607 lines
20 KiB
Markdown
607 lines
20 KiB
Markdown
# 🚀 ZeroLagHub - Master Bootstrap Document (December 2025)
|
||
|
||
**Last Updated**: December 7, 2025
|
||
**Version**: 4.0 (Platform Launch Ready)
|
||
**Status**: 85% Complete - Launch Decision Point
|
||
|
||
---
|
||
|
||
## 📌 Quick Start for New AI Sessions
|
||
|
||
> **Resume Point**: Platform 85% launch-ready, all core provisioning operational, critical UX features needed.
|
||
>
|
||
> **Current Phase**: Launch readiness assessment - choose NOW vs +1 week vs +1 month
|
||
>
|
||
> **Critical Context**: All 6 Minecraft variants provisioning successfully via Go agent. Need WebSocket console, crash protection, and disk monitoring for competitive parity.
|
||
|
||
---
|
||
|
||
## 🎯 Project Overview
|
||
|
||
**ZeroLagHub** is a developer-focused game server hosting platform built on:
|
||
- **Proxmox VE** with LXC containers (20-30% performance advantage over Docker)
|
||
- **Hybrid Architecture**: Pterodactyl panel + Custom Node.js API + Go provisioning agent
|
||
- **Velocity proxy** for seamless Minecraft routing
|
||
- **Dual-router architecture** for traffic separation
|
||
- **Developer-to-player revenue pipeline** with 9.75x revenue multiplier
|
||
|
||
### Core Value Proposition
|
||
Complete dev-to-production pipeline: Development environments ($20/mo) → Testing servers (50% discount) → Player hosting (25% discount) → Revenue sharing (7.5% commission) = viral growth through developer ecosystem.
|
||
|
||
---
|
||
|
||
## 🏗️ Current Architecture (December 2025)
|
||
|
||
### Infrastructure Overview (11 VMs)
|
||
|
||
```
|
||
Critical Production:
|
||
├── VM 100 (zlh-panel) - Pterodactyl panel + OAuth customization
|
||
├── VM 103 (zlh-api) - Node.js backend + developer platform APIs
|
||
├── VM 101 (zlh-wings) - Game servers + LXC integration target
|
||
|
||
Platform Services:
|
||
├── VM 102 (zlh-portal) - Next.js frontend + developer dashboard
|
||
├── VM 104 (zlh-monitor) - Prometheus/Grafana monitoring
|
||
|
||
Network & Infrastructure:
|
||
├── VM 1000 (zlh-router) - Platform services routing + VLANs
|
||
├── VM 1006 (zpack-router) - Game traffic routing + Velocity
|
||
├── VM 1001 (zlh-dns) - Technitium DNS + development domains
|
||
├── VM 1002 (zlh-proxy) - Caddy reverse proxy + SSL automation
|
||
├── VM 300 (zlh-panel-dev) - Development environment + testing
|
||
├── VM 2000 (zlh-ci) - CI/CD pipeline + automation
|
||
└── VM [zlh-back] - PBS backup + Backblaze B2 replication
|
||
```
|
||
|
||
### Network Topology
|
||
|
||
```
|
||
zlh-router (VM 1000):
|
||
├─ WAN1: Platform services (API, portal, monitoring)
|
||
├─ CORE_LAN: 10.60.0.0/24 (internal services)
|
||
├─ MGMT_LAN: 172.60.0.10/24 (inter-router communication)
|
||
└─ WireGuard: Admin access
|
||
|
||
zpack-router (VM 1006):
|
||
├─ WAN2: 139.64.165.248 (game services)
|
||
├─ ZPACK_LAN: 10.70.0.0/24 (Velocity @ 10.70.0.241)
|
||
├─ DEV_LAN: 10.100.0.0/24 (developer environments - future)
|
||
├─ GAME_LAN: 10.200.0.0/24 (game server LXCs)
|
||
└─ MGMT_LAN: 172.60.0.20/24 (control plane communication)
|
||
```
|
||
|
||
### Traffic Flows
|
||
|
||
- **Platform Access**: Client → WAN1 → zlh-router → Frontend/API
|
||
- **Game Play**: Player → WAN2 (139.64.165.248) → zpack-router → Velocity (10.70.0.241) → Game Server (10.200.0.X)
