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EN Team Known Limits

wanoo edited this page Oct 23, 2026 · 2 revisions

Known limits

Français · Type: reference · Audience: author, admin · Context: hosted Studio · Status: ready · Applies from: 4.4.0

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 plan studioHosted; 3 test files · people's passes: studio-hosted not run (#149), studio-collab not run (#150), studio-preview not run (#166), studio-assets-hosted not run (#167), studio-mcp-remote not run (#196), studio-oidc-generic not run (#197) · known limits: one-instance, preview-of-a-revision, preview-text-only, preview-kept, game-frame-idle, diagnostics-on-worker, read-revision, health-bounds, worker-lanes, snapshot-shared, outside-folder, assets-hosted, local-only-features, base-revision-scope, room-editor-save, groupings-span-by-hand, undo-not-for-all, people-limits, browsers

What the team Studio (the Studio Server) does not do, or does only within bounds, as of the current code. Each limit says where it applies; the pages linked give the details.

One game, one instance

Limit · one-instance One game per instance, and one instance serving writes at a time: the server takes a service lease, and a second instance waits for it. During a redeploy writes are refused for a short while (see Redeploys).

Previews

Limit · preview-of-a-revision The game in the Studio is the preview of a revision (4.2.2): after each change the worker builds the head (a burst of changes builds its last revision only), and the room view loads it once built, unless a placement is not saved. Meanwhile the frames show the last ready preview, and the label under the room view says which revision it is, the one building, and a revision that does not build, with its reason. A save made in other content asks before it is resumed: Resume here, Restart, or Stay in its own revision (ADR 0026). The Play tab keeps the preview it loaded until "Load the latest preview".

Limit · preview-text-only A preview is built from the game's text files only (sources, data): a game whose code imports a stylesheet or an image cannot be previewed.

Limit · preview-kept Each revision's preview is kept, with no expiry: gc never collects a blob a preview names. The base /preview/<rev>/ is written into the page and its code, so few files are shared between revisions (under 1 MB of code per revision for the demo game: a design figure, not a measure, from the 4.2.2 preview spike, 18 Oct 2026).

Limit · game-frame-idle A game frame left idle past its 15-minute game session shows nothing new: "Reload view" (or the Play tab) opens it again.

Checks and health

Limit · diagnostics-on-worker The diagnostics that run the game's code (lint, solve, playtests) run on the worker, with the game's own commands (4.2.2); the solver stops after 45 s there and says it was cut short. Every read says the revision it was made at: the Check tab shows it, and marks its results stale once the head has moved on.

Limit · read-revision A read's revision is the journal's head: an instance that does not hold the lease yet (a deploy) may answer from a folder behind it, and a new history (an import, a restore) is not told apart from an older revision.

Limit · health-bounds The header's health at a revision runs the validator, then the solver from a new game (45 s at most), on the worker, after each burst of changes. A bisection names the first failing revision in at most ⌈log₂ n⌉ judgements, never who made it. A solver cut short says "unknown", never "valid", and stops a bisection; a revision that fails to be judged five times says "cannot be judged". An older verdict is shown greyed, never green. A Check run holds the instance's reads while the worker runs its diagnostics: a write waits for it. See Health and metrics routes.

The worker's capacity

Applies from 4.4.0

Limit · worker-lanes The worker runs one job at a time per lane (4.4.0): a preview's build (or a published build) in its own lane, every other kind in the other, so two children at most at once. Each revision asks it for three jobs: a preview's build, the validator and a solver run (up to 45 s); the preview no longer waits behind the other two, and the next change's validation can still wait for them. A bisection asks for up to two jobs per revision it judges. Each lane holds 8 jobs at most (running or waiting); the next is refused (429).

Limit · snapshot-shared Since 4.4.0 one snapshot per revision is packed (under the lock, the folder repaired) and shared by the preview, the health, the published builds and the engine's upgrade, given again while the head has not moved. Its files are stored 8 at a time, and a blob this instance stored less than an hour ago is not written again. The Studio answers as soon as it has read the worker's result, its staging deleted after. What each phase takes is in the preview log line and in studio_preview_phase_seconds. Vite's cache is not kept between jobs: a vite build does not use it, and a folder the game's code writes in must not outlive its job (ADR 0028).

Limit · outside-folder A game that imports files outside its own folder cannot run on the worker.

Assets, Prepare and jobs

Limit · assets-hosted Uploads are 10 MiB at most once decoded, typed by their bytes: PNG, JPEG or WebP images (a decor: PNG or JPEG), Ogg, MP3 or WAV sounds (a local Studio also takes M4A, FLAC, AAC, Opus and WebM). A hosted Studio does not keep an uploaded sheet itself. Prepare is refused, and the game is prepared on a local Studio, past about 31 MiB of art and sounds (in base64) or about 22 MiB of prepared files, with a sources.json, or when the new manifest would lose an image or a sound. Published builds serve the prepared set as it is now. One job runs at a time, four more wait (429 past them); a job's state is lost at a restart. See Hosted assets.

What only the local Studio has

Limit · local-only-features Captures (and the diff's before/after captures) are not available on a hosted Studio. The Play tab shows the game with its DEV panel; the state inspector, the rule explainer and the replays beside it need the game on the Studio's origin, so the local Studio only. The Assistant is not on a hosted Studio yet. A hosted Studio's MCP offers no screenshots, test suite, documentation or asset prompts (Remote MCP).

Editing

Limit · base-revision-scope Since 4.2.3 the Studio's editors send the revision of what they read (x-studio-base) with each write that belongs to a read (a room, the storyboard, the notes, the groupings, the voices…), and a file someone else wrote since is a 409. The check is per file. A write that derives a file (the storyboard's Markdown export) sends none. The CLI's and the MCP's clients send none either: their writes are made on the file as it is, within the span rules (409).

Limit · room-editor-save The room editor's own Save does nothing on a hosted Studio: "Save layout" in the Studio saves (the editor's page is the game's, and only the member starts a write).

Limit · groupings-span-by-hand The span groupings (the scenario map) is taken by a write like any other, but it cannot be taken ahead, released or taken over by hand: the API's list of span names does not include it (400, "spans is a list of span names"), although the Spans panel lists it.

Limit · undo-not-for-all Undo takes back your own undoable operations only. Uploads, cuts, Prepare, a Git import and the rename of the former name are written without an undo: a backup taken before is their way back.

People and access

Limit · people-limits Three fixed roles, no per-room right. A pending invitation cannot be withdrawn. The audit API gives the 200 latest entries, without paging. No command-line subcommand manages members (Managing members). A provider that issues opaque access tokens (GitLab's OAuth applications, at the time of writing) serves the browser but not the CLI nor the remote MCP (Generic OIDC and GitLab).

Limit · browsers CI runs the hosted e2e on Chromium and Firefox; WebKit on macOS keeps the game's partitioned cookie, and is run by hand only (the support matrix of 4.4.0, 23 Oct 2026). WebKit on Linux (GNOME Web) stores no cookie a frame of another host sets: the game's frames stay empty there. A real Safari, on macOS and iOS, is the studio-hosted human pass, not yet made.

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