Updates for 7D representations of objects based on this idea: 3D Time
I have also implemented a custom MySQL wrapper to keep user setup requirements to a minimum and because I’m too lazy to fix NPM on my system.
Mist 7D Update
#### **1\. Database Layer**
* **Update all references to MySQL:**
* The solution now uses a custom MistMySQL.js wrapper (inspired by mysql-master) with queryAsync, connectAsync, and endAsync methods.
* All CRUD and session persistence functions should use this interface.
* **Time Vector Support:**
* All time-based data (e.g., CharacterLocation, session state) now uses a 3-element time vector `[T0, T1, T2]` (quantum, interaction, cosmological) instead of a single time value.
* Database schema and queries must support t0, t1, t2 columns.
#### **2\. Session and State Management**
* **Session objects** now include a timeVec property.
* **Session persistence** (endSession, saveSessionPath, etc.) should serialize the full session object, including timeVec.
* **On exit** and signal handling should ensure session state is saved using the new DB interface.
#### **3\. Data Model and CRUD**
* **CRUD functions** (e.g., addCharacterLocation, getCharacterLocationsByTime) now require and use the time vector.
* **Migration scripts** may be needed to convert legacy single-time data to the new vector format.
#### **4\. UI and Viewport**
* **Selection and navigation** logic (e.g., SelectionModeState) now tracks three time indices.
* **Projection and rendering** functions (e.g., projectItemsTo3D) use the timeToSpace mapping from MistIllum.js to convert time vectors to spatial coordinates.
* **Menu and settings** overlays are implemented in MistIllum.js and support both CLI and X11 UI renderers.
#### **5\. Physics and Math**
* **Metric tensors** are now 7D (metricTensor7D) to support three time dimensions and four spatial/energy axes.
* **All physics, wave, and rendering logic** (e.g., waveFunction, quantumMassEvolution, gravWaveDeltaV) use the appropriate time dimension as per the new model.
* **Landscape/environment generation** uses generateLandscapeFromTime to create 3D environments as a product of the three time dimensions.
#### **6\. Multi-User and P2P**
* **Session and event management** uses in-memory maps and message queues.
* **Peer-to-peer messaging** and event handling are implemented using stubs or minimal logic, with placeholders for cryptography and DHT.
* **Rate limiting** and provenance tracking are enforced as per MistMulti.js.
#### **7\. Moderation and Swarm Health**
* **Anomaly detection** and event horizon logic are implemented, with in-memory and persistent tracking of anomalous events and banned users/interactions.
#### **8\. Milestone and Mode Management**
* **MilestoneManager** enables/disables projection and render modes based on achieved milestones.
* **Mode selection menus** are milestone-aware and only show available modes.
#### **9\. Migration and Compatibility**
* **All Google Sheets/Drive operations** are replaced with MySQL queries and file I/O.
* **All HTML Service UI** is replaced with X11 or CLI UI.
* **All vector/matrix operations** are ready for GPU acceleration (Vulkan/OpenCL), but currently implemented in JS.
#### **10\. Testing and Stubbing**
* **All external dependencies** (npm modules, system calls) are stubbed or replaced for environments where npm is not available.
* **Testing** should focus on pure JS logic, with stubs for DB, crypto, and system calls.