ < 256) {
227
+ cols[i] = cols[i] + 2 <= hi ? cols[i] + 2 : cols[i] - 2;
228
+ if (cols[i] < lo) { cols[i] = lo; break; }
229
+ }
230
+ }
231
+ cols[i] = clampInt(cols[i], lo, hi);
232
+ }
233
+
234
+ let dkCol;
235
+ switch (L_DKSTY[k]) {
236
+ case 1: dkCol = BOARD_W - 3; break;
237
+ case 2: dkCol = BOARD_W - 4; break;
238
+ case 3: dkCol = 3; break;
239
+ case 0:
240
+ default: dkCol = 2;
241
+ }
242
+ const cen = Math.floor(BOARD_W / 2);
243
+ let princessCol;
244
+ switch (L_PRSTY[k]) {
245
+ case 1: princessCol = Math.floor(BOARD_W / 3); break;
246
+ case 2: princessCol = Math.floor((2 * BOARD_W) / 3); break;
247
+ case 3: princessCol = Math.floor(BOARD_W / 4); break;
248
+ case 4: princessCol = Math.floor((3 * BOARD_W) / 4); break;
249
+ case 5: princessCol = cen + 4; break;
250
+ case 0:
251
+ default: princessCol = cen;
252
+ }
253
+
254
+ return {
255
+ k, N, gap, amp, slopeEvery, slopePat: pat,
256
+ slopeDownFor: (i) => slopeDownFor(pat, i),
257
+ ladderCols: cols,
258
+ dkCol: clampInt(dkCol, lo, hi),
259
+ princessCol: clampInt(princessCol, lo, hi),
260
+ };
261
+ }
262
+
134
263
  /** Girder index whose standing row is at-or-just-below row y at column x. */
135
264
  function girderBelow(platforms, x, y) {
136
265
  let best = -1, bestRow = Infinity;
@@ -182,34 +311,40 @@ export function initGame({
182
311
  const { BOARD_W, BOARD_H } = boardSize(width, height);
183
312
  if (BOARD_W < MIN_W || BOARD_H < MIN_H) return { tooSmall: true, BOARD_W, BOARD_H };
184
313
 
185
- // Fewer girders bigger vertical gaps real jump headroom (a jump head-bonks
186
- // the girder overhead, so girders ~3 rows apart capped jumps at ~1 cell; ~4+
187
- // rows lets the higher JUMP_VY actually read as a tall jump).
188
- const N = Math.max(3, Math.min(4, Math.floor(BOARD_H / 4)));
189
- const gap = Math.floor((BOARD_H - 2) / N);
190
- const amp = Math.max(0, Math.min(2, Math.floor((gap - 1) / 2)));
314
+ // Per-level layout: a PURE function of (level, BOARD_W, BOARD_H) see
315
+ // levelLayout for the clamps that keep every knob within its invariant window.
316
+ // Fewer girders bigger vertical gaps real jump headroom (~4+ rows apart so
317
+ // the higher JUMP_VY reads as a tall jump); levelLayout's Nmax(BOARD_H) gate
318
+ // preserves that on small boards (N collapses to 3 exactly as the old gen did).
319
+ const layout = levelLayout(level, BOARD_W, BOARD_H);
320
+ const { N, gap, amp, slopeEvery } = layout;
191
321
  const platforms = [];
192
322
  for (let i = 0; i < N; i++) {
193
323
  const baseRow = BOARD_H - 2 - amp - i * gap; // 0 = bottom-most girder
194
- const down = i % 2 === 0;
195
- platforms.push({ row: baseRow, slopeOffsets: buildSlope(baseRow, BOARD_W, down, amp) });
324
+ const down = layout.slopeDownFor(i);
325
+ platforms.push({ row: baseRow, slopeOffsets: buildSlope(baseRow, BOARD_W, down, amp, slopeEvery) });
196
326
  }
197
327
  // platforms[0] is the LOWEST (largest row); platforms[N-1] the HIGHEST.
198
328
 
329
+ // One ladder per adjacent pair, IN ORDER (ladders[i] connects platforms[i]→[i+1])
330
+ // so the autopilot's ladders[gi] assumption holds verbatim. The column comes from
331
+ // the layout (already clamped to [2,BOARD_W-3] + footprint-deconflicted); the
332
+ // endpoints are recomputed from the slope AT THAT column so both rails touch both
333
+ // standing rows even on sloped girders.
199
334
  const ladders = [];
200
335
  for (let i = 0; i < N - 1; i++) {
201
336
  const lower = platforms[i];
202
337
  const upper = platforms[i + 1];
203
- const col = Math.max(2, Math.min(BOARD_W - 3, Math.floor(((i + 1) / N) * BOARD_W) + (i % 2 ? -3 : 3)));
338
+ const col = layout.ladderCols[i];
204
339
  const yBottom = lower.slopeOffsets[col] - 1;
205
340
  const yTop = upper.slopeOffsets[col] - 1;
206
341
  ladders.push({ col, yTop: Math.min(yTop, yBottom), yBottom: Math.max(yTop, yBottom) });
207
342
  }
208
343
 