|
||
- **Control Plane**: API → MGMT_LAN (172.60.0.X) → Velocity/DNS/Monitoring
|
||
|
||
---
|
||
|
||
## ✅ What's Working (December 7, 2025)
|
||
|
||
### Provisioning Pipeline (100% Operational)
|
||
|
||
| Component | Status | Notes |
|
||
|-----------|--------|-------|
|
||
| **LXC Container Creation** | ✅ | Template VMID 800, auto-cloning working |
|
||
| **VMID Allocation** | ✅ | Sequential assignment from range |
|
||
| **IP Detection** | ✅ | Automatic network configuration |
|
||
| **Go Agent Deployment** | ✅ | Payload delivery + self-repair system |
|
||
| **Java Runtime Selection** | ✅ | Auto-detect MC version → Java 17/21 |
|
||
| **All 6 MC Variants** | ✅ | Vanilla, Paper, Purpur, Fabric, Forge, NeoForge |
|
||
| **Server Startup** | ✅ | All variants start successfully |
|
||
| **DNS Publishing** | ✅ | Cloudflare + Technitium A + SRV records |
|
||
| **Velocity Registration** | ✅ | Dynamic backend server registration |
|
||
| **Client Connectivity** | ✅ | Players can connect and play |
|
||
|
||
### Control Functions
|
||
|
||
| Function | Status | Implementation |
|
||
|----------|--------|----------------|
|
||
| **Start/Stop/Restart** | ✅ | HTTP API → Go agent |
|
||
| **Console Commands** | ✅ | Command injection working |
|
||
| **Log Tailing** | ⚠️ | HTTP polling only (need WebSocket) |
|
||
| **Status Reporting** | ✅ | Agent emits RUNNING state |
|
||
| **Crash Detection** | ✅ | Agent tracks exit codes |
|
||
|
||
### Game Support Matrix
|
||
|
||
**Launch Ready (Minecraft Only)**:
|
||
- ✅ **Vanilla** - Official Mojang server
|
||
- ✅ **Paper** - Primary recommendation (vanilla + plugins)
|
||
- ✅ **Purpur** - Paper fork with extra features
|
||
- ✅ **Fabric** - Lightweight mod support
|
||
- ✅ **Forge** - Heavy mod support (tech/magic mods)
|
||
- ✅ **NeoForge** - Modern Forge fork (**competitive advantage**)
|
||
|
||
**Supported Versions**: 1.12.2, 1.16.5, 1.18.2, 1.19.2, 1.20.1, 1.21.x
|
||
|
||
**Deferred to Post-Launch**:
|
||
- 📋 Terraria
|
||
- 📋 Project Zomboid
|
||
- 📋 Valheim
|
||
- 📋 Rust
|
||
|
||
---
|
||
|
||
## 🚨 Known Issues & Gaps
|
||
|
||
### Critical Bugs (Non-Blocking, System Works)
|
||
|
||
1. **Forge server.jar Glob Logic** (`artifacts.go` lines 112-116, 147-151)
|
||
- Tries to find `*server.jar` but Forge ≥1.17 doesn't create this
|
||
- **Fix**: Remove glob/rename logic (Forge uses `run.sh` + `libraries/`)
|
||
- **Impact**: System works, but unnecessary code
|
||
|
||
2. **ensureProvisioned() Fallthrough** (`agent.go` lines 155-171)
|
||
- After Forge check, falls through to check `server.jar`
|
||
- **Fix**: Add `else` to prevent fallthrough
|
||
- **Impact**: Minor efficiency issue
|
||
|
||
3. **Forge Stop Command Exclusion** (`process.go` line 83)
|
||
- Excludes Forge from receiving `stop` command
|
||
- **Fix**: Remove exclusion (Forge accepts stop commands)
|
||
- **Impact**: Manual workaround needed for Forge stops
|
||
|
||
### Missing Competitive Features (CRITICAL)
|
||
|
||
| Feature | Apex | Shockbyte | ZeroLagHub | Priority |
|
||
|---------|------|-----------|------------|----------|
|
||
| **All MC Variants** | ✅ | ✅ | ✅ | - |
|
||
| **NeoForge** | ❌ | ❌ | ✅ | ADVANTAGE |
|
||
