Session-gated MinIO save sync with AppImage GUI, CLI edit/session flow, and Gitea release helper. Co-authored-by: Cursor <[email protected]>
9.3 KiB
name, overview, todos, isProject
| name | overview | todos | isProject |
|---|---|---|---|
| SyncGames Path Drafts | Greenfield SyncGames in a new `SyncGames/` directory. Below are three deployable architectures that all enforce the same session model (pull SSOT → play WIP → push SSOT) while differing in transport/storage. Pick one path before implementation. | false |
SyncGames — Three Architecture Paths
Non-negotiable session model (all paths)
Every viable design shares the same state machine. Continuous bidirectional sync of live save directories is what caused your prior LOPE; none of these paths do that.
stateDiagram-v2
[*] --> Idle
Idle --> Pulling: start_session
Pulling --> Ready: SSOT_copied_to_WIP
Ready --> Playing: game_running
Playing --> Pushing: end_session
Pushing --> Idle: SSOT_updated_and_versioned
note right of Pulling
Refuse start if another device
holds lease or SSOT is dirty
end note
note right of Pushing
Snapshot WIP into device history
then promote to live SSOT slot
end note
Shared layout (conceptual):
SyncGames/
games/<game-id>/
live/ # SSOT current slot (one winner)
history/
<device-id>/ # last N snapshots per device (default 5)
meta.json # hash, mtime, device, session lease, schema
config/
games/*.toml # declarative game defs
devices.toml
Shared guardrails:
| Rule | Behavior |
|---|---|
| Direction | Pull only at session start; push only at session end |
| Lease | One active session per game; second device blocked until lease expires/release |
| Hash gate | Reject push if local WIP hash != expected parent (stale WIP) unless explicit --force-restore |
| Version retention | Keep N snapshots per device (configurable 3–5); prune oldest after successful new snapshot |
| Never delete live | Promote via atomic rename/copy; old live moves into history first |
| Game offline | Automation watches process exit / Steam AppID, never mid-write |
Add-game workflow (identical UX across paths):
syncgames add \
--name "Elden Ring (Seamless)" \
--platform steam \
--paths "~/.steam/.../SeamlessCoop/*.co2" \
--versions 5
Remove-game: archive games/<id>/ to retired/<id>-<date>/, stop watchers, revoke folder/remote access.
Path 1 — Hardened Syncthing + Session Orchestrator
Idea: Syncthing only syncs the SSOT tree (live/ + history/ + meta), never the game’s native save directory. A local agent copies between native save path ↔ WIP ↔ SSOT around sessions.
flowchart LR
NativeSave[Game_native_save_path]
WIP[Local_WIP_staging]
SSOT[SSOT_folder_Syncthing]
OtherDev[Other_devices]
NativeSave -->|"end_session copy"| WIP
WIP -->|"snapshot + promote"| SSOT
SSOT <-->|"Syncthing send-receive on SSOT only"| OtherDev
SSOT -->|"start_session copy"| WIP
WIP -->|"start_session install"| NativeSave
Syncthing config hardening:
- Folder type: normal send-receive only on
SyncGames/games/(or per-game subfolders) - Enable Simple File Versioning (Keep Versions ≥ 5) as a second safety net behind custom history
.stignoreexcludes*.tmp, lock files, WIP staging outside the synced tree- Do not sync Proton/prefix save dirs directly
- Optional always-on home server / NAS as Receive-favoring mirror with staggered versioning
Automation: Linux systemd user units + process watchers (Steam AppID / executable). Android: Syncthing-Fork for SSOT folder + Termux/foreground service or a thin companion app for “Start session / End session” when full auto is harder.
| Pros | Cons |
|---|---|
| Fast LAN sync you already know | Must never point Syncthing at live saves (discipline + tooling) |
| Mature Android client for files | Peer conflict resolution still exists if lease protocol fails |
| Low custom infra | Orchestrator is still custom software |
Best if: You want maximum automation across Linux + Android with minimal self-hosted backend.