209
344
  const top = platforms[N - 1];
210
- const dkCol = 2;
345
+ const dkCol = layout.dkCol;
211
346
  const donkeyKong = { x: dkCol, y: top.slopeOffsets[dkCol] - 1, throwCooldown: 2, animPhase: 0 };
212
- const princessCol = Math.floor(BOARD_W / 2);
347
+ const princessCol = layout.princessCol;
213
348
  const princess = { x: princessCol, y: top.slopeOffsets[princessCol] - 1, animPhase: 0 };
214
349
 
215
350
  const player = makePlayer(platforms);
@@ -498,10 +633,24 @@ function stepPlaying(s, input, dt) {
498
633
  }
499
634
  } else {
500
635
  // Grounded: follow the slope at the current column, detect walk-off.
636
+ // A sloped girder steps ±1 row every `slopeEvery` columns, so when walking
637
+ // INTO a riser the girder's stand row at the next column is one ABOVE the
638
+ // player's current cell (girderIndexAt at cell(py)+1 then misses → the
639
+ // player walks off the riser and falls — the critic's B1). Re-snap to the
640
+ // girder whose stand row is within ±1 of the player's cell so the player
641
+ // auto-mounts a one-row riser (and follows a one-row drop) instead of
642
+ // falling off. This is the same riser the player was already standing on
643
+ // (girders are >=2 rows apart, so at most one girder qualifies), so it
644
+ // never teleports between platforms — it just walks the staircase.
501
645
  const c = cell(p.px);
502
- const gi = girderIndexAt(platforms, c, cell(p.py) + 1);
646
+ const cy = cell(p.py);
647
+ // girder cell one below the player (flat / down-step → stand row stays cy).
648
+ let gi = girderIndexAt(platforms, c, cy + 1);
649
+ // up-step: the girder cell is AT the player's current row (stand row cy-1),
650
+ // so the next-column girder stepped up one — auto-mount it.
651
+ if (gi < 0) gi = girderIndexAt(platforms, c, cy);
503
652
  if (gi >= 0) {
504
- p.py = toFx(platforms[gi].slopeOffsets[c] - 1); // re-snap to slope
653
+ p.py = toFx(platforms[gi].slopeOffsets[c] - 1); // re-snap to slope (auto-mount the riser)
505
654
  p.vy = 0;
506
655
  } else {
507
656
  // walked off the edge → coyote window, begin falling
@@ -686,5 +835,5 @@ export function deserialize(obj) {
686
835
  // Expose internals for focused unit tests.
687
836
  export const _internals = {
688
837
  girderBelow, isGirderAt, girderIndexAt, ladderAt, rng, between,
689
- makePlayer, advanceBarrels, syncCell,
838
+ makePlayer, advanceBarrels, syncCell, levelLayout, nMaxForHeight,
690
839
  };
@@ -0,0 +1,83 @@
1
+ /* Shared, PURE provenance mapping for the CLI (no React, no I/O). It answers one
2
+ * question for any tracked usage: WHERE was this model discovered? — filesystem,
3
+ * an env var, Vercel, Supabase Edge, an AWS Lambda / Bedrock / Secrets / SSM, a
4
+ * GitHub Actions config, Kubernetes, Helm, a SQL/config table, or added by hand.
5
+ *
6
+ * STORAGE: we DERIVE provenance with zero migration. Two non-secret signals that
7
+ * already reach + persist in the DB drive it:
8
+ * (1) the scheme prefix every integration source stamps into `location_label`
9
+ * (vercel://, supabase-edge://, aws-lambda://, aws-bedrock://, aws-secrets://,
10
+ * aws-ssm://, github-actions://, env://, k8s://, helm://, sql://), and
11
+ * (2) `discovered_by` (manual vs cli) for the prefix-less filesystem/manual case.
12
+ * The scheme prefix + the labels/badges below are NON-SECRET — we never surface a
13
+ * secret VALUE, so this keeps the redaction invariant intact.
14
+ *
15
+ * This file MUST stay byte-for-byte equivalent in keys/labels/badges to the web
16
+ * counterpart apps/web/lib/source-meta.ts — CLI↔web parity is the contract. */
17
+
18
+ import { GLYPH, C } from "./ui.js";
19
+
20
+ // scheme (from location_label `^scheme://`) → canonical source_type.
21
+ // NOTE: the AWS Lambda source emits TWO schemes — `aws-lambda://` for an env var
22
+ // found on a Lambda and `aws-bedrock://` for an enabled Bedrock foundation model —
