docs: replace with current open threads only (upload timeout, dev fs model, curated provenance)
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OPEN_THREADS.md
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OPEN_THREADS.md
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# Open Threads — ZeroLagHub
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# Open Threads
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This document tracks **known open questions and deferred decisions**.
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## 1. Upload Transport Timeout Tuning
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Need:
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- Clear separation of timeout categories
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- Distinguish:
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- client abort
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- upstream timeout
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- socket reset
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Upload route should log explicit error categories.
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---
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## 2. Dev Server Filesystem Model
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Game servers are complete.
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Dev server file model still requires planning.
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Not yet designed:
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- dev runtime layout
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- artifact promotion strategy
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- dev file editing scope
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---
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## 3. Curated Provenance
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Future possibility:
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- curated installs writing metadata
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- tracking install origin (Modrinth, manual, etc.)
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Not implemented.
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---
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## 4. Optional Future Features
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- In-browser config diff viewer
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- Upload progress UI
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- Upload cancellation
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- Log search (not tail)
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None currently implemented.
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---
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@ -14,92 +56,9 @@ This document tracks **known open questions and deferred decisions**.
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- ✅ Game telemetry router separation (`/api/game/*`)
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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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- ✅ Modrinth resolver + full mod lifecycle (install / enable / disable / delete)
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---
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## Still Open (Phase 1 / Go-to-market)
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### File Browser (Next Major Feature)
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Planned endpoints:
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**Agent:**
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- `GET /game/files?path=`
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- `GET /game/files/download?path=`
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- `POST /game/files/upload?path=`
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- `DELETE /game/files?path=`
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- `PATCH /game/files` (rename)
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**API:**
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- Mirror under `/api/game/servers/:id/files`
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**Frontend:**
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- Directory tree
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- Upload
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- Delete
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- Download
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- Restore deleted mods from `/mods-removed`
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**Security requirements:**
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- Hard-root to `serverRoot` — no escaping
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- Prevent path traversal
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- Enforce size limits on upload
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- Auth + ownership required on all endpoints
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### API: Error mapping refinement
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- `"mod already exists"` → `409 Conflict` (currently returns `502`)
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### API: Response corruption verification
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- One early `curl` output appeared corrupted during mod install testing
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- Reproduce cleanly with `curl -sS -D headers.txt -o body.txt ...` before portal wiring
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### API: Process metrics proxy
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- `GET /api/game/servers/:vmid/metrics/process`
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- Decide caching shape (Redis keys + TTLs): likely low TTL (5–10s)
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### Artifacts: Vanilla MC versions
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- Currently at 1.21.7; need to add 1.21.8 through 1.21.11
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- Source: `piston-meta.mojang.com/mc/game/version_manifest_v2.json`
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### Provisioning & scale validation
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- Validate concurrent provisioning (multi-user, parallel creates)
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- Stress-test agent update checks under load (notify/auto modes)
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- Confirm safe limits for restart/backoff behavior
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---
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## Still Open (Polish / Phase 2)
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### Console UI
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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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### Mod system hardening
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- Deterministic Modrinth project ID persistence (replace heuristic installed-detection)
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- Install queue for concurrent requests
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- Auto-update detection logic
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- Retention policy for `/mods-removed`
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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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### Dev → Game pipeline
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- See `docs/architecture/dev-to-game-artifact-pipeline.md`
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- Blocked on: file browser complete + mod system stable
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---
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## Explicit Non-Goals (for now)
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- In-console player management actions
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- Live chat overlays
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- Grafana iframe embedding for customers
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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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- ✅ Minecraft readiness probe + restart race mitigation
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- ✅ Modrinth resolver + full mod lifecycle
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- ✅ Direct runtime upload model (no staging, no symlinks)
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- ✅ `.zlh_metadata.json` provenance tracking
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- ✅ Raw `http.request` streaming in API upload proxy
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- ✅ Filesystem architecture docs consolidated
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