Six defects found by running the thing rather than reading it. The
previous change was verified by bundling, by tests, and by the container
images — none of which start a Worker, so every one of these was invisible.
**`bun dev` did not start.** It ran one multi-config process, which does
not connect a service binding between the workers it loads; the API
reported `AUTH [not connected]` and could not verify a token. It is two
processes now, which is what the dev registry connects, and the second is
backgrounded with the first killed on exit so stopping the pair stops both.
**Neither server could bind.** Wrangler resolves `localhost` and takes
`::1` first; a host with no IPv6 address on its loopback dies with a bind
error from inside the runtime that names neither the app nor the port.
`dev.ip` is pinned to `127.0.0.1`, and `inspector_port` is now distinct per
app — it is not derived from the port above, so the second server to start
died on an address already in use.
**The API worker failed to evaluate.** A specifier ending in `.sql` is
claimed by the bundler as a module of its own, so the schema file was
emitted verbatim beside the bundle and the runtime threw on an export it
could not find. The route was reaching past the domain module into the
schema to spell a status; it now asks the domain module, which is the rule
everywhere else here and happens to also avoid the hazard.
**Signing in failed on the second request that touched the database.** A
pool is cached per connection string, and on a Worker an I/O object created
while handling one request may not be touched while handling another. The
first request always succeeded, which is why it went unnoticed — a sign-in
is several. The cache is now kept only where a process outlives its
requests, which is the case it was added for.
**The images named a base that podman will not resolve.** A short name
needs a registry; the database service alongside them already spelled one.
**Compose pinned container names.** The name is not scoped to the project,
so a second checkout got the same three, and `down` in one stopped the
other's containers. This is not hypothetical — it stopped a running
development database while this was being tested.
Verified by signing in end to end against both dev servers: a code
requested over HTTP, read from the issuer's log, redeemed, exchanged for
tokens, and presented to the API, which resolved it to the account the
sign-in had just created.
Comments and served API descriptions here had grown references that only make
sense to someone with our internal notes: relative paths that escape this
tree, filenames and titles of documents nobody outside can open, quoted prose
from them, and the name of a component that has no public surface — once in an
OpenAPI description, which is published output rather than source.
None of it was load-bearing. Every case restates as what the code actually
requires, and every rewrite came out shorter: "in the words the host agent
reports" for a component name, "republished as addresses are discovered" for a
quoted phrase, "a size tier sets vCPU, RAM and the output geometry" for a
sentence that had been carrying a path.
Internal reasoning is now cited exactly one way, ref(d-NNNN) in a source
comment, with the rule that the sentence must still stand if the marker is
deleted. CLAUDE.md leads with it, because the previous version of this mistake
was made by people who knew the repo was public and it still took ten
occurrences to notice, so "be careful" is not a mechanism.
Commit messages get the stricter rule and carry no references at all: a
comment can be fixed by the next commit and a published message cannot be
fixed at all. Git hooks now enforce both halves.
The check caught a real one while being written: the CLAUDE.md table spelled
out the paths it was prohibiting, which discloses them to exactly the reader
it protects against.
138 tests, 0 fail.
Migration 1 of 0048, and the first of the seven weeks — nothing about a live
feed works without these two tables, so it is not a cleanup during them.
box a VM someone owns: an id that is also its DNS label, an editable
label, an owning user, the machine it sits on, a tier and a state.
Owned by a person and placed on a team's hardware, which are two
different relationships, hence both userId and machineId.
session one run of one box by one linked Steam account, and what costs
money. Separate from box because the ticket changes after bind as
addresses are discovered — the vsock contract calls it "a stream,
not one value" — so it is a column a client polls, not a value it
is handed once.
Box states are neslet's own three and no more. `starting` and `stopping` are
the obvious additions and both are omitted because nothing would ever write
them; a failed box is `stopped` with stopClean false, which is how neslet
models it too.
The generated migration would have failed on live rows in three ways, so it
is hand-written and tested against a database seeded at the old schema:
- machine.team_id becomes notNull, and *every existing row is null* because
the old registration path passed null. Personal teams are backfilled for
machine owners first, reusing a team they already own rather than minting
a second, with the owner membership row repaired where missing.
- game_download.host_id becomes a foreign key. It held free-form strings,
so unattributable rows are deleted before the cast — the only destructive
statement here, and a considered loss: it is a progress report neslet
re-derives from disk.
- Team.createPersonal was written and documented in packages/core/CLAUDE.md
as part of the login flow and never actually called, so no user has a
team. ensurePersonal is idempotent and now runs on every login, which is
what backfills accounts the migration does not reach.
Verified on a seeded legacy database: three null-team machines backfilled, an
existing team reused rather than duplicated, a blank display name handled, and
both unattributable download rows dropped while the attributable one survived.
Also fixes two things this work ran into rather than caused:
- Database.client() built a new postgres pool on every call, and use()
called it twice per invocation — pools of ten connections held for a 30s
idle timeout. Invisible in a Worker where requests are short; the suite
crossed 100 connections and Postgres said "sorry, too many clients
already" in whichever file ran last, which reads as a flaky test rather
than a leak. Now one pool per connection string.
- download.test.ts asserted against `hst_…` host ids, which is exactly the
unattributable row the new foreign key exists to refuse.
There is no "no team" any more: PATCH /machine/:id took teamId null to mean
"mine alone" and now requires a team, because the personal team is the one to
name. Its test is updated to the new contract rather than deleted.
113 → 128 tests, 0 fail.
Squashes the current state of the internal working tree onto this history.
The two trees had grown apart with no common ancestor, so this is a content
sync rather than a merge, and the published history is preserved rather than
rewritten — a force-push here would break every existing fork and clone to no
benefit.
