A host found new work on its next poll, 8 to 21 seconds on average. With wait (at most 25 s) a call that finds nothing is held until a run is requested, a stop is asked for, a launch is added or stopped, or a run ends and frees a slot, then answers. A held call also looks again every 5 s so a wake in another process costs seconds, not the job. Workers answer at once. Bun's idle timeout is raised so the held call is not cut.
Follow-up to #422, from the nesktop #3 review. POST /session/{id}/launch
for a game that already has an open launch (requested or running, no
stop requested) in the run now answers that launch with 200 instead of
inserting a second one. The check runs under the run's row lock that
addLaunch already takes, so two concurrent adds resolve to one launch.
OpenAPI documents the 200.
Tested: apps/api 208 pass against the local test Postgres, including a
new test adding the same game twice concurrently.
Phase 1 of decision 0085, the api piece (see .nestri contract
window-streams).
A box run (session) now holds launches: one game or app each. Billing,
allowance and the free weekend still count sessions; nothing about
limits changes. session_box_active_unique stays.
- Migration 0027: launch table (id lch_..., session_id, game_id, state
requested|running|ended|failed, first, time_started, time_stopped,
time_stop_requested, end_reason, error_message). Backfills a first
launch for every run that has not stopped.
- POST /session: same request; the response data gains launches (the
first launch).
- POST /session/{id}/launch {gameId}: 201 with the launch. Same library
check as POST /session. 409 unless the run is starting or live and not
being stopped.
- POST /session/{id}/launch/{launchId}/stop: marks the launch; host gets
launch.stop until it reports it over. A launch in a run no host has
claimed ends at once.
- POST /session/{id}/launch/{launchId}/state (host, run's claimToken):
running | ended | failed, optional endReason/errorMessage.
- When the last launch is over, the run is stopped through the same path
as POST /session/{id}/stop. A run ending ends every launch in it.
- GET /session/{id} gains launches.
- GET /machine/jobs: session.start gains launchId (the first launch);
new kinds launch.start and launch.stop. Agents skip unknown kinds, so
old hosts behave as before.
Tests: apps/api 203 pass (new test/launch.test.ts), packages/core 256
pass, against the local test Postgres.
Fleet placement picked the online machine with the fewest boxes,
whatever its capacity. A box never moves, so a two-slot host got as many
people as an eight-slot one and queued while the bigger one idled.
Now it picks the fewest boxes per slot (the `slots` each host reports in
its heartbeat). A host that reports none counts as one slot, so today's
fleet behaves as before.
- New test: a 2-slot and an 8-slot machine, five people, four land on
the bigger one.
- api 194, core 256 pass.
The installer no longer needs a token copied from the dashboard. Run
bare, the host agent shows a link, a code and a QR; approving it in a
browser registers the machine.
**Issuer**
- New device client `installer`. Its access token lasts 15 minutes and
it gets no refresh token: a refresh lifetime of 0 now means none is
stored or returned.
- `clientTTL(clientID)` sets lifetimes per client and wins over what a
sign-in asks for. Desktop is unchanged.
- `/device/authorize` allows 10 requests per address per 10 minutes.
Past that it answers 429 `slow_down` with `Retry-After`.
- The confirm page for the installer reads "Add a computer as a Nestri
host?". The wording is fixed per client id.
**API**
- An `installer` token is accepted only on `POST
/machine/install-token`. Everything else answers 403
`insufficient_permissions`.
- Install tokens: at most 5 per person per hour, and at most 3 unspent
at once (429 `too_many_requests`).
- A team may own at most 10 machines. This is checked at mint and at
redeem under a row lock (429 `quota_exceeded`). A refused redeem leaves
the token unspent. Organisation hosts are not counted.
**install.sh**
- The token is optional. With none, `NESTRI_INSTALL_TOKEN` is left unset
and onboarding signs in.
- **Do not release this file until `DEFAULT_VERSION` points at a host
agent that can sign in.** Older agents need a token.
Tests: packages/core 256, apps/api 193, packages/auth 74, apps/auth 28,
all passing.
