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HexaHost-GameCloud/docs/IMPLEMENTATION_STATUS.md
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Phase6
2026-06-26 13:11:28 +02:00

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# HexaHost GameCloud — Implementation Status
Last updated: 2026-06-26
## Current phase: Phase 6 — Multi-Node and queue ✅
### Phase 6 completed
| Area | Status | Notes |
|------|--------|-------|
| `@hexahost/scheduler` | Done | Node scoring, RAM/slot capacity, least-loaded placement |
| Prisma start queue + node capacity | Done | `ServerStartQueueEntry`, `maxRamMb`, `platformRamMb`, `QUEUED`/`UNKNOWN` |
| `@hexahost/contracts` phase 6 | Done | `nodes.ts`, queue schemas, extended server status |
| Worker scheduler integration | Done | Provisioning uses `selectNodeForAllocation` |
| Start queue | Done | API enqueue + worker tick dispatch |
| Node health tick | Done | Heartbeat timeout → `UNREACHABLE`, servers → `UNKNOWN` |
| Drain / maintenance | Done | Admin `POST /admin/nodes/:id/drain` and `/maintenance` |
| Allocation release | Done | Released on provision failure |
| Dev seed | Done | Second node `local-dev-2` for multi-node tests |
### Abnahmekriterium Phase 6
- [x] Scheduler distributes servers across eligible nodes (least loaded RAM)
- [x] Resource reservation via `GameServerAllocation` + node RAM budget
- [x] Start queue when node lacks capacity
- [x] Drain excludes node from new allocations
- [x] Maintenance mode blocks scheduling
- [x] Node heartbeat loss marks servers `UNKNOWN`
- [ ] Manual E2E with two agents on different nodes
### Local test (two nodes)
1. `pnpm db:seed` — note both enrollment tokens
2. Start agent 1 with `NODE_ID=...001` and agent 2 with `NODE_ID=...002`
3. Create several servers and start them — verify different `nodeId` in API responses
4. Saturate one node RAM (`maxRamMb` low) → next server lands on other node
5. `POST /admin/nodes/:id/drain` — new provisions skip drained node
### Known limitations
- Offline migration not implemented (manual re-provision only)
- No admin UI for nodes yet (API only)
- Queue priority uses plan metadata placeholder (`priority=0`)
- CPU overcommit not configurable yet
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## Phase 5 — Software & add-ons ✅
Modrinth catalog, addon install/remove, SHA512 verify.
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## Phase 4 — Worlds & backups ✅
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## Phase 3 — Console, files, settings ✅
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## Phase 2 — Single-Node Vertical Slice ✅
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## Phase 1 — Authentication ✅
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## Phase 0 — Monorepo foundation ✅
### Next phase: Phase 7 — Idle shutdown and free tier
- Player detection, auto-stop, quotas, credits, usage metering