Path 2 — Custom Agent + Gitea (Git LFS / raw releases)
Idea: Your Gitea instance is SSOT. Each game is a small repo (or one monorepo with per-game dirs). Saves live as LFS objects or release assets. Agent does pull/checkout → WIP, and commit+push / release upload on end.
flowchart LR
Agent[syncgames_agent]
WIP[Local_WIP]
Gitea[Gitea_repo_LFS]
Hist[Device_history_local]
Agent -->|"git pull / download live tag"| WIP
WIP -->|"play"| Game[Game]
Game --> WIP
WIP -->|"snapshot"| Hist
Agent -->|"commit live + push"| Gitea
Hardening vs naïve git:
- Treat
live/as a single tracked blob set; never merge binary conflicts — lease + parent-hash check abort the push - Store history as
history/<device>/<timestamp>/commits or local-only tarballs with onlylive/pushed (cleaner; history survives offline) - Prefer Git LFS for binary saves; optional signed tags
live/<game-id>as the authoritative pointer - Manual “Sync Now” buttons remain available; automation calls the same API
Android: Kotlin/Compose or Flutter thin client using Gitea HTTP API + LFS (avoid full git on phone if painful).
| Pros | Cons |
|---|---|
| Explicit, auditable history in Gitea UI | Git/LFS friction for large/frequently-changing binaries |
| Works over WAN without Syncthing mesh | Needs always-reachable Gitea |
| Matches “button press = state change” mental model | Automated push still needs the same lease logic you fear forgetting |
Best if: You already run Gitea and want human-readable restore via web UI more than raw speed.
Path 3 — Custom Agent + Object Store SSOT (MinIO / S3 / rclone remote)
Idea: Skip git entirely. SSOT is versioned object storage you control (self-hosted MinIO on your LAN/homelab, or any S3-compatible bucket). Agent implements pull-live, push-live, list-history, restore against object keys.
flowchart TB
subgraph devices [Devices]
PC[Linux_PC_agent]
Laptop[Laptop_agent]
Phone[Android_agent]
end
subgraph ssot [SSOT_MinIO]
LiveKey["games/er/live/*"]
HistKeys["games/er/history/device/ts/*"]
Meta["games/er/meta.json + lease"]
end
PC --> ssot
Laptop --> ssot
Phone --> ssot
Object layout:
games/<id>/live/<relative-save-path>
games/<id>/history/<device>/<iso-ts>/<relative-save-path>
games/<id>/meta.json # checksums, parent, lease holder, expires_at
Ops model:
- Push: upload WIP → new history prefix → checksum → atomic update of
live/+meta.json(lease required) - Pull: verify lease available → download
live/→ install into native path → mark WIP parent hash - Restore: copy chosen history prefix →
live/(explicit user action) - Transport: MinIO SDK, or
rclonewrapped so you can swap backends later
Automation same as Path 1 (session hooks); storage is just S3 semantics instead of Syncthing/Git.
| Pros | Cons |
|---|---|
| Cleanest model for binary SSOT + versioned keys | Needs MinIO (or cloud S3) reachable from phone |
| No git binary-conflict footguns | You own the agent end-to-end |
| Easy prune (delete old prefixes) | Slightly more DIY than Syncthing for LAN presence |
Best if: You want the strongest conceptual match to “one live slot + per-device history” without Syncthing’s merge semantics or Git’s binary awkwardness.
Comparison against your tenets
| Tenet | Path 1 Syncthing+Agent | Path 2 Gitea+Agent | Path 3 MinIO+Agent |
|---|---|---|---|
| Safety / controlled direction | High if SSOT-only synced | High (hash+lease) | Highest (explicit keys+lease) |
| Automation | Excellent on Linux; good on Android | Good; WAN-friendly | Excellent; WAN-friendly |
| Easy add/remove game | CLI generates folder + Syncthing API | CLI creates repo/paths | CLI creates key prefixes |
| LOPE recovery | device history + .stversions |
git history / local history | object history prefixes |
| Android friction | Lowest (Syncthing exists) | Medium (custom app) | Medium (custom app / rclone) |
| Your past LOPE risk | Medium — only if someone resyncs live dirs | Low | Low |
Recommended default (if you want a pick)
Path 3 (MinIO + session agent) as the core SSOT design — it maps 1:1 to live slot + per-device history, avoids Syncthing merge and Git LFS pain, and still supports full automation via process hooks.
Optional hybrid later: Path 1’s Syncthing can mirror a MinIO bucket backup, or Path 3’s history/ can be additionally restic-backed for offsite retention. That is additive hardening, not required for v1.
Proposed SyncGames repo skeleton (whichever path)
SyncGames/
README.md
docs/architecture.md
docs/add-game.md
config/games/ # declarative TOML per title
config/devices.toml
agent/ # Python or Go CLI + daemon
templates/game.toml
systemd/ # user units for watchers
Initial titles in config templates: Dark Souls 1/2/3, Elden Ring (Seamless Coop paths), Eden/Yuzu NAND/save dirs as separate platform profiles.
Decision needed before implementation
Reply with which path to build first (1, 2, or 3). Also confirm:
- Is a always-on homelab box available for MinIO/Gitea/Syncthing hub?
- Primary phone OS for sync — Android only?
- Prefer agent language: Python (fast to ship) or Go (single static binary)?