23
+ // so they map to DISTINCT source types. Likewise aws.js emits aws-secrets:// AND
24
+ // aws-ssm://. An unknown/future scheme falls through to "filesystem" (safe default).
25
+ const SCHEME_TO_SOURCE = {
26
+ vercel: "vercel",
27
+ "supabase-edge": "supabase-edge",
28
+ "aws-lambda": "aws-lambda",
29
+ "aws-bedrock": "aws-bedrock",
30
+ "aws-secrets": "aws-secrets",
31
+ "aws-ssm": "aws-ssm",
32
+ "github-actions": "github-actions",
33
+ env: "env",
34
+ k8s: "k8s",
35
+ helm: "helm",
36
+ sql: "sql",
37
+ };
38
+
39
+ /**
40
+ * Derive a usage's source_type from its persisted location_label + discovered_by.
41
+ * - a known `scheme://` prefix → that scheme's source_type
42
+ * - literal "manual" label OR discovered_by === "manual" → manual
43
+ * - otherwise (plain repo path, discovered_by "cli", or empty) → filesystem
44
+ */
45
+ export function sourceOf(locationLabel, discoveredBy) {
46
+ const label = String(locationLabel || "");
47
+ // Scheme allows digits (k8s://). Unknown scheme → falls through to filesystem.
48
+ const m = /^([a-z][a-z0-9-]*):\/\//.exec(label);
49
+ if (m && SCHEME_TO_SOURCE[m[1]]) return SCHEME_TO_SOURCE[m[1]];
50
+ if (label === "manual" || discoveredBy === "manual") return "manual";
51
+ return "filesystem";
52
+ }
53
+
54
+ // source_type → display metadata. `badge` is ≤8 chars (the inventory SOURCE
55
+ // column width). `glyph`/`ascii` are a unicode/ASCII pair so the column degrades
56
+ // on dumb terminals exactly like the rest of the TUI. Colors reuse the SAME hexes
57
+ // as tui/views/integrations.js KIND_COLOR so the Sources tab + Inventory match.
58
+ export const SOURCE_META = {
59
+ filesystem: { label: "Repo file", badge: "repo", glyph: GLYPH.dot, color: C.FG_DIM },
60
+ env: { label: "Env var", badge: "env", glyph: "=", color: C.FG_DIM },
61
+ vercel: { label: "Vercel env", badge: "vercel", glyph: GLYPH.retiring, color: C.FG_STRONG },
62
+ "supabase-edge": { label: "Supabase Edge", badge: "supabase", glyph: "~", color: "#3ecf8e" },
63
+ "aws-lambda": { label: "AWS Lambda", badge: "aws", glyph: "λ", ascii: "L", color: "#ff9900" },
64
+ "aws-bedrock": { label: "AWS Bedrock", badge: "bedrock", glyph: "λ", ascii: "L", color: "#ff9900" },
65
+ "aws-secrets": { label: "AWS Secrets", badge: "secrets", glyph: "λ", ascii: "L", color: "#ff9900" },
66
+ "aws-ssm": { label: "AWS SSM", badge: "ssm", glyph: "λ", ascii: "L", color: "#ff9900" },
67
+ "github-actions": { label: "GitHub Actions", badge: "github", glyph: "⎇", ascii: "gh", color: "#a78bfa" },
68
+ k8s: { label: "Kubernetes", badge: "k8s", glyph: "⎈", ascii: "k8s", color: "#326ce5" },
69
+ helm: { label: "Helm", badge: "helm", glyph: "⎈", ascii: "helm", color: "#0f6fd1" },
70
+ sql: { label: "SQL/config", badge: "sql", glyph: "▦", ascii: "sql", color: C.FG_DIM },
71
+ manual: { label: "Manual", badge: "manual", glyph: GLYPH.repl === "->" ? "+" : "✎", ascii: "+", color: C.FG_FAINT },
72
+ };
73
+
74
+ // Whether the GLYPH table is the ASCII fallback (MM_ASCII=1 / TERM=dumb). When it
75
+ // is, prefer each meta's `ascii` variant for the non-ASCII-safe unicode glyphs
76
+ // (λ/⎇/⎈/▦/✎). GLYPH.repl is "->" only in the ASCII table, so it's a stable probe.
77
+ const ASCII = GLYPH.repl === "->";
78
+
79
+ /** The terminal-safe glyph for a source_type (ASCII fallback when MM_ASCII). */
80
+ export function sourceGlyph(sourceType) {
81
+ const meta = SOURCE_META[sourceType] || SOURCE_META.filesystem;
82
+ return ASCII && meta.ascii ? meta.ascii : meta.glyph;
83
+ }
@@ -10,6 +10,7 @@ import {
10
10
  relativeTime, envTag, cell, cellE, snippetLines, SPINNER, useTick, useAsync, clampCursor,
11
11
  } from "../ui.js";
12
12
  import { readSnippet, findSourceFile } from "../snippet.js";
13
+ import { sourceOf, SOURCE_META, sourceGlyph } from "../source-meta.js";
13
14
 