| **Performance** | 🟡 | 🟡 | ✅ | ADVANTAGE |
|
||
| **Console Streaming** | ✅ | ✅ | ❌ | 🔴 HIGH |
|
||
| **File Management** | ✅ | ✅ | ❌ | 🟡 MEDIUM |
|
||
| **Backups** | ✅ | ✅ | ❌ | 🟡 MEDIUM |
|
||
| **Crash Protection** | ✅ | ✅ | ❌ | 🔴 HIGH |
|
||
| **Disk Monitoring** | ✅ | ✅ | ❌ | 🔴 HIGH |
|
||
|
||
---
|
||
|
||
## 🎯 Platform Readiness Assessment (85%)
|
||
|
||
### Core Platform (100%)
|
||
- ✅ Container orchestration
|
||
- ✅ Multi-variant provisioning
|
||
- ✅ Network routing (dual-router)
|
||
- ✅ DNS automation (Cloudflare + Technitium)
|
||
- ✅ Velocity proxy integration
|
||
- ✅ Start/stop/restart control
|
||
- ✅ Console command injection
|
||
- ✅ Status monitoring
|
||
|
||
### Operational Features (70%)
|
||
- ✅ Log tailing (HTTP polling)
|
||
- ✅ Crash detection
|
||
- ❌ **WebSocket console** (need real-time streaming)
|
||
- ❌ **Crash loop protection** (need exponential backoff)
|
||
- ❌ **Disk space monitoring** (prevent corruption)
|
||
|
||
### File Management (0%)
|
||
- ❌ File upload/download
|
||
- ❌ Backup/restore system
|
||
- ❌ World file management
|
||
|
||
### Advanced Features (Planned)
|
||
- 📋 Resource monitoring dashboard
|
||
- 📋 Plugin marketplace
|
||
- 📋 Developer platform APIs
|
||
- 📋 Performance optimization tools
|
||
|
||
---
|
||
|
||
## 🚀 Launch Decision Point
|
||
|
||
### Option A: Launch NOW (Soft Beta)
|
||
**Status**: 85% ready
|
||
**Timeline**: Immediate
|
||
**Pros**: Fast to market, gather user feedback
|
||
**Cons**: Missing competitive UX features, higher support burden
|
||
**Recommendation**: ⚠️ Acceptable for 10-20 beta users only
|
||
|
||
### Option B: +1 Week (Critical Features) ⭐ RECOMMENDED
|
||
**Status**: 95% ready after additions
|
||
**Timeline**: December 14, 2025
|
||
**Add**: WebSocket console + Crash protection + Disk monitoring
|
||
**Effort**: 7-9 hours total
|
||
**Pros**: Competitive feature parity, professional launch
|
||
**Cons**: Minimal delay
|
||
**Recommendation**: ✅ Best balance of quality and speed
|
||
|
||
### Option C: +1 Month (Full Feature Parity)
|
||
**Status**: 100% ready
|
||
**Timeline**: January 7, 2026
|
||
**Add**: All UX features + file management + backups
|
||
**Effort**: ~30 hours
|
||
**Pros**: Complete competitive offering
|
||
**Cons**: Slower to market, feature creep risk
|
||
**Recommendation**: ⚠️ Over-engineering for launch
|
||
|
||
---
|
||
|
||
## 📋 Critical Outstanding Items
|
||
|
||
### 🔴 High Priority (Before Launch)
|
||
|
||
**1. WebSocket Console Streaming** [4-6 hours]
|
||
- **Current**: HTTP polling via `/logs/tail`
|
||
- **Needed**: Real-time WebSocket streaming
|
||
- **Why**: Industry standard, users expect it
|
||
- **Technical**: Socket.io integration to Go agent
|
||
|
||
**2. Crash Loop Protection** [2 hours]
|
||
- **Current**: Immediate restart on crash
|
||
- **Needed**: Exponential backoff (5s, 10s, 15s), stop after 3 crashes
|
||
- **Why**: Prevents resource thrashing
|
||
- **Technical**: Agent retry logic with backoff timer
|
||
|
||
**3. Disk Space Monitoring** [1 hour]
|
||
- **Current**: No checks
|
||
- **Needed**: Alert when <1GB free, prevent start if insufficient
|
||
- **Why**: Prevents world corruption
|
||
- **Technical**: Agent disk space check before start
|
||
|
||
### 🟡 Medium Priority (Week 1)
|
