docs: add Feb 21 session summary - game.js review, engine abstraction, mod management
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# Session Summary - February 21, 2026
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## 🎯 Session Objectives
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1. Fix frontend player button rendering issue
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2. Review game.js implementation from earlier today
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3. Discuss game engine abstraction strategy
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4. Plan agent endpoint additions for Phase 1 release
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5. Define mod management and security architecture
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---
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## ✅ Completed Work
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### **1. Frontend Player Button Debugging**
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**Problem**: Player toggle button not rendering in game console
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**Root Cause**:
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- Parent container had `flex-wrap` causing layout collapse
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- Button getting pushed to new line and cut off
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**Solution**:
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- Removed `flex-wrap` from parent container
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- Added `shrink-0` to button and action button container
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- Simplified layout structure
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- Used Icon component instead of complex SVG
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**Status**: ✅ RESOLVED
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---
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### **2. Game.js Implementation Review**
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**What Was Built Today** (by GPT):
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- ✅ Created dedicated `game.js` router for game telemetry
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- ✅ Mounted as `/api/game` in Express app
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- ✅ Implemented `GET /api/game/servers/:id/players` endpoint
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- ✅ Added auth + ownership + game-type validation
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- ✅ Integrated with agent poller (Redis caching)
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- ✅ Frontend updated to use new endpoint
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**Route Structure**:
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```
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GET /api/game/servers/:vmid/players
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→ Returns: playerCount, players[], max, timestamp
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```
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**Architecture Validation**: ✅ CORRECT
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- Clean separation: infrastructure (servers.js) vs application telemetry (game.js)
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- Proper auth boundary maintained (frontend → API → agent)
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- Smart caching via existing poller infrastructure
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---
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### **3. Game Engine Abstraction Strategy**
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**Decision**: Phased approach - design interface now, implement when adding game #2
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**Phase 1 (NOW)**:
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- ✅ Add `engineType` field to database (default 'minecraft')
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- ✅ Document engine interface specification
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- ✅ Keep current code as-is (don't refactor working code)
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- ✅ Design routes to be engine-agnostic
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**Phase 2 (When Adding Rust/Terraria)**:
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- Build engine abstraction (engines/, factory pattern)
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- Move Minecraft logic → minecraftEngine.js
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- Add new engine classes
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**Rationale**:
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- Avoid premature abstraction
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- DB schema ready for multi-game future
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- Easy transition when game #2 starts development
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- Industry standard pattern (Pterodactyl uses similar approach)
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**Action Items**:
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- Document ENGINE_INTERFACE.md in zlh-grind
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- Add DB migration for engineType field
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- Update provisioning to set engineType explicitly
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---
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### **4. Mod Management Architecture**
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**Critical Requirement Discovered**: Mod management is Phase 1 (blocking release)
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**Two-Tier System Designed**:
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**Tier 1: Curated Store** (Phase 1)
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- Pre-vetted mods from artifact server
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- Hash verified downloads
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- Zero malware risk
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- 20-30 popular mods initially
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**Tier 2: User Uploads** (Phase 2)
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- Requires malware scanning (ClamAV + VirusTotal)
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- Quarantine + manual review workflow
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- Multi-layer security (hash allowlist, behavioral analysis)
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**Decision**: Ship with curated store only, add secure uploads post-launch
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**Security Architecture**:
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- ✅ Container isolation (LXC unprivileged)
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- ✅ Non-root game server user
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- ✅ Network segmentation (10.200.0.0/24 VLAN)
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- ✅ Agent privilege dropping for file operations
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- ✅ SHA-256 hash verification mandatory
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---
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### **5. Agent Endpoint Specifications**
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**Created comprehensive specification document** for GPT implementation:
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**Mod Management Endpoints**:
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- `GET /game/mods` - List installed mods with metadata
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- `POST /game/mods/install` - Install from curated store
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- `PATCH /game/mods/:id` - Enable/disable mod
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- `DELETE /game/mods/:id` - Remove mod
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**Metrics Endpoints**:
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- `GET /metrics/process` - Game process stats (PID, memory, uptime)
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- `GET /metrics/agent` - Agent health (version, sessions)
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- `GET /metrics/provisioning` - Install progress (optional)
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**Mod Metadata Parsing**:
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- Forge: `META-INF/mods.toml` or `mcmod.info`
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- Fabric: `fabric.mod.json`
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- Paper: `plugin.yml`
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**Security Requirements**:
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- Hash verification before install (non-negotiable)
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- Privilege dropping for file operations
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- URL whitelisting (artifacts.zerolaghub.com only)
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- Graceful error handling (no crashes)
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---
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### **6. Developer → Player Workflow**
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**Vision**: Support developer-to-player pipeline (strategic advantage)
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```
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Dev Container → Build mod → Test locally
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↓
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Upload to portal → Transfer to game server
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↓
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Players connect → Revenue sharing model
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```
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**Phase 1**: Manual SFTP upload (users can install mods themselves)
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**Phase 2**: Portal upload with light scanning for dev container mods
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**Phase 3**: Direct container-to-container transfer
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**Security Approach**:
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- Dev container mods = 90% trusted (fast-track scanning)
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- External uploads = 0% trusted (heavy scanning + manual review)
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---
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## 📋 Documentation Updates
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### **Knowledge-Base**:
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- ✅ Created `Agent_Endpoint_Specifications_Phase1.md`
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- ✅ Created this session summary
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### **zlh-grind** (Updated Earlier):
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- ✅ README.md (Feb 8 handover)
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- ✅ SESSION_LOG.md (Feb 7-8 entry)
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- ✅ OPEN_THREADS.md (closed items, refined remaining work)
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- ✅ PORTAL_MIGRATION.md (Feb 2026 state)
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---
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## 🎯 Key Architectural Decisions
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### **DEC-009: Game-Specific API Organization**
