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Pets

Learn how OpenPets pet packages describe sprites, reactions, speech, motion, install paths, ZIP safety, and local authoring.

Pets

A “pet” is an animated character that lives in a transparent desktop window and reacts to agent activity. This doc covers the whole pet lifecycle: what a pet is made of, how it gets onto disk, how reactions become animations, and how the windows behave. For the catalog that ships pets see Catalogs; for the command path that triggers reactions see IPC and remote control.

Source maps: apps/desktop/src/codemap.md (pet windows, controllers, installation), packages/install-pet/codemap.md (standalone installer).

What a pet is

A pet package is small and asset-driven:

  • pet.json - metadata: id, displayName, description, spritesheetPath, and optional category / subcategory / sourceUrl / xHandle. (Catalog entries carry the same identity plus hosting URLs - see Catalogs.)
  • spritesheet.webp - a grid of animation frames. Frames are at least 192x208; thumbnails are derived from the spritesheet.

There are three sources a pet can come from at runtime:

  1. Built-in pet (built-in-pet.ts) - a bundled spritesheet that always works as a fallback, even offline with nothing installed.
  2. Catalog pets - downloaded from the public catalog and extracted into userData/pets/{id}/.
  3. Codex pets - locally-developed pets imported from ~/.codex/pets/ (codex-pets.ts), the dev workflow for authoring a new pet before publishing it.

Default pet vs agent pets

Two distinct window roles, two controllers:

  • Default pet (default-pet-controller.ts) - the always-on companion shown when enabled. Persistent. Remembers its position per connected monitor and clamps it back into the visible work area after display changes. Shows transient reactions and status badges. Not lease-bound.
  • Agent pets (agent-pet-controller.ts) - shown on explicit agent request, routed by a lease. The first lease opens the window; the last lease released closes it. This lets several agents each get their own pet without colliding with the default pet. Agent pets roam with the same physics as the default pet (gravity + bounce, driven by pet-roaming-controller.ts). Session lifetime is tracked via PID liveness: when a client process terminates, the lease is released within ~5 s and the pet window closes. See the lease model in IPC and remote control.

Both are created by pet-window.ts as transparent, frameless, always-on-top windows, driven through pet-preload.cjs for drag and click-through behavior.

Experimental multi-pet LAN mode adds a third, isolated controller for visiting pets. Windows are keyed by LAN owner host rather than pet ID, so they do not collide with lease-managed agent pets or with another visitor using the same pet package. Unavailable remote assets are logged and skipped safely. Fresh coarse work activity can temporarily render a built-in return-to-work line with the visitor’s running animation; after the dash delay, coordinator state returns that visitor to its owner.

While a pet is click-through it only learns that the cursor is over it through forwarded mouse events (setIgnoreMouseEvents(true, { forward: true })), which Electron delivers on macOS and Windows but not on Linux (Linux pet windows are kept interactive instead). Both compositors can silently stop forwarding - macOS across Space switches, display sleep, and fullscreen transitions; Windows after rapid pet reloads and fullscreen sweeps - which would leave the pet stuck click-through and impossible to grab. A cursor-probe watchdog in pet-window.ts re-arms forwarding from the main process (screen.getCursorScreenPoint()), which keeps working even when forwarding is dead. The platform predicates live in mouse-forwarding.ts.

Reactions → animations → speech

A reaction is a categorical pet state (thinking, editing, testing, waiting for permission, success, error, idle, …). The rendering pipeline turns a reaction into something visible:

  1. reaction-animation-mapping.ts resolves a reaction to a sprite animation state (resolveReactionSpriteState). This mapping is user-configurable - users can override which animation a reaction plays, and overrides persist in app state. The selectable animation states include idle, review, running, waiting, waving, jumping, and failed; waving covers attention/notification style reactions.
  2. reaction-messages.ts picks a speech message from the pool for that reaction; i18n/reactions/ provides the localized pools so speech matches the active locale (see Internationalization).
  3. pet-window.ts renders the chosen animation via CSS sprite animation, and shows speech bubbles, alert indicators, pinned HUDs, and status badges as requested.