||
|
||
**4. File Upload/Download** [6-8 hours]
|
||
- Plugin management, world uploads
|
||
- HTTP multipart + streaming
|
||
|
||
**5. Backup System** [8-10 hours]
|
||
- World backup/restore
|
||
- Integration with PBS backup infrastructure
|
||
|
||
**6. Enhanced Health Checks** [3-4 hours]
|
||
- Query server status
|
||
- Resource monitoring (CPU/RAM)
|
||
|
||
### 🟢 Low Priority (Month 1)
|
||
|
||
7. Resource monitoring dashboard
|
||
8. Plugin marketplace integration
|
||
9. Developer platform APIs
|
||
10. Performance optimization
|
||
|
||
---
|
||
|
||
## 🗄️ Technical Architecture Details
|
||
|
||
### Directory Structure (Finalized)
|
||
|
||
```
|
||
/opt/zlh/<game>/<variant>/world/
|
||
|
||
Examples:
|
||
/opt/zlh/minecraft/vanilla/world/
|
||
/opt/zlh/minecraft/forge/world/
|
||
/opt/zlh/minecraft/fabric/world/
|
||
```
|
||
|
||
**Benefits**:
|
||
- Clear game/variant separation
|
||
- Scalable to all future games
|
||
- Self-documenting paths
|
||
- Easy backup automation
|
||
|
||
### Container Model
|
||
|
||
**Architecture**: One game per LXC container
|
||
**Rationale**: Industry standard, 3-5x simpler than multi-game
|
||
**Benefits**:
|
||
- Better resource isolation
|
||
- Simpler billing
|
||
- Clearer security boundaries
|
||
- Easier debugging
|
||
|
||
### Java Runtime Selection
|
||
|
||
```
|
||
MC 1.21.x → Java 21
|
||
MC ≥1.20.5 → Java 21
|
||
MC <1.20.5 → Java 17
|
||
```
|
||
|
||
### Artifact Download Paths
|
||
|
||
```
|
||
minecraft/vanilla/<version>/server.jar
|
||
minecraft/paper/<version>/server.jar
|
||
minecraft/purpur/<version>/server.jar
|
||
minecraft/fabric/<version>/fabric-server.jar
|
||
minecraft/forge/<version>/forge-installer.jar
|
||
minecraft/neoforge/<version>/neoforge-installer.jar
|
||
```
|
||
|
||
**Critical Note**: Fabric uses `fabric-server.jar` (pre-built), not installer pattern
|
||
|
||
---
|
||
|
||
## 💰 Business Model & Revenue Strategy
|
||
|
||
### Developer-to-Player Pipeline
|
||
|
||
```
|
||
Step 1: Developer Acquisition
|
||
├─ Development Environment: $20/month
|
||
└─ Testing Server: $25/month (50% discount)
|
||
|
||
Step 2: Player Acquisition (via developer)
|
||
├─ Player 1-10: $15/month each (25% discount)
|
||
└─ Total Player Revenue: $150/month
|
||
|
||
Step 3: Developer Commission
|
||
├─ Revenue Share: 7.5% of player revenue
|
||
├─ Developer Earns: $11.25/month
|
||
└─ Platform Keeps: $138.75/month
|
||
|
||
Total Monthly Revenue from One Developer:
|
||
$20 (dev env) + $25 (test server) + $150 (players) = $195/month
|
||
Revenue Multiplier: 9.75x on developer acquisition cost
|
||
```
|
||
|
||
### Financial Projections
|
||
|
||
**Month 6**: $8K-30K (LXC advantage + developer pipeline)
|
||
**Month 12**: $25K-100K (custom platform competitive advantages)
|
||
**Month 24**: $75K-300K (market leadership + technology licensing)
|
||
|
||
### Competitive Advantages
|
||
|
||
1. **LXC Performance**: 20-30% improvement over Docker competitors
|
||
2. **Developer Ecosystem**: Complete dev-to-production pipeline vs pure hosting
|
||
3. **Open Source Foundation**: 30-40% cost advantage over corporate providers
|
||
4. **Gaming-First Architecture**: Purpose-built vs adapted generic hosting
|
||
5. **NeoForge Support**: Ahead of Apex and Shockbyte
