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The counters this fills are the ones the windows already knew how to read. What was missing was anything that put a number in them. Burn is recorded as segments: one stretch of one run at one unchanging rate, opened when the rate becomes true and closed when it stops being. Not a row per session, because a session's rate does not survive its own lifetime — a second run changes what the account spends per second while the first is still going, and a rate that applied from that moment must not be backdated over the time before it. Not a row per event either, because burn accrues against an envelope that is held rather than per thing consumed. Closing a segment is what moves burn into the counters, so a long run lands incrementally instead of all at the end. Burn that only arrives when a session stops is burn that cannot refuse the next one, and a bar that does not move while something is running is a bar nobody believes. The counters are written with the staleness rule as a single statement: add to the total if its stamp is still inside the window, otherwise start again from this amount. Reading and then deciding would be two statements with a gap, and the gap is where a concurrent tick doubles or vanishes. The first tick for a team and the thousandth are the same call, for the same reason. The gate sits at the one moment it is allowed to speak — before a run starts, never again. A limit refuses the next run and never interrupts one already going; someone losing a session mid-game to a meter does not come back. Every window is checked rather than the shortest, because they protect different things over different spans. The answer comes back with the created run rather than being thrown away: the response carries where each window stands, what the account spends per second now, and what one more run would cost. Every surface that can start a run has to show that before the click, and a second call for it is a call nobody makes. Asking twice would also let the number shown and the number billed disagree. Accrual is wired to the run's own state transition, in the same transaction that moves it. A session that went live without its meter starting is free hardware; one that ended without its meter stopping bills forever. Both are silent, so neither may be a second write that might not happen.
packages/core
@nestri/core — the domain layer for Nestri. All business logic, database access, and
serialization lives here. The API and auth workers are thin pass-through translation layers on top.
What it contains
| Area | Files | Purpose |
|---|---|---|
| db | db/index.ts, db/types.ts, db/test.ts |
Drizzle + Postgres (Database.use/transaction), ULID column helpers |
| users | user/* |
Users, linked accounts, fingerprints, library |
| teams | team/* |
Teams + membership with roles (team_member) |
| games | game/* |
Game catalog, depot content, per-host downloads |
| steam | steam/index.ts |
Steam API integration & SSH identity resolution |
| auth | auth/subjects.ts |
JWT subjects shared with the auth worker |
| infra | env.ts, context.ts, actor.ts, fn.ts, id.ts, error.ts, examples.ts |
Environment, Actor model, zod-typed fn() wrappers, IDs, error types, examples |
| migrations | migrations/ |
Drizzle-kit SQL migrations for Postgres schema |
Conventions
- Domain namespaces (
user/,team/, ...) expose typedfn()functions that validate input with a Zod schema and serialize DB rows inside the function boundary — the API routes never see raw table rows. - Actor model:
Actor.userID,Actor.type, ... pull the current authenticated identity fromAsyncLocalStorage(set by the API middleware / auth worker) without passing it through call chains. - Soft delete: every table has
time_deleted; queries filter withisNull(table.timeDeleted). - IDs: ULIDs via
Identifier.ascending('user')→usr_.... - Tables are defined in
*.sql.tsfiles (drizzle) with namespaces inindex.ts. - Environment is read through
Env.get(), init by worker bindings.
Structure
src/
├── actor.ts, env.ts, id.ts, fn.ts, error.ts, examples.ts
├── db/
├── auth/
├── user/ (user.sql.ts, linked-account.*, fingerprint.*, library.*, index.ts)
├── team/ (team.sql.ts, member.*, index.ts)
├── game/ (game.sql.ts, depot.*, download.*, index.ts)
├── steam/ (index.ts)
├── pairing-code/
├── access-token/
└── machine/
Scripts
bun run db:push # push schema (drizzle-kit)
bun run db # open drizzle-kit
Usage
import { Team } from '@nestri/core/team/index';
import { Database } from '@nestri/core/db/index';
const team = await Team.fromID('tem_...');