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EN Clever Retention
Français · Type: reference + how-to · Audience: admin · Context: hosted Studio · Status: ready · Applies from: 4.2.3
The Studio Server (hosted team Studio) · contract: experimental · verified by CI (support matrix of 4.4.0, 2026-10-23): Postgres, S3 and Keycloak in CI; Chromium and Firefox (job studio-hosted); WebKit on macOS, by hand only · automated checks: jobs
studio-hosted,studio-install-smoke; CI planstudioHosted; 3 test files · people's passes:studio-hostednot run (#149),studio-collabnot run (#150),studio-previewnot run (#166),studio-assets-hostednot run (#167),studio-mcp-remotenot run (#196),studio-oidc-genericnot run (#197) · known limits:no-erasure-command
What a hosted Studio keeps, where, and for how long, read from the code of the current version; then what you can delete, and how. Most of the project is kept for good on purpose: the journal is the game's history.
Verified on: not verified on a live installation for the deletions below (gc --delete was not run on the
reference deployment); --keep was (Backups). Applies from 4.2.3.
| What | Where | Kept |
|---|---|---|
| Every confirmed operation (who, when, which files, their contents' hashes before and after) | PostgreSQL, studio_ops
|
For good. Nothing deletes a confirmed operation: it is the history undo, the diff and the replay read |
| The head: each file's current version | PostgreSQL, studio_files
|
While the file exists |
| The files' contents (blobs, by hash) | Cellar, sha256/<hash>
|
While a row names it (the head, any operation, a preview, a build, a prepared set), and at least a day; after that, only gc --delete removes it |
| The journal shipped to the bucket | Cellar, journal/<epoch>/<line>/<rev>.json
|
For good: nothing deletes a segment |
| What | Kept |
|---|---|
| Each revision's preview (its paths and hashes, or why it failed) | For good, with its blobs: about 1 MB per revision for the sample game, few files shared between revisions. No command deletes previews in this version |
| Published builds | For good |
| Prepared asset sets | The rows for good; on the instance's disk only the current set (an older one is removed when a new one is served) |
| The worker's staging (a job's snapshot and result) |
staging/ in the bucket: deleted after each job; anything left older than an hour is removed by gc --delete
|
The daily backup keeps the STUDIO_BACKUP_KEEP most recent (14 by default) of the backups it wrote; a backup taken by
hand with backup --to-bucket and no --keep is counted among them at the next daily run, as it has the same name
form. Copies you make elsewhere are yours to delete (Backups).
| What | Kept |
|---|---|
Users (the provider's iss, sub, email, name), seen at first login |
For good, also after a member is removed (their email and name follow the provider at each login) |
| Members and roles | Until removed by an owner |
| Invitations (stored by their hash) | Used once, valid 7 days; the rows stay |
| The audit log (logins, invitations, role changes, removals, revocations; the actor's id) | For good. GET /api/audit shows the 200 most recent |
| Comments, with their author's name | For good: a comment is edited or resolved, never deleted |
| Browser sessions | 8 h idle, 24 h in all (configurable); a session row is deleted at logout, removal, revocation, or when presented after it ended. No periodic sweep |
| Logins under way | 10 min; deleted at the next login |
| The game origin's tickets and sessions | 60 s and 15 min; expired ones deleted at the next use |
| Answers kept for a client's retry (by operation id) | 7 days |
| Back-channel logout tokens seen | Until their own expiry |
Limit ·
no-erasure-commandThere is no command to erase a person from a project: removing a member ends their access, but their user row, the audit entries and the operations they wrote (authored by them in the history) remain, in the database and in every backup. Erasing them means editing the database by hand, which this project does not document.
- Jobs (Prepare, cuts) are kept in the instance's memory, the 50 most recent ended ones; a restart forgets them.
- The metrics live in memory and restart from zero.
- The logs go to Clever Cloud's log service; how long Clever keeps them is Clever's setting, not this project's. Request lines carry the path, the status and the client's address; never a secret.
-
List what the collection would delete, without deleting anything:
# in a shell on the studio app (clever ssh --alias my-game-studio) cd "$APP_HOME" && npm run -s studio-server -- gc
Its line,
{"event":"collectable","referenced":…,"unreferenced":…,"removed":0,"staging":…}, counts the blobs no row names (older than a day) and the stale staging objects.
-
Take a backup first, then delete:
# in a shell on the studio app (clever ssh --alias my-game-studio) cd "$APP_HOME" && npm run -s studio-server -- gc --delete
An older backup restored after a collection loses only the previews, builds and prepared sets whose blobs the collection took (counted as
dropped). Never run it against a drill's database: it would delete blobs production still names.
Guarantee ·
gc-keeps-referenced· referenced · scope self-checked by the author (AI), not reviewed The collection keeps every blob a row names and every blob still in its grace period (a write may be storing it now), and deletes the rest only with--delete.
The grace period is a day by default.
-
npm run studio-server -- gc,backup --to-bucket --keep,STUDIO_BACKUP_KEEP. - The code:
studio-server/src/ops/gc.ts,studio-server/src/ops/backup.ts(what a backup keeps or skips, and why),studio-server/src/server/auth/store.ts; the test:tests/studio-backup.test.ts. - Leaving altogether: Exporting the game, Costs and teardown.