|
||
|
||
---
|
||
|
||
## 🔐 Security Vulnerabilities (CRITICAL - Active Fix Required)
|
||
|
||
### API Department Issues
|
||
|
||
1. **Server Ownership Bypass**
|
||
- Any user can control any server via UUID
|
||
- No ownership validation in API endpoints
|
||
- **Impact**: Critical security flaw
|
||
|
||
2. **Admin Privilege Escalation**
|
||
- Frontend can claim admin via JWT manipulation
|
||
- No server-side role validation
|
||
- **Impact**: Complete access control bypass
|
||
|
||
3. **Token URL Exposure**
|
||
- JWTs visible in browser history/logs
|
||
- Tokens passed as URL parameters
|
||
- **Impact**: Token theft vulnerability
|
||
|
||
4. **API Key Validation Missing**
|
||
- Authentication bypass vulnerabilities
|
||
- Inconsistent validation patterns
|
||
- **Impact**: Unauthorized API access
|
||
|
||
### Required Fixes
|
||
|
||
- Implement ownership checks on all server operations
|
||
- Server-side JWT validation and role enforcement
|
||
- Move tokens from URL to headers/cookies
|
||
- Comprehensive API key validation
|
||
|
||
**Priority**: Must fix before public launch (current soft beta acceptable)
|
||
|
||
---
|
||
|
||
## 🛠️ Ford Assembly Line Department Structure
|
||
|
||
### Management Department (Coordination Hub)
|
||
- **Role**: Strategic oversight, cross-department integration
|
||
- **AI Resource**: Claude (architecture) + ChatGPT (implementation)
|
||
- **Current Focus**: Launch readiness + critical feature completion
|
||
|
||
### 5 Specialized Departments
|
||
|
||
**1. API Department** ⚠️ CRITICAL SECURITY + DEVELOPER PLATFORM
|
||
- Tech: Node.js/Express, MariaDB, JWT auth, Pterodactyl integration
|
||
- Priority: Security fixes + developer environment APIs
|
||
|
||
**2. Infrastructure Department** ✅ LXC INTEGRATION PRIORITY
|
||
- Tech: Proxmox VMs, Ansible automation, PBS backup, Monitoring
|
||
- Achievement: Enterprise backup system operational
|
||
- Capacity: 1.8TB available, supports 75-100 developers
|
||
|
||
**3. Frontend Department** 🔧 TOKEN SECURITY + DEVELOPER UI
|
||
- Tech: Next.js 15, TailwindCSS, sci-fi HUD aesthetic, TypeScript
|
||
- Priority: Token security + developer dashboard
|
||
|
||
**4. Pterodactyl Department** ⚠️ OAUTH + WINGS LXC
|
||
- Role: Panel customization, OAuth integration
|
||
- Future: Wings LXC integration for performance advantage
|
||
|
||
**5. Planning & Brainstorming Department** 🧠 STRATEGIC EXECUTION
|
||
- Role: Long-term vision, competitive strategy
|
||
- Focus: Developer acquisition, viral growth mechanics
|
||
|
||
---
|
||
|
||
## 📋 Immediate Next Steps (Priority Order)
|
||
|
||
### Phase 1: Critical Features (Before Launch)
|
||
1. ✅ **Fix Go Agent Bugs** - Remove Forge glob, fix fallthrough, enable stop commands
|
||
2. 🔧 **WebSocket Console** - Implement real-time streaming (4-6 hours)
|
||
3. 🔧 **Crash Loop Protection** - Add exponential backoff (2 hours)
|
||
4. 🔧 **Disk Space Monitoring** - Prevent starts on low disk (1 hour)
|
||
|
||
### Phase 2: Launch Readiness
|
||
5. 📋 **Security Audit** - Review critical vulnerabilities
|
||
6. 📋 **Documentation** - User guides, API docs
|
||
7. 📋 **Monitoring** - Alert thresholds, dashboards
|
||
8. 📋 **Soft Beta** - 10-20 users, gather feedback
|
||
|
||
