docs: update open threads with Feb 22 state
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@ -11,38 +11,66 @@ This document tracks **known open questions and deferred decisions**.
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- ✅ Customer isolation (API + frontend)
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- ✅ Customer isolation (API + frontend)
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- ✅ Agent update system (versioned, hash-verified)
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- ✅ Agent update system (versioned, hash-verified)
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- ✅ Minecraft player presence (agent-sourced)
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- ✅ Minecraft player presence (agent-sourced)
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- ✅ Forge startup race condition
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- ✅ Game telemetry router separation (`/api/game/*`)
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- ✅ Prometheus SD schema alignment
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- ✅ Agent Phase 1 mod management endpoints
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- ✅ Agent process metrics endpoint
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- ✅ Minecraft readiness probe + restart race mitigation (initial)
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---
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---
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## Still Open
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## Still Open (Phase 1 / Go-to-market)
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### Console UI (Final Polish)
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### API: proxy the new agent capabilities
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- Reduce remaining visual noise in game console
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- Add game-mod endpoints behind auth + ownership:
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- Confirm final placement/behavior of player list (inline vs overlay)
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- `GET /api/game/servers/:vmid/mods`
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- Lock icon sizing + metric density
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- `POST /api/game/servers/:vmid/mods/install`
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- Final accessibility contrast pass
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- `PATCH /api/game/servers/:vmid/mods/:mod_id`
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- `DELETE /api/game/servers/:vmid/mods/:mod_id`
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- Add process metrics proxy:
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- `GET /api/game/servers/:vmid/metrics/process`
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- Decide caching shape (Redis keys + TTLs) for:
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- mods list (agent already caches 5m internally)
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- process metrics (likely low TTL, e.g. 5–10s)
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### Metrics & Observability
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### Artifacts: Modrinth / NeoForge supply-chain workflow
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- Decide on caching strategy for metrics API (Redis vs in-process)
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- Define a **local-first** artifact ingestion workflow:
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- Determine long-term retention strategy (Prometheus vs downsampling)
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- detect → pending → verified → active → deprecated
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- Admin-only Grafana dashboards (internal)
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- Decide Phase 1 scope:
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- curated mod list vs modpack-first
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- whether to ingest only Modrinth + NeoForge initially
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- Standardize loader naming contracts:
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- `minecraft/neoforge/<mc_version>/neoforge-installer.jar` (Phase 1)
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- confirm similar conventions for Forge/Fabric installers
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### Provisioning & Scale
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### Frontend: Mods UI (Phase 1)
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- Add "Mods" surface for game servers:
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- installed mods list (enabled/disabled)
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- enable/disable toggle
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- remove mod
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- curated install flow (no arbitrary URLs)
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- Decide if "upload custom mods" is Phase 1 or Phase 2:
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- Phase 2 is preferred unless there is sandboxing/scanning/allowlist.
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### Provisioning & scale validation
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- Validate concurrent provisioning (multi-user, parallel creates)
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- Validate concurrent provisioning (multi-user, parallel creates)
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- Stress-test agent update under load
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- Stress-test agent update checks under load (notify/auto modes)
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- Define safe limits for agent restart frequency
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- Confirm safe limits for restart/backoff behavior
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### Agent Hardening
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- Rollback behavior if new agent fails health checks
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- Optional manifest signing (GPG / minisign)
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- Upgrade window coordination (future)
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### Game-Specific Enhancements (Deferred)
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## Still Open (Polish / Phase 2)
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- Mods/runtime badges (Paper / Fabric / Forge)
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- World/map visualization (Minecraft-specific, future phase)
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### Console UI
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- Player detail views (separate surface, not console)
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- Finalize player list UX (overlay vs inline)
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- Final accessibility/contrast pass
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### Agent hardening
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- Rollback behavior if a new agent fails health checks after update
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- Optional manifest signing (minisign/GPG)
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### Game platform roadmap
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- Modpack-first install flow (server files + manifests)
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- Engine abstraction for additional games (Rust/Terraria/Valheim)
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---
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---
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@ -52,3 +80,4 @@ This document tracks **known open questions and deferred decisions**.
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- Live chat overlays
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- Live chat overlays
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- Grafana iframe embedding for customers
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- Grafana iframe embedding for customers
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- Per-player stats in the main console
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- Per-player stats in the main console
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- Arbitrary mod uploads without scanning/sandboxing
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