14
15
  const ENV_ORDER = ["prod", "staging", "dev", "unknown"];
15
16
 
@@ -158,9 +159,13 @@ export function InventoryView({ client, ui, dir = ".", active, width = 78, heigh
158
159
  // ----- layout: left list pane + right detail drawer -----
159
160
  const drawerW = 34;
160
161
  const leftWidth = Math.max(24, width - drawerW - 2);
161
- // left columns: glyph(2) + slug + sp(1) + env(7) + sp(1) + project; rail is col 1.
162
+ // left columns: glyph(2) + slug + sp(1) + env(7) + sp(1) + SOURCE + sp(1) + project.
163
+ // SOURCE is a fixed badge column on wide layouts, a 1-char glyph when tight, so it
164
+ // shrinks projW (which keeps a floor) rather than overflowing on narrow terminals.
162
165
  const ENV_W = 7;
163
- const FIXED = 2 + 1 + ENV_W + 1; // glyph+sp, sp, env, sp
166
+ const wideSrc = leftWidth >= 70;
167
+ const SOURCE_W = wideSrc ? 8 : 1; // badge (≤8) vs glyph-only
168
+ const FIXED = 2 + 1 + ENV_W + 1 + SOURCE_W + 1; // glyph+sp, sp, env, sp, source, sp
164
169
  const slugW = Math.max(10, Math.floor((leftWidth - 1 - FIXED) * 0.5));
165
170
  const projW = Math.max(8, leftWidth - 1 - FIXED - slugW);
166
171
 
@@ -187,19 +192,24 @@ export function InventoryView({ client, ui, dir = ".", active, width = 78, heigh
187
192
  const header = h(
188
193
  Text,
189
194
  { color: C.FG_FAINT },
190
- " " + cell("MODEL", 2 + slugW) + cell("ENV", 1 + ENV_W) + "PROJECT",
195
+ " " + cell("MODEL", 2 + slugW) + cell("ENV", 1 + ENV_W) + cell(wideSrc ? "SRC" : "S", SOURCE_W + 1) + "PROJECT",
191
196
  );
192
197
 
193
198
  const rowNodes = view.map((u, i) => {
194
199
  const isCur = start + i === c;
195
200
  const et = envTag(u.environment);
196
201
  const slug = u.model_display || u.custom_model_name || "?";
202
+ const st = sourceOf(u.location_label, u.discovered_by);
203
+ const meta = SOURCE_META[st];
204
+ const srcText = wideSrc ? meta.badge : sourceGlyph(st);
197
205
  const cells = [
198
206
  { text: `${healthGlyph(u.health)} `, color: healthColor(u.health) },
199
207
  { text: cellE(slug, slugW), color: isCur ? C.FG_STRONG : C.FG, bold: isCur },
200
208
  { text: " ", color: C.FG },
201
209
  { text: cell(et.text, ENV_W), color: et.color },
202
210
  { text: " ", color: C.FG },
211
+ { text: cell(srcText, SOURCE_W), color: meta.color },
212
+ { text: " ", color: C.FG },
203
213
  { text: cellE(projName(u.project_id), projW), color: C.FG_DIM },
204
214
  ];
205
215
  return h(ListRow, { key: u.id, active: isCur, cells, width: leftWidth });
@@ -242,6 +252,14 @@ export function InventoryView({ client, ui, dir = ".", active, width = 78, heigh
242
252
  h(Text, {}, h(Text, { color: C.FG_DIM }, "project "), h(Text, { color: C.FG }, projName(cur.project_id))),
243
253
  cur.source_repo ? h(Text, {}, h(Text, { color: C.FG_DIM }, "repo "), h(Text, { color: C.FG }, cur.source_repo)) : null,
244
254
  h(Text, {}, h(Text, { color: C.FG_DIM }, "where "), h(Text, { color: C.FG_DIM }, where)),
255
+ (() => {
256
+ // Human SOURCE label (derived from the location_label scheme prefix +
257
+ // discovered_by). The raw scheme stays in `where` (it's the locator);
258
+ // this is the friendly name, and `via <discovered_by>` below reads as a
259
+ // sub-detail. Non-secret — never surfaces a value.
260
+ const meta = SOURCE_META[sourceOf(cur.location_label, cur.discovered_by)];
261
+ return h(Text, {}, h(Text, { color: C.FG_DIM }, "source "), h(Text, { color: meta.color }, meta.label));
262
+ })(),
245
263
  rt && rt.text
246
264
  ? h(Text, {}, h(Text, { color: C.FG_DIM }, "retires "), h(Text, { color: rt.color, bold: rt.bold }, rt.text))
247
265
  : null,