### Phase 3: Week 1 Post-Launch
|
||
9. 📋 **File Management** - Upload/download interface
|
||
10. 📋 **Backup System** - World backup/restore
|
||
11. 📋 **Enhanced Health Checks** - Resource monitoring
|
||
|
||
---
|
||
|
||
## 🎯 Success Metrics
|
||
|
||
### Technical Metrics
|
||
- ✅ 100% provisioning success rate (all 6 variants)
|
||
- ⚠️ Zero DNS orphan records (needs EdgeState migration)
|
||
- ⚠️ Sub-second WebSocket latency (needs implementation)
|
||
- ✅ LXC 20-30% performance advantage (validated)
|
||
|
||
### Business Metrics (Future)
|
||
- Developer referral system operational
|
||
- Revenue sharing calculations accurate
|
||
- Customer quota enforcement working
|
||
- Usage metering for billing
|
||
|
||
### User Experience Metrics
|
||
- Professional HUD aesthetic maintained
|
||
- Zero breaking changes during updates
|
||
- Seamless dev-to-production pipeline
|
||
- <3s average provisioning time
|
||
|
||
---
|
||
|
||
## 📁 Key Files & Locations
|
||
|
||
### API Service (`/home/zlh/zlh-api-v2/`)
|
||
- `prisma/schema.prisma` - Database schema
|
||
- `src/services/edgePublisher.js` - DNS + Velocity publishing
|
||
- `src/services/dePublisher.js` - Edge cleanup
|
||
- `src/services/portAllocator.js` - Port management
|
||
- `src/clients/cloudflareClient.js` - Cloudflare API wrapper
|
||
- `src/clients/technitiumClient.js` - Technitium DNS API wrapper
|
||
|
||
### Go Agent (`/opt/zlh-agent/`)
|
||
- `agent.go` - Main provisioning logic
|
||
- `artifacts.go` - Download + verification (has bugs)
|
||
- `process.go` - Server lifecycle management (has bug)
|
||
- `api.go` - HTTP server for control commands
|
||
- `payload.json` - Configuration from API
|
||
|
||
### Frontend (`/home/zlh/zlh-portal/`)
|
||
- Next.js 15 application
|
||
- Steel-texture HUD aesthetic
|
||
- Developer dashboard (in progress)
|
||
|
||
---
|
||
|
||
## ⚠️ Critical Rules & Constraints
|
||
|
||
### DO NOT
|
||
- ❌ Infer hostnames from DNS records
|
||
- ❌ Use DNS as source of truth
|
||
- ❌ Delete Cloudflare records without record IDs
|
||
- ❌ Launch without WebSocket console (competitive requirement)
|
||
- ❌ Skip crash protection (operational stability)
|
||
- ❌ Ignore disk space monitoring (data safety)
|
||
|
||
### ALWAYS
|
||
- ✅ Treat DB as authoritative source of truth
|
||
- ✅ Store Cloudflare record IDs in EdgeState
|
||
- ✅ Use exact hostname matching
|
||
- ✅ Track all async operations in JobLog
|
||
- ✅ Audit significant actions
|
||
- ✅ Test all 6 MC variants before deploy
|
||
|
||
---
|
||
|
||
## 💡 Key Architectural Decisions (ADRs)
|
||
|
||
**ADR-001: Minecraft-Only Launch**
|
||
**Decision**: Launch with Minecraft only, defer other games
|
||
**Rationale**: Market validation, focused quality, faster to market
|
||
**Consequence**: 6 variants + 6 versions = comprehensive MC offering
|
||
|
||
**ADR-002: One Game Per Container**
|
||
**Decision**: Single game per LXC container
|
||
**Rationale**: Industry standard, 3-5x simpler than multi-game
|
||
**Consequence**: Better isolation, clearer billing, easier debugging
|
||
|
||
**ADR-003: Velocity Over Direct Port Forwarding**
|
||
**Decision**: Use Velocity proxy for Minecraft routing
|
||
**Rationale**: Single entry point, dynamic registration, no NAT complexity
|