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- **Decision**: Separate `game.js` for application telemetry
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- **Route Pattern**: `/api/servers/:serverId/game/{resource}`
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- **Rationale**: Clean separation of infrastructure vs application concerns
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### **DEC-010: Engine Abstraction Timing**
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- **Decision**: Design interface now, implement when adding game #2
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- **Action**: Add `engineType` DB field, document interface spec
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- **Defer**: Engine classes, factory pattern until Rust/Terraria development starts
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### **DEC-011: Mod Management Security Model**
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- **Decision**: Curated store for Phase 1, secure uploads for Phase 2
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- **Security**: Hash verification mandatory, privilege dropping required
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- **Rationale**: Ship safely, iterate on security infrastructure
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### **DEC-012: Developer Mod Pipeline**
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- **Decision**: Support dev container → game server mod transfer
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- **Tier**: 90% trusted (lighter scanning than external uploads)
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- **Phase**: Phase 2 feature (post-launch)
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---
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## 🚀 Implementation Priorities
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### **This Week (Agent Development)**:
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1. Implement `GET /game/mods` with Forge metadata parsing
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2. Implement `POST /game/mods/install` with hash verification
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3. Build curated mod catalog (20-30 mods)
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4. Test installation flow end-to-end
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### **Next Week**:
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1. Implement enable/disable/remove
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2. Add Fabric + Paper metadata parsing
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3. Frontend mod browser UI
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4. Process metrics endpoint
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### **Week 3**:
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1. Polish mod management UX
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2. Agent health metrics
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3. Testing and hardening
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4. Documentation finalization
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---
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## 🔒 Security Reminders
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**Critical Non-Negotiables**:
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1. **Hash Verification**: All curated mods MUST verify SHA-256 before install
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2. **Privilege Dropping**: File operations MUST run as minecraft user, not root
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3. **URL Whitelisting**: Only accept downloads from artifacts.zerolaghub.com
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4. **Container Isolation**: Game servers MUST run as non-root user in unprivileged LXC
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**Phase 2 Requirements** (before user uploads):
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- ClamAV + VirusTotal integration
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- Quarantine workflow
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- Manual review queue
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- Incident logging
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---
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## 🎨 User Experience Decisions
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### **Mod Management UI** (Phase 1):
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- Browse curated store with search/filter
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- One-click install from verified catalog
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- Enable/disable without removal
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- Server restart notification
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### **Manual Upload** (Phase 1):
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- Users can SFTP to `/server/mods/`
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- Portal detects and lists manually installed mods
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- Warning about unverified mods
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- No automated upload yet
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### **Dev Workflow** (Phase 2):
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- Upload from dev container via portal
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- Fast-track scanning (lighter than external)
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- Transfer to owned game servers
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- Provenance tracking (dev → game)
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---
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## 📊 Platform Status Update
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**Previous**: 93% complete (from Feb 7 session)
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**Current**: 94% complete
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**Additions**:
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- ✅ game.js implementation
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- ✅ Player UI fixes
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- ✅ Agent endpoint specifications
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- ✅ Mod management architecture
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**Remaining for Launch**:
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- ⚠️ Agent mod management implementation (in progress)
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- ⚠️ Curated mod catalog build
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- ⚠️ Frontend mod browser
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- ⚠️ Final UI polish
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---
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## 🔗 Related Sessions
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- **Feb 7-8, 2026**: Console UI, metrics API, agent updates (SESSION_LOG.md)
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- **Feb 21, 2026**: This session (game.js, engine abstraction, mod management)
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---
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## 🎯 Next Session Focus
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**For GPT** (Agent Implementation):
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1. Implement mod detection endpoint
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2. Build Forge metadata parser
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3. Implement curated install with hash verification
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4. Test with sample mods
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**For Claude** (Architecture/Planning):
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1. Engine interface specification document
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2. Curated mod catalog structure
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3. DB migration for engineType field
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4. Security audit checklist
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---
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## 💬 Questions Resolved
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**Q**: What does RCON do?
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**A**: Remote console protocol for game commands. Not needed Phase 1 - PTY console is superior.
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**Q**: How to handle metrics - API vs Grafana embedding?
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**A**: API-backed summaries (industry standard). Grafana for internal/admin only.
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**Q**: When to build engine abstraction?
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**A**: Design now (DB schema + interface doc), implement when adding game #2.
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**Q**: Mod security model?
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**A**: Curated store Phase 1 (safe), scanning infrastructure Phase 2 (when ready).
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**Q**: Dev container mod transfer?
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**A**: Phase 2 feature, portal upload with fast-track scanning.
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---
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## 📈 Token Usage
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**Session Budget**: 190,000 tokens
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**Used**: ~115,000 tokens
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**Remaining**: ~75,000 tokens (39% remaining)
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**Sufficient for**:
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- Additional architectural discussions
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- Documentation updates
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- Strategic planning
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- Code review sessions
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---
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## ✅ Session Outcome
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**Successful completion of**:
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- ✅ Frontend bug resolution (player button)
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- ✅ Architecture validation (game.js implementation)
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- ✅ Strategic planning (engine abstraction phasing)
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- ✅ Security architecture (mod management model)
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- ✅ Technical specification (agent endpoints for GPT)
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- ✅ Documentation (knowledge-base + zlh-grind updates)
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**Platform ready for**:
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- Agent mod management implementation
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- Curated mod catalog creation
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- Final pre-launch polish
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**Strategic clarity on**:
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- Multi-game future (engine abstraction path)
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- Developer ecosystem (dev → game pipeline)
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- Security model (tiered trust levels)
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- Release scope (curated-only Phase 1)
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