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This document explains *why* the backend is shaped the way it is. The short version:
there is exactly one piece of shared state (a public dataset), exactly one trusted
writer (this server), and a dumb client. The platform's limits push you toward that
shape rather than fighting it.
---
## 1. The whole flow
```
player's browser (frontend Space)
โ
photo + player's HF access token (POST /scan)
โผ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ Piclets Discovery Server โ free CPU Space, single replica
โ (this Space) โ holds the ONLY dataset write token
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ
forwards the player's token to 3 ZeroGPU Spaces (their quota, not ours)
โ
1. identify object (VLM) โโ cheap โโโถ normalize โโโถ DEDUP CHECK
โ โ
(only if new object) (if known: return
โผ existing, no commit)
2. design monster as JSON (LLM)
โผ
3. render art (T2I) โโโถ re-encode WebP
โผ
acquire write lock โโถ re-check dedup
โผ
ONE commit: monster.json + art.webp + user.json + 4 index files
โผ
return the monster to the browser
Meanwhile ALL reads (dex, feed, leaderboard, a user's collection) go
browser โโโโโโโโโโโโโโถ dataset CDN (/resolve/ URLs), never via this server.
```
The key move is that **stage 1 (identify) runs before the expensive stages**, so a
repeat scan of an already-discovered object is recognised and returned for almost no
GPU cost. Design and art only run for genuinely new objects.
---
## 2. Dataset layout (the database)
Everything lives in one public dataset (`DATASET_REPO`). Files:
| Path | What |
| --------------------------- | ----------------------------------------------------------- |
| `monsters/<key>.json` | One canonical monster per normalized object name. |
| `images/<key>.webp` | That monster's art (re-encoded, โค 768px, quality 85). |
| `users/<sub>.json` | A player's discoveries + summed rarity score. |
| `index/monsters.json` | Array of monster summaries โ the full dex. |
| `index/feed.json` | Last 50 discoveries, newest first. |
| `index/leaderboard.json` | Top 100 players by `total_rarity`. |
| `index/stats.json` | Global totals. |
`<key>` = `normalize_object_name(descriptor)` โ lowercased, articles dropped,
punctuation stripped, lightly singularized, spaces โ underscores. `"The Blue
Pillows"` โ `blue_pillow`. This is the dedup identity: same object โ same key โ same
monster.
**`monsters/<key>.json`**
```json
{
"key": "coffee_mug",
"descriptor": "ceramic coffee mug",
"name": "Brewfin",
"type": "cuisine",
"appearance": "a round ceramic-bodied creature with a looping handle-tail, steam curling from its head, warm cream and cocoa colours",
"description": "Brewfin dozes on warm surfaces and grumbles when its insides go cold.",
"weight_kg": 1.2,
"height_m": 0.25,
"rarity": 34,
"image_path": "images/coffee_mug.webp",
"image_url": "https://huggingface.co/datasets/<repo>/resolve/main/images/coffee_mug.webp",
"discoverer": { "sub": "...", "username": "...", "name": "...", "picture": "..." },
"discovered_at": "2026-07-05T12:00:00+00:00"
}
```
**`users/<sub>.json`**
```json
{
"sub": "6032...", "username": "fraser", "name": "Fraser", "picture": "https://...",
"discoveries": ["coffee_mug", "eiffel_tower"],
"total_rarity": 71, "discovery_count": 2,
"joined_at": "2026-07-05T11:00:00+00:00", "last_seen": "2026-07-05T12:00:00+00:00"
}
```
A player's **score is the sum of the rarity of the monsters they discovered.** The
leaderboard entry is a denormalized `{sub, username, picture, total_rarity,
discovery_count}` so the frontend can render it from one file.
The four `index/*` files are **updated in the same commit as each new monster**, so a
discovery is atomic: monster, art, the discoverer's record, and every aggregate view
move together or not at all.
---
## 3. The limits that shape everything (verified)
All figures below were checked against the official HF docs; URLs given so you can
re-check (they drift).
### GPU: ZeroGPU daily quota, per account
`https://huggingface.co/docs/hub/spaces-zerogpu`
| Account | Daily GPU quota | Queue priority |
| ------------- | --------------- | -------------- |
| Anonymous | ~2 min | Low |
| Free | ~5 min | Medium |
| PRO | ~40 min (+ credits at $1 / 10 min) | Highest |
- Quota is billed to **whichever token makes the call** โ which is exactly why we
forward the player's token. Their quota pays for their scans.
- ZeroGPU is **Gradio-SDK only**, and **hosting your own** ZeroGPU Space requires
**PRO** (max 10). Relevant only if you duplicate the model Spaces to pin versions.
- A scan is 3 GPU calls; effective GPU time is on the order of ~30โ60s (measure it).
So a free player gets roughly a handful of *new* discoveries per day, anonymous
2โ4, PRO many more. **This per-player daily ceiling is the headline constraint.**
It's fine for a personal scanner plus a slowly-growing shared dex; it is not a
high-volume-per-user design.
### Data: Hub rate limits, per 5-minute window
`https://huggingface.co/docs/hub/rate-limits`
| Bucket | Free | Anonymous (per IP) | PRO |
| ------------------------------- | ------ | ------------------ | ------ |
| **Resolvers** (`/resolve/` reads) | 5,000 | 3,000 | 12,000 |
| **API** (incl. repo commits) | 1,000 | 500 | 2,500 |
| **Pages** | 200 | 100 | 400 |
- **Reads are `/resolve/` (resolver) URLs** โ the highest limits, CDN-optimized, and
counted **per client** (each browser's IP/token). So the frontend fetching monster
JSON + images + index files directly means reads **never hit a central bottleneck**
and never load this server.
- **Writes are commits**, which HF rate-limits under "granular user action rate
limits" โ the **exact number is undocumented and changes**. Because this server
commits with **one token**, that single account's commit budget is the true central
write ceiling.
- Mitigations, in order of importance: (1) always pass a token โ the #1 cause of
throttling; (2) use `huggingface_hub` โฅ 1.2.0, which parses the `RateLimit` header
on a 429 and waits exactly the right time before retrying; (3) serialize commits
(we do โ single writer + lock); (4) commit only on new discoveries.
### Host: free CPU basic Space
`https://huggingface.co/docs/hub/spaces-overview`, `.../spaces-gpus`
- 2 vCPU, 16 GB RAM, 50 GB **non-persistent** disk. Free.
- **Sleeps after 48h of inactivity** (fixed on free โ you can't change the timer);
any visitor wakes it, cold start up to ~a minute. Not billed while asleep.
- **