||
**Consequence**: No external port allocation needed for MC
|
||
|
||
**ADR-004: Hybrid Pterodactyl + Custom API**
|
||
**Decision**: Keep Pterodactyl panel, build custom API alongside
|
||
**Rationale**: Preserve working OAuth, gradual migration path
|
||
**Consequence**: Dual system complexity, eventual migration needed
|
||
|
||
**ADR-005: Go Agent Architecture**
|
||
**Decision**: Containerized Go agent handles provisioning
|
||
**Rationale**: Language-agnostic, self-healing, version-aware
|
||
**Consequence**: Robust provisioning, automatic repair, clean separation
|
||
|
||
---
|
||
|
||
## 🧠 Session Continuity Prompt
|
||
|
||
For AI assistants resuming work on this project:
|
||
|
||
> Resume from ZeroLagHub Master Bootstrap (December 7, 2025).
|
||
>
|
||
> **Current State**: Platform 85% launch-ready. All 6 Minecraft variants provisioning successfully via Go agent. Core functionality operational, need critical UX features for competitive parity.
|
||
>
|
||
> **Launch Decision**: Recommend +1 week for WebSocket console, crash protection, and disk monitoring.
|
||
>
|
||
> **Known Bugs**: 3 non-blocking Go agent issues (Forge glob, fallthrough, stop exclusion).
|
||
>
|
||
> **Critical Context**:
|
||
> - Security vulnerabilities exist but acceptable for soft beta
|
||
> - Business model validated with 9.75x revenue multiplier
|
||
> - Developer-to-player pipeline is core differentiator
|
||
> - LXC performance advantage is primary competitive edge
|
||
>
|
||
> **Next Actions**: Fix Go agent bugs, implement critical features, launch beta.
|
||
|
||
---
|
||
|
||
## 📞 Support & Escalation
|
||
|
||
- **Platform Owner**: 44 years old, full-stack developer
|
||
- **AI Coordination**: Claude (architecture) + ChatGPT (implementation)
|
||
- **Infrastructure**: GTHost dedicated server ($109/month)
|
||
- **Domain**: zerolaghub.com, zpack.zerolaghub.com
|
||
- **Public Game IP**: 139.64.165.248
|
||
|
||
---
|
||
|
||
## 📊 Platform Status Summary
|
||
|
||
**Technical Readiness**: 85% complete
|
||
**Competitive Position**: Ready to compete on core provisioning, need UX polish
|
||
**Strategic Clarity**: Clear path to launch with validated business model
|
||
**Infrastructure**: Production-grade with enterprise backup system
|
||
**Security**: Known vulnerabilities, acceptable for soft beta, must fix before public launch
|
||
|
||
---
|
||
|
||
## 🎯 Strategic Recommendation
|
||
|
||
**Recommended Path**: Option B (+1 Week)
|
||
|
||
**Rationale**:
|
||
1. WebSocket console is table stakes (competitors have it)
|
||
2. Crash protection prevents operational nightmares
|
||
3. Disk monitoring prevents data loss
|
||
4. 1 week is negligible for long-term platform success
|
||
5. Professional launch > rushed launch
|
||
|
||
**Timeline**:
|
||
- **Dec 7-10**: Implement critical features (WebSocket, crash, disk)
|
||
- **Dec 11-13**: Testing + bug fixes
|
||
- **Dec 14**: Soft beta launch (10-20 users)
|
||
- **Dec 21**: Public launch after beta feedback
|
||
|
||
---
|
||
|
||
**This document serves as the single source of truth for project continuity. Update after each major milestone or architectural change.**
|
||
|
||
🚀 **Next action: Decide launch timeline, then implement critical features or launch beta.**
|