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docs: say what order the outstanding work goes in
The backlog listed what is left but not what to do first, and priority labels do not answer that: #33 is P2 yet belongs before the P0 cluster, because standing the cluster up first means migrating a running one afterwards. Add an explicit ordering to TODO.md in three parts -- a critical path where each item unblocks the next, a Steam track that runs in parallel and should start early because its lead time is Valve's, and the set that is unblocked today and waiting on nobody. The playtests, training runs and asset work need no cluster and could start now, which was not obvious from a flat list sorted by priority. #31 is called out as the highest-leverage item: two answers unblock the whole of Phase 8, and the work behind them is an agent's. Two open issues were in no list at all -- #23's design question and #32's backfill work -- so TODO.md now covers every open issue. Also record the dependency direction on GitHub rather than only here: #17, #32 and #33 carried no blocked-by statement, so the graph was invisible from the issue tracker. And note in §7 task 8.12 why the workload namespace enforces privileged and where the split is tracked.
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| 8.8 `[D:8.7]` | Session policy (opaque tokens, digests, revocation) | Distributed revocation coordination is done by construction: sessions are durable and `PostgresSessions.Authenticate` reads the row on every authenticated request, so a revocation takes effect immediately on every replica without any cross-replica protocol, and `ApplyIdentityBan` revokes an identity's sessions in the same transaction as the ban. Live Steam/session integration remains ([#15](https://github.com/jcreek/CosmicClash/issues/15)) |
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| 8.9 `[D:8.4,8.7]` | Join policy, durable reconnect leases | Live PostgreSQL/Godot process-restart and outage recovery verification remains |
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| 8.10 `[D:8.5,8.31]` | Workload credential policy (signed tokens, not Kubernetes JWTs), delivery channel, conflict alerting | Never run against a real Agones cluster; alert validated only statically, not against live Prometheus/Alertmanager traffic |
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| 8.12 `[D:8.11]` | Kubernetes hardening baseline, rate/quota limiting, degraded-mode gate | Private-store provisioning, distributed/global quotas, edge DDoS/WAF/origin shielding, encrypted backups, live policy/load tests remain |
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| 8.12 `[D:8.11]` | Kubernetes hardening baseline, rate/quota limiting, degraded-mode gate | Private-store provisioning, distributed/global quotas, edge DDoS/WAF/origin shielding, encrypted backups, live policy/load tests remain. The workload namespace currently enforces `privileged` because Agones' Dynamic port policy injects a `hostPort` that `baseline`/`restricted` forbid; splitting game servers into their own namespace so `cosmic-clash` can enforce `restricted` again is tracked by [#33](https://github.com/jcreek/CosmicClash/issues/33) |
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| 8.13 `[D:8.12]` | Digest-pinned images, supply-chain policy checker | Registry SBOM/scan/sign/admission execution and a concrete production overlay remain — the build-and-pin half is tracked by [#31](https://github.com/jcreek/CosmicClash/issues/31) |
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#### 8C — Queueing, matchmaking, playlists and rating
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