The waiting animation cycle is a global preference in Control Center → Settings → Reactions. Normal keeps the default 1010 ms cycle and Relaxed uses 2200 ms. The renderer derives a fresh sprite-state table for the selected duration instead of mutating defaultPetSprite.states, so all other reaction mappings and animation durations stay unchanged. The setting applies to both built-in and installed pets; plugin-provided sprite overrides continue to use their own FPS and loop settings. Changing the preference refreshes open default and agent pet windows, and the duration is part of their render identity so already-open windows reload their CSS immediately. The Settings preview uses the same configured duration.

This separation - mapping vs message vs render - is deliberate: agents and plugins speak in reactions, and the host owns how those look and sound.

Motion

The motion engine (pet-motion-engine.ts) drives all pet windows through a single shared ticker (≈60 fps). Each registered pet gets its own MotionState entry in a Map<petHandleId, MotionState>, but all pets share one setInterval so positions advance in lock-step with one getAllDisplaysCached() read per tick.

pet-roaming-controller.ts is the host-side orchestrator: it registers every live pet (default and agent) with the engine and applies the active roaming configuration (gravity + bounce). When a pet is despawned the controller unregisters it before the window is destroyed, so the shared ticker never touches a closed window.

Plugin-driven movement (plugin-sdk-routes.tsplugin-pet-registry.ts) feeds target vectors and physics overrides through the engine’s public API (motionMoveTo, motionSetPhysics, motionSetFollowCursor). The engine is the sole continuous position writer; all per-pet step loops were eliminated to prevent jitter from competing writers. Sub-pixel fractional accumulators (fracX / fracY in MotionState) ensure smooth movement at any tick rate. See Plugin platform and Plugin SDK v3 for the plugin side.

Display containment and cross-display roaming

display.ts owns all screen-geometry decisions. Per-tick clamping in clampPosition() follows a strict priority order:

  1. Confinement - if a pet has a terminal-bounds assignment (see below), it is always snapped into those bounds regardless of any other flag.
  2. Cross-display roaming (default off) - if the petCrossDisplayEnabled preference is on, clampToNearestDisplayIfOffscreen is used: the pet is left alone while its bottom-center anchor overlaps any display’s work area, and is only snapped to the nearest display edge when fully off-screen. This lets pets cross seams between adjacent displays freely.
  3. Legacy single-display mode - if petCrossDisplayEnabled is off, the original clampToVisibleWorkArea behavior is used (pet is clamped to the display nearest its geometric center).

Wide gaps between non-adjacent displays: a pet moving toward an empty region will stick at the edge of its current display and cannot teleport across a gap wider than the pet. This is expected behavior and is by design.

Topology changes (monitor plugged/unplugged, resolution changed): the display-event handlers in default-pet-controller.ts call reclampAllLivePetWindows(), which re-runs the permissive clamp for the default pet, all agent pets, and all plugin-spawned pets. Pets on a removed display are snapped to the nearest remaining display; pets on surviving displays are left untouched.

The petCrossDisplayEnabled toggle lives in Control Center → Settings, under the Movement section, and is a global flag (not per-pet). It is shown disabled with explanatory helper text until a movement plugin - one granted the pet:move permission, such as Walkabout - is enabled, since cross-display roaming has no effect without a mover driving motion. Confinement remains strictly per-pet and always takes priority regardless of the cross-display flag.

Linux & Wayland

All pet motion depends on the app being able to programmatically position a top-level window and keep it always-on-top (setPosition/setBounds plus setAlwaysOnTop). Native Wayland deliberately forbids clients from positioning or restacking their own toplevels, so under a native Wayland backend every position write is silently ignored by the compositor: gravity, walkabout, follow-cursor, cross-display roaming, drag, and z-order all become no-ops even though the motion engine keeps computing new coordinates. (This is the root cause behind “pet doesn’t move / gravity doesn’t work” reports on KDE/KWin Wayland.)