Until now every finished run said only `ended` or `failed`. A user stop,
a trial window running out, an idle timeout, a host restart and a game
quitting were indistinguishable afterwards.
**Schema.** Migration `0026_session_end_reason` adds two nullable
columns to `session`:
- `end_reason`: one of `user`, `window`, `hours`, `idle`, `left_queue`,
`game_exited`, `launch_failed`, `host_stopped`, `host_restart`.
- `time_claimed`: when a host took the run, set on `requested →
starting`.
**API.**
- `POST /session/:id/state` takes an optional `endReason`. With `ended`
or `failed` it is stored. With `starting` or `live` it is a 400 and the
run does not move.
- Leaving it out of a terminal report stores null, so host agents that
predate this keep working.
- `endReason` and `timeClaimed` are returned on every session response.
- The API writes the reasons it decides itself: `user` when a run nobody
has claimed is stopped, and `left_queue` when a waiting run is abandoned
(the `Left the queue` message is kept).
**New transition, `starting → ended`.** A run stopped while its game is
still downloading has failed at nothing, and never reached `live`, which
is where billing starts. Until now the only way out of `starting` was
`failed`.
**Release order: this goes first.** The host agent that sends
`endReason` is a separate change. This route's body schema is strict, so
without this deployed the current API answers that agent with a 400.
**Tests.**
- API: 185 pass, 5 of them new.
- Core: 41 session tests pass, 3 of them new.
- The new tests fail when the implementation is broken on purpose.
- No new type errors.
**Problem.** A billing webhook that changes nothing answers `200`
exactly like one that worked.
- A subscription made before checkouts carried the team id (`db43068`)
never matches a team.
- When one was cancelled, the API logged `a paid subscription matched no
team` with only the event type. Nothing said whose subscription it was,
so nobody could act on it.
- Deliveries that did apply were not logged at all.
**Changes.**
- `Polar.receive` returns the provider's `subscriptionId` and
`customerId`, in both camelCase and snake_case, as the rest of the
payload is read.
- For a `subscription.*` event, the event's own id is the
subscription's.
- For anything else, such as `order.refunded`, it is the
`subscription_id` field.
- The webhook route logs one line per delivery: `billing webhook {type,
team, standing, applied, subscription, customer}`.
- The unmatched-paid warning carries those ids and says what to do: find
the customer in the provider dashboard and set the team's plan by hand.
- A delivery naming a team that no longer exists is logged as an error,
not silently applied to nothing.
No behaviour change: the same deliveries apply to the same teams. This
is logging only.
**Tests.**
- `bun test src/billing/polar.test.ts`: 17 pass. One new test covers the
ids in both spellings, on a subscription event and on a non-subscription
one.
- `tsc` has no errors in the changed files. The existing errors are in
`utils/hook.ts` and `utils/validator.ts`, from Zod 4.
The provider reuses a customer it already has under the same email and
leaves our team id off it, so the subscription arrived with no team,
was acknowledged, and changed nothing: a paid plan never applied. The
checkout now carries the team in its metadata, which the subscription
keeps, and the webhook reads it there when the customer has none. A
paid delivery that still matches no team is logged instead of dropped
in silence.
A host holds only so many runs at once, and until now every waiting run
was handed to it regardless; the ones it could not hold failed there.
The host now says on its heartbeat how many runs it holds, and is handed
only as many waiting runs as it has free. The rest wait in line: paid
runs before free-weekend runs, then first come first served. Reading a
waiting run returns its place in line, and says when a paid run that
asked later has gone ahead, so a free player is never reordered quietly.
A waiting run nobody has asked after for a minute was abandoned, and
leaves the line rather than holding up everyone behind it. A host that
does not report its slots is handed every run, as before.
The desktop app gives a new cloud user a fleet box and then opens that
machine's Steam sign-in on its hostname; GET /box now says which hostname,
and which box is the fleet one.
xs is a box with no stream, sm 720p, md 1080p, lg 1440p and xl 4K. Each
resolution keeps its price, so md is now 1x. New boxes default to md, and
existing boxes move up one size so none of them drops a resolution.
