2.7 KiB
2.7 KiB
Open Threads — ZeroLagHub
This document tracks known open questions and deferred decisions.
Closed Threads
- ✅ Interactive PTY-backed console (dev + game)
- ✅ WebSocket stability and PTY ownership
- ✅ Customer isolation (API + frontend)
- ✅ Agent update system (versioned, hash-verified)
- ✅ Minecraft player presence (agent-sourced)
- ✅ Game telemetry router separation (
/api/game/*) - ✅ Agent Phase 1 mod management endpoints
- ✅ Agent process metrics endpoint
- ✅ Minecraft readiness probe + restart race mitigation (initial)
Still Open (Phase 1 / Go-to-market)
API: proxy the new agent capabilities
- Add game-mod endpoints behind auth + ownership:
GET /api/game/servers/:vmid/modsPOST /api/game/servers/:vmid/mods/installPATCH /api/game/servers/:vmid/mods/:mod_idDELETE /api/game/servers/:vmid/mods/:mod_id
- Add process metrics proxy:
GET /api/game/servers/:vmid/metrics/process
- Decide caching shape (Redis keys + TTLs) for:
- mods list (agent already caches 5m internally)
- process metrics (likely low TTL, e.g. 5–10s)
Artifacts: Modrinth / NeoForge supply-chain workflow
- Define a local-first artifact ingestion workflow:
- detect → pending → verified → active → deprecated
- Decide Phase 1 scope:
- curated mod list vs modpack-first
- whether to ingest only Modrinth + NeoForge initially
- Standardize loader naming contracts:
minecraft/neoforge/<mc_version>/neoforge-installer.jar(Phase 1)- confirm similar conventions for Forge/Fabric installers
Frontend: Mods UI (Phase 1)
- Add "Mods" surface for game servers:
- installed mods list (enabled/disabled)
- enable/disable toggle
- remove mod
- curated install flow (no arbitrary URLs)
- Decide if "upload custom mods" is Phase 1 or Phase 2:
- Phase 2 is preferred unless there is sandboxing/scanning/allowlist.
Provisioning & scale validation
- Validate concurrent provisioning (multi-user, parallel creates)
- Stress-test agent update checks under load (notify/auto modes)
- Confirm safe limits for restart/backoff behavior
Still Open (Polish / Phase 2)
Console UI
- Finalize player list UX (overlay vs inline)
- Final accessibility/contrast pass
Agent hardening
- Rollback behavior if a new agent fails health checks after update
- Optional manifest signing (minisign/GPG)
Game platform roadmap
- Modpack-first install flow (server files + manifests)
- Engine abstraction for additional games (Rust/Terraria/Valheim)
Explicit Non-Goals (for now)
- In-console player management actions
- Live chat overlays
- Grafana iframe embedding for customers
- Per-player stats in the main console
- Arbitrary mod uploads without scanning/sandboxing