To keep motion working, OpenPets forces the Linux Ozone backend to x11 (XWayland), where these window operations are honored. Drag selects its path at window creation via isEffectiveWaylandBackend() in pet-window.ts (which delegates the pure decision to computeEffectiveWaylandBackend() in wayland-backend.ts): under the forced x11 backend it returns false and the working setBounds drag path is used. The backend-forcing itself lives in main.ts and is documented in Desktop app, including the OPENPETS_ALLOW_WAYLAND=1 opt-out (which restores native Wayland and therefore disables the motion/drag/always-on-top behavior above, with a one-time startup warning).

Installation

Two install paths exist; they share the same safety rules.

Through the running app (preferred)

pet-installation.ts:

  1. getCatalogPet() resolves the pet from the catalog (catalog.ts).
  2. downloadPetZip() streams the ZIP from zip.openpets.dev, validating magic bytes.
  3. extractPetZip() extracts with yauzl under strict entry validation (zip-safety.ts): no path traversal, no symlinks, case-collision detection, size/file-count caps.
  4. Extraction is atomic (temp dir → rename) into userData/pets/{id}/, and installPetState() records it in app state.

Local pet packages can also be installed through the running app via the CLI:

  • openpets install --from-zip <path-to-zip>
  • openpets install --from-folder <path-to-folder>

These send a pets.install-local request to the running app over IPC, which validates and imports the local zip file or folder. The CLI resolves relative paths before sending them; the IPC/client protocol itself requires an absolute path plus an explicit zip or folder kind.

Standalone installer (install-pet)

packages/install-pet/ is a standalone CLI (install-pet <pet-id> or npx -y install-pet <pet-id>). It prefers the running app via @open-pets/client and falls back to a direct download + extract when the app is unavailable. Direct mode uses a lock file (.install-pet.lock, 10-min stale timeout) to prevent concurrent installs, the same ZIP safety limits (50MB download / 200MB extracted / 500 files / 100MB per file), and the same platform-specific user-data path resolution. This is what powers “npx install-pet <id>” without requiring the app to be open.

ZIP safety (shared)

Both paths enforce: HTTPS-only catalog/ZIP hosts on an allowlist, no encrypted entries, only stored/deflate compression, valid Unix modes, required files (pet.json + spritesheet.webp), and atomic extraction with private permissions. The pet id must match ^[a-z0-9][a-z0-9_-]{0,63}$ and cannot be builtin.

Codex pets (local authoring)

codex-pets.ts imports pets from ~/.codex/pets/ with the same metadata validation, so an author can iterate on a pet locally before it is published to the catalog. The publishing path (zipping, thumbnailing, uploading to R2, regenerating the catalog) lives in web/’s sync scripts. The contract those scripts produce is in Catalogs, with release checks in Testing and validation.

Image protocols & CSP

Pet images are served to renderers through internal protocols (openpets-codex:, openpets-installed:, openpets-pet-preview:). Any new protocol or image source must be added to the CSP in both apps/desktop/vite.config.ts and apps/desktop/src/renderer/index.html, or images silently fall back to the default pet. This is the single most common “why is my pet showing the wrong sprite” bug - see Desktop app.

Where to look first

If you’re touching… Start in
How a reaction looks reaction-animation-mapping.ts
What a pet says reaction-messages.ts + i18n/reactions/
Window behavior (drag, click-through) pet-window.ts, pet-preload.cjs
Default vs agent visibility default-pet-controller.ts, agent-pet-controller.ts
Installing / extracting pet-installation.ts, zip-safety.ts
Standalone install packages/install-pet/
Local pet authoring codex-pets.ts
Movement pet-motion-engine.ts
Display containment / cross-screen display.ts, confinement-manager.ts
Topology-change reclamp default-pet-controller.tsreclampAllLivePetWindows

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