POST /session takes an optional tier. The host starts the run at that
size, the allowance is checked against it, and the run is billed at it.
A run asked for without one runs at its box's size, as before.
The size belongs to the run rather than the box: a box is a game's
install on a machine, and the size is chosen each time it is played, so
playing bigger never means a second box and a second install.
Asking for a run on a busy box is refused, but the refusal does not say
what holds the box. A client that just lost its connection needs to know
whether the run in the way is the game it asked for, which it can rejoin,
or another one it should offer to stop. GET /session answers that.
GET /library picked each game's most recent download row from any host,
so one person's library could show another person's machine id and
progress. It now reads only hosts the caller's boxes are on.
Boxes and library downloads gain `gpu`, the host's first reported card
model, so a client names a place by hardware a person recognises rather
than by a machine id. Null until a host reports one.
GET /machine/:id/downloads lists every game the machine is downloading,
has ready or failed to download, with progress and each game's name.
The library already carries a download per game, but it is the most
recent one across every host, which is not what a person watching their
own machine set up wants to see.
Owner-scoped in the query: a machine that is not yours answers 404, the
same as one that does not exist.
POST /session/:id/stop. A run no host has claimed ends at once; one that
is starting or live is marked with time_stop_requested and its host is
handed a session.stop with reason `user` on every poll until it reports
the run ended. The host already ends a run the same way whatever the
reason, so no host change is needed.
Asking twice keeps the first time asked, and asking of a finished run
changes nothing. Somebody else's run answers 404, and a host cannot
stop a run as its owner.
The host report gains gpus: each card's model, VRAM in MiB when the
driver says, and the PCI id it was named by. Kept on the machine (a jsonb
column, written only when it changes) and returned by /machine. What a
person calls the machine, and the first measured part of the capacity a
scheduler will place by.
A sync is the whole of what the account owns, but it only ever upserted,
so a revoked licence or a library from a previous Steam account stayed
listed forever. A sync that fully lands now soft-deletes the rest; an
empty list prunes nothing, and a game owned again comes back.
The report schema pinned each box's tier to our size enum, but hosts name
a box's shape by resolution (1080p). Every report naming a box was a 400,
so stop reasons never reached the run. Placement already stores the size;
the reported label is free text and is not stored.
POST /steam/link took a Steam id from the request body and linked it. A
Steam id is public, so anyone could claim any account, its library, and
the one free weekend that is keyed on it.
Linking is now POST /steam/link/start, which returns a Steam sign-in URL
tied to a one-time, ten-minute request, and GET /steam/link/callback,
where the browser comes back. The callback accepts the id only if Steam
confirms the assertion, the assertion was issued for exactly this
callback, and the id is read from Steam's claimed identity URL in the
one shape Steam issues it. The request is spent on use.
An install token can now name an organisation instead of a team, and the
host it registers belongs to that organisation's fleet. Only members of
the organisation may mint one, since fleet hardware is rented to other
people. A token for both is refused, by the route and by a check
constraint, as it already is for a machine.
A team with no plan may run on the fleet from Friday 00:00 to Monday
00:00, Helsinki time, for two hours of live play per weekend. One trial
per team, per email address and per Steam account; the claim outlives
the account, so closing it and signing up again is not a second trial.
Once five teams pay, the trial closes for everyone.
A trial run is marked on the session. Its time is counted from the run's
own live interval and kept out of the plan's allowance. Unlike an
allowance, the trial ends a run: the host's work poll now carries a
session.stop job for any trial run past its hours or its window, which
an agent that does not know the kind already skips.
A fleet machine belongs to an organisation, which is not something that
pays, so fleet runs were neither checked nor metered. The payer is now
the box owner's personal team, and the meter that starts and stops with
a run asks the same function the start check does, so the team checked
and the team billed cannot differ.
Fleet machines refused everyone, because nothing could yet say who had
paid for them. A run on one can only exist once it passed the start
check, so a starting or live run of your own box on that machine is now
what grants access, and it ends with the run. Holding a box is not
enough: a box costs nothing to hold.