Generated publication · publication générée — current documentation · documentation courante: quest'n'click 4.4.0 r1, documentation revision · révision de la documentation 8dc717c69acb62c4742b69c54a7e7dfb620f75d8.
Earlier versions and permalinks · versions précédentes et liens permanents: https://wanoo.github.io/quest-n-click/docs/
An edit made in this wiki is overwritten at the next publication · une modification faite dans ce wiki est écrasée à la publication suivante.
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Index (6)
Start (6)
Play (9)
Install (17)
- Requirements
- Install from the release archive
- Install from npm, once published
- Install from the repository to work on the engine
- doctor: checking your machine
- Image toolchain
- Audio toolchain: ffmpeg, fluidsynth, Furnace, uv
- Upgrade
- Upgrade notes: 4.4
- Upgrade notes: 4.3
- Upgrade notes: 4.2
- Upgrade notes: 4.1
- Upgrade notes: v3
- Upgrade notes: v2 to v3
- Coming from web-scumm
- Package reference
- Install troubleshooting
Create a game (55)
- Your first game
- Layout of a created project and of the engine repository
- The working loop
- Content principles and the identity contract
- Rooms
- Geometry: placement, walk zones, masks, layers, camera
- Something is visible but unreachable
- Reactions
- Game commands
- Conditions
- Flags, variables and events: which to use
- Custom code
- Characters
- Items and inventory
- World map
- Dialogues
- Scripts and events
- Moving characters: patrols and walks
- Exits
- Chapters and objectives
- State and saves: persistent or temporary, renaming an id, migrations
- Staging: wide rooms and animations
- The stage: lights, particles, floors
- Skin and fonts
- Title and credits
- Heroes: several characters and hero choice
- Built-in minigames
- A custom minigame
- Translations
- Music in stems
- Sound effects
- Voices: per language and per hero
- Images: prompts, cutting sheets, transparency, scale
- Asset provenance
- The storyboard, source of truth
- Puzzle design
- Classic mechanics
- Review pages
- DSL reference
- Checking your game
- What the solver proves
- Solver options
- Playtests
- Remix
- Speedrun for authors
- The sealed ending
- Production template
- Example games
- Working with an AI
- Build and release a game
- Publish on GitHub Pages
- The static game on Clever Cloud
- Other static hosts
- Sub-path, cache and service worker, incomplete deploys, going back
- Testing on a phone over the LAN
Local Studio (24)
- The local Studio: overview and launch
- Edit a room
- Placement and stage
- Preview, apply, undo
- Storyboard
- Assets and cutting
- Check: validator, solver, critical path, heat, health, coverage
- Before and after captures
- Semantic diff
- Play and replay a session
- Rule explainer
- Language and objectives
- Voices and the heroes × languages matrix
- Map
- Notes
- Remix in the Studio
- Music
- The Assistant: bring your own key
- Demo mode and studio-apply
- Local and LAN security
- Studio API
- Local MCP: setting up each client
- MCP tools
- Studio troubleshooting
Team Studio (21)
- What runs where
- Concepts: revision, transaction, span, lease, preview, build
- Starting as an invited dev
- Working together day to day
- Roles and actions: the full matrix
- Invitations
- Managing members
- Write refused on the hosted Studio: stale base revision (409)
- Write refused on the hosted Studio: span locked (423)
- Recovering after a lost lease, a disconnection or a stale preview
- Comments
- Map and semantic diff
- Publishing builds
- Remote MCP
- The game in Git
- Upgrading the engine of a hosted game
- Hosted assets
- The server's command line
- Health and metrics routes
- Trying it locally with compose.yml
- Known limits
Clever Cloud (23)
- Clever Cloud: overview, cost and prerequisites
- Apps and add-ons
- Domains and TLS
- Keycloak
- Generic OIDC and GitLab
- Configuration
- First deployment
- Backups
- RPO and RTO
- Restore the Studio on a fresh installation
- Redeploys
- Upgrading the server and checking state after a migration
- Limits of going back
- Monitoring
- Security
- Rotating keys
- Recovering admin access
- Changing domain or OIDC provider
- Worker, PostgreSQL or Cellar down
- Exporting the game and leaving the installation
- Retention
- Clever Cloud troubleshooting
- Costs and teardown
Reality Bridge and connectors (16)
- The Reality Bridge: what it is
- Quick start
- Guarantees
- Install and run the Bridge
- Backup and restore
- Several tenants
- Signals and the manifest
- The Bridge's command line
- Connectors overview
- Email connector
- Telnet connector
- SSH connector
- Open Badges connector
- The connector SDK
- Security: Biscuit and signatures
- Bridge and connector troubleshooting
Contribute (25)
- Welcome
- Developer setup
- The dev loop
- Before a pull request
- Conventions
- Writing documentation
- Architecture
- Code tour
- Import boundaries
- Which tests run when
- Mutation testing
- The coverage ratchet
- The quality baseline
- CI explained
- Field passes
- Benchmarks
- Releasing
- npm packages
- Decisions and ADRs
- Governance
- Bot pull requests
- Contributing with AI agents
- Security policy
- Code of conduct
- Licences and credits