What lands:
- Waitlist: API route, core module, and migration 0006 alongside game aliases.
- User verification.
- CI, oxfmt config, editor settings.
- Assorted fixes across the API routes and core modules.
The repository's own README, the wordmark and the per-package READMEs are kept
from this side; the internal tree had dropped them and they are what a stranger
arriving here reads first.
The marketing site in the internal tree is deliberately not here. It is a
separate product with its own repo and its own licence, and this repo is the
open one — a closed component does not belong in it regardless of how convenient
the directory looked.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Added AWS queue infrastructure and SQS handler for processing Steam
game libraries and images.
- Introduced event-driven handling for new credentials and game
additions, including image uploads to S3.
- Added client functions to fetch Steam user libraries, friends lists,
app info, and related images.
- Added new database columns and schema updates to track game
acquisition, playtime, and family sharing.
- Added utility function for chunking arrays.
- Added new event notifications for library queue processing and game
creation.
- Added new lookup functions for categories and teams by slug.
- Introduced a new Team API with endpoints to list and fetch teams by
slug.
- Added a new Steam library page displaying game images.
- **Enhancements**
- Improved game creation with event notifications and upsert logic.
- Enhanced category and team retrieval with new lookup functions.
- Renamed and refined image categories for clearer classification.
- Expanded dependencies for image processing and AWS SDK integration.
- Improved image processing utilities with caching, ranking, and
metadata extraction.
- Refined Steam client utilities for concurrency and error handling.
- **Bug Fixes**
- Fixed event publishing timing and removed deprecated credential
retrieval methods.
- **Chores**
- Updated infrastructure configurations with increased timeouts, memory,
and resource linking.
- Added new dependencies for image processing, caching, and AWS SDK
clients.
- Refined internal code structure and imports for clarity.
- Removed Steam provider and related UI components from the frontend.
- Disabled authentication providers and Steam-related routes in the
frontend.
- Updated API fetch handler to accept environment bindings.
- **Refactor**
- Simplified query result handling and renamed functions for better
clarity.
- Removed outdated event handler in favor of consolidated event
subscriber.
- Consolidated and simplified database relationships and permission
queries.
- **Tests**
- No explicit test changes included in this release.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced support for associating rich image metadata (color,
dimensions, file size) with games, organized by categories like
screenshots, box art, posters, hero art, backgrounds, logos, and icons.
- Game and library listings now include related image collections for
enhanced browsing and detail views.
- **Improvements**
- Updated game library management to use a consistent base game
identifier, improving data consistency and reliability.
- Enhanced data schemas and access permissions to allow public viewing
of game images and refined access control for game libraries.
- Added comprehensive database schema updates for games, categories,
images, and libraries to support new features and ensure data integrity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
<!-- Briefly describe the purpose and scope of your changes -->
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced comprehensive management of game libraries, including
adding, removing, and listing games in a user's Steam library.
- Added new API endpoints for retrieving detailed game information by ID
and listing all games in a user's library.
- Enabled friend-related API endpoints to list friends and fetch friend
details by SteamID.
- Added category and base game data structures with validation and
serialization for enriched game metadata.
- Introduced ownership update functionality for Steam accounts during
login.
- Added new game and category linking to support detailed game metadata
and categorization.
- Introduced member retrieval functions for enhanced team and user
management.
- **Improvements**
- Enhanced authentication to enforce team membership checks and provide
member-level access control.
- Improved Steam account ownership handling to ensure accurate user
association.
- Added indexes to friend relationships for optimized querying.
- Refined API routing structure with added game and friend routes.
- Improved friend listing queries for efficiency and data completeness.
- **Bug Fixes**
- Fixed formatting issues in permissions related to Steam accounts.
- **Other**
- Refined event handling for user account refresh based on user ID
instead of email.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
## Description
- [x] Adds support for AWS SSO, which makes us (the team) able to use
SST and update the components independently
- [x] Splits the webpage into the landing page (Qwik), and Astro (the
console) in charge of playing. This allows us to pass in Environment
Variables to the console
- ~Migrates the docs from Nuxt to Nextjs, and connects them to SST. This
allows us to use Fumadocs _citation needed_ that's much more beautiful,
and supports OpenApi~
- Cloudflare pages with github integration is not working on our new CF
account. So we will have to push the pages deployment manually with
Github actions
- [x] Moves the current set up from my personal CF and AWS accounts to
dedicated Nestri accounts -
## Related Issues
<!-- List any related issues (e.g., "Closes #123", "Fixes #456") -->
## Type of Change
- [ ] Bug fix (non-breaking change)
- [x] New feature (non-breaking change)
- [ ] Breaking change (fix or feature that changes existing
functionality)
- [x] Documentation update
- [ ] Other (please describe):
## Checklist
- [x] I have updated relevant documentation
- [x] My code follows the project's coding style
- [x] My changes generate no new warnings/errors
## Notes for Reviewers
<!-- Point out areas you'd like reviewers to focus on, questions you
have, or decisions that need discussion -->
Please approve my PR 🥹
## Screenshots/Demo
<!-- If applicable, add screenshots or a GIF demo of your changes
(especially for UI changes) -->
## Additional Context
<!-- Add any other context about the pull request here -->
>Adds `maitred` in charge of handling automated game installs, updates,
and even execution.
>Not only that, we have the hosted stuff here
>- [x] AWS Task on ECS GPUs
>- [ ] Add a service to listen for game starts and stops
(docker-compose.yml)
>- [x] Add a queue for requesting a game to start
>- [x] Fix up the play/watch UI
>TODO:
>- Add a README
>- Add an SST docs
Edit:
- This adds a new landing page, updates the homepage etc etc
>I forgot what the rest of the updated stuff are 😅