POST /box places a box once, at creation. On your own host it keeps the
existing rule (exactly one host, or refuse). On the fleet it picks an
online machine owned by the fleet organisation, the one holding the
fewest boxes. Each person holds at most one fleet box. Which organisation
is the fleet is deploy configuration, so no deployment rents hardware it
was not told to.
No machine online is a 429, since the same request succeeds once one is
back.
A code field silently dropped a character it does not accept, so typing
a letter into the emailed code, which is digits only, looked exactly
like a field that does not work. It now shakes the boxes and rings them
red, the same answer a wrong code gets. Dashes and spaces are still
taken quietly, since they are how a code is written.
The shake an error page plays on load now rings the field red too,
fading back to its usual border once it settles, on every field
including the email address. Reduced motion keeps the red and drops
the movement, since the red is the message.
The boxes were one input each, with script moving focus between them.
That worked in a clean browser and failed in an ordinary one: on the
emailed code, whose first box is marked as a one-time-code field, typing
and pasting did nothing, while the device code, which is not marked,
worked. A password manager or autofill prompt hooking that field and a
script moving focus between six fields were working against each other.
It also left gaps: pasting into the third box with the second one empty
produced a code with a character missing.
Now the real input is stretched invisibly over the boxes and is the only
thing typed into, pasted into or autofilled; the boxes only display what
it holds, with the next one ringed and showing a caret. With nothing
moving focus there is nothing to fight, and a code cannot have a gap.
The browser's own validation message works again too, since the field
it points at is where the boxes are.
The emailed code and the device code are now typed into a row of boxes,
with a dash drawn between the device code's two halves. Typing moves to
the next box, backspace on an empty box goes back, the arrow keys move,
and a pasted or autofilled code, dashes and all, is spread across them.
It is an enhancement of the field and not a replacement for it. The
server still sends the single plain input, which works on its own with
script off; a short inline script draws the boxes over it and keeps it
in step. The real input is still the one that submits and the one whose
validity dims the button, so nothing else had to learn about boxes.
Pressing the button early moves to the first empty box, since the
browser's own message would point at a field nobody can see.
A device code is shown as BCDF-3467 and will be typed or pasted that
way. The field allowed exactly 8 characters, so a correct code was cut
to BCDF-346 before the server, which ignores separators, ever saw it.
A grouped code's field now has room for its separators and a pattern
that allows a dash or a space between groups, and the device code is
declared as two groups of four.
Every error arrives as a new page, so an animation that runs on load
runs exactly when one does, with no script to trigger it. It plays once,
only on a form showing an error alert, and not at all for anyone who
has asked for reduced motion.
The confirm screen named the client asking to sign in. That name is
chosen by whoever started the request, so it let a stranger's request
introduce itself as anything at all; and to the person reading, it is
just a device. It now says "A device is asking to sign in", and a test
checks that a client's self-chosen name never appears.
The warning about choosing Deny moves under the two buttons, as small
print in the same style as the terms line on the email screen, so the
question and its two answers read first.
A wrong code showed "Invalid code" above "Code sent to ...", two answers
to one question in two colours. An error now replaces the confirmation
instead of joining it.
A focused field was ringed in the brand orange, which reads as an error
and competes with the wordmark. Focus is now grey while the value is
incomplete and white once it would pass, so the field says it is done.
The submit button is dimmed while any field in its form is invalid. It
uses the browser's own validity, so there is still no script, and the
code field gains a pattern so a partly typed code counts as invalid.
The button stays clickable, so pressing it early still gets the
browser's message saying what is missing.
Alerts were a bordered, tinted box with an icon, above the fields. They
are now a line of small text under the fields: red when something went
wrong, green when something just happened, no box and no icon.
The sign-in screens no longer carry the "One place for all the ways you
play" heading. Screens that pass their own heading (device approve,
deny and the rest) keep it.
The issuer's screens were written inline in its route handlers, so the
only way to look at one was to reach the condition that produces it: an
expired cookie, a refused grant, ten wrong guesses. They now live in
ui/issuer.ts and the handlers call them, with no change to copy, status
or markup.
The app's theme moves to its own module for the same reason: it can be
used without importing the issuer and its database stores.
POST /team makes another team with the caller as owner. The website now
serves a team at nestri.io/<slug>, so Team.Slug refuses its top-level
pages (home, new, pricing, ...) and a personal team whose generated slug
would be one gets a suffix instead.
GET /team, PATCH /team/:id (owner or admin; a taken slug is a 409 on
slug), GET /team/:id/members, GET /box. A team you are not on is a 404
everywhere, so ids cannot be probed. Team.Name and Team.Slug are exported
so a client checks the same rule the API does.
GET /install.sh serves a POSIX script, embedded in the API at build time
so the script and the routes that redeem its token ship together. It
checks the platform, asks where box images should live, downloads the
host agent at a pinned version, verifies it against SHA256SUMS, installs
it for the calling user and hands over with the token in the environment
rather than argv.
GET /install/:component/:version/:asset redirects to a one-minute signed
URL on a private S3-compatible bucket, so every download passes through a
route that can be logged or switched off. The SigV4 signer is written
against Web Crypto and checked against AWS's published example.
Installing on a host should be a command a person pastes, not a user
session copied onto a machine. A token is issued for a team, spent by its
first use, expires after an hour and is stored only as a digest, because
it travels in that command and so lands in shell history.
Redeeming is one conditional update inside the registration transaction:
concurrent redemptions of one token register exactly one machine, and a
registration that fails leaves the token unspent.
Deliveries arrived intact, verified correctly, and applied to nobody.
Checking the signature here rather than through the SDK means the body is
exactly what was sent, and what is sent is snake_case. The SDK's parser renames
fields to camelCase on the way through, so the reader written against it looked
for `externalId` in a payload that says `external_id` — found nothing, decided
the delivery was about a customer we did not create, and acknowledged it.
That is the worst shape a bug of this kind can take. Every visible signal was
healthy: a 200 back to the provider, no retries, no errors, and a plan that
silently never changed.
Both spellings are now read, so neither path can regress the other.
Registering a team assumed creating a subscription would create the customer it
names. It does not — the customer has to exist first, and creating one fails if
the address is already taken, which it often is: a checkout taken before the
team existed leaves one behind, and so does making one by hand.
So the lookup is now in three steps. A customer already carrying this team id is
used. Otherwise one is found by address and adopted. Otherwise one is made.
**A customer carrying a different team's id is left alone.** Taking it would
move where that subscription is billed, and the team that lost it would go quiet
rather than fail — which is the kind of thing found a month later in a revenue
figure that does not add up.
A team whose owner has no address yet gets no customer, reported rather than
guessed around: an invented address makes a customer nobody can be reached at,
and the next call fixes it once there is a real one.
Checked against the provider rather than only in tests: all four paths — new,
repeated, taken by another team, and no address — behave as written.
Every delivery was refused as a signature mismatch, and nothing in the error
said why.
The provider signs one of two ways. A `whsec_` prefix means Standard Webhooks,
where the secret is a base64 key the verifier decodes; anything else is the
older scheme, where the secret is used as its own raw bytes. Which one a secret
belongs to is decided by when it was created, and every secret created now is
the new one.
The SDK's helper only implements the older scheme — it base64-encodes whatever
it is handed, so a Standard Webhooks secret becomes the literal bytes of the
string including its prefix, and every signature then fails against a key
derived quite differently.
The scheme is now read off the secret rather than configured, so rotating one
cannot put the two out of step. The verifier for the new scheme is the same
library the SDK uses underneath; nothing here hand-rolls crypto.
Tested with a real signature rather than only a rejection. A mismatch is easy to
assert by accident, and a test that only proved bad input is refused would have
passed against the broken version too.
Also teaches the product script to check shape and not just name: a one-time
product where a subscription is wanted cannot be subscribed to at all, and
reporting it as already-there hands back an id that fails at its first use.
Nine commits, in the order they are easiest to read.
## The shared operator secret is gone
`x-nestri-admin-token` had no caller left — the device pairing it
existed for is
on hold, and nothing in any tree sent it. What remained was a key that
bypassed
authentication entirely and was required to boot.
Every route behind it had a better answer. The two Steam sync routes
took a
`userId` **in the body**, so one secret could write into anybody's
library; they
now authenticate as the host holding that person's Steam sign-in, and
the claim
is checked against the enrolment record. Download-state narrows to hosts
alone.
Creating a game by hand is deleted (syncing already upserts the
catalogue), as is
reading the waitlist — every address on it belongs to someone who has
not agreed
to anything, and answering it over HTTP made that list something a
leaked key
could drain.
Nothing in the API now accepts a credential standing for more than one
caller.
## An organisation owns hardware
Two kinds of machine were modelled as one. A host somebody brings is
theirs,
reached through a team, and should die with their account. A host bought
to serve
other people's workloads is none of those things, and had to be
registered under
an employee's personal team — where their account going away took it
with them.
Ownership is now an either/or, enforced by a check constraint rather
than a
convention: both null is a host nothing can bill, and both set is two
answers to
"whose is this?". Membership of an organisation is derived from a
verified email
domain rather than stored, so signing in with a personal address still
gets an
ordinary personal account.
Not a billing subject. A team pays for what it uses either way.
## Burn, and the three windows
The unit is one second of a reference session, so an allowance is
measured in
time and a bar prints the stored number rather than converting into it.
Counters are stored beside the time they began, and a total whose stamp
has
rolled outside its window reads as zero — so a window clears without
anything
running. No schedule to misfire, no race between a reset and a write.
Two rules on the allowances are enforced rather than remembered: an
allowance
must exceed its own window, or one uninterrupted session hits a wall;
and each
longer one must sit under what the shorter already permits, or it never
binds and
is decoration.
Burn is recorded as segments at one rate, because a run's rate does not
survive
its own lifetime. On our own hardware a bigger tier costs more; on a
caller's own
card it does not, since there is no share of a card of ours being spent.
The gate is at the one moment it may speak — before a run starts, never
again. A
limit refuses the next run and never interrupts one going.
## Payment
Checkout, portal, and a webhook. No price, no currency and no card
detail is
stored: a subscription's existence and its state are the whole of what
crosses
back. Free is a real subscription too, created outright since nothing a
month
needs no payment, so an upgrade changes a subscription rather than
inventing a
customer.
The webhook is the only route no session protects. A signature over the
raw body
stands in for one, checked before the body is parsed, and with no secret
configured it refuses everything.
## Breaking
- `x-nestri-admin-token` is no longer accepted; `ADMIN_SHARED_SECRET` is
no longer read
- `POST /games`, `GET /waitlist` and the `/pairing-code` routes are gone
- `POST /games/sync` and `POST /library/sync` now need host credentials
and take `userId` in the body
- `POST /steam/link` no longer accepts `userId`; `POST
/games/download-state` no longer accepts `hostId`
- `POST /session` responds `{ data, billing }` rather than `{ data }`
## Checks
342 tests pass. Typecheck unchanged from before the branch — the two
pre-existing
errors in `utils/hook.ts` and `utils/validator.ts` are untouched.
Billing is inert until configured: unset `POLAR_*` means every team is
free, no
checkout starts, and the webhook refuses every delivery.
Every team now exists with the payment provider, free ones included. An upgrade
then changes a subscription rather than inventing a customer, and there is one
question to ask about anybody instead of two.
A subscription at nothing a month needs no payment, so it is created outright
rather than by sending somebody through a checkout to pay zero.
It runs after the team rows are committed and cannot affect them. Signing up is
not allowed to depend on a third party being reachable, so this cannot fail the
call and does not retry — a team that misses it is free, which is what it would
have been anyway, and the next call puts it right because the operation is
idempotent.
This broke the webhook mapping, which read the plan off the event type. A free
subscription announces itself with the same `subscription.created` a paid one
does, so every new signup would have landed on the paid allowance. The plan now
comes from the product, and a product we do not sell is left alone rather than
guessed at — somebody selling something else through the same account must not
be able to change what a team may run by doing so.
The external id stays the team. It is the billing subject, and keying on the
user would collapse somebody with two teams into one customer with no way to
say which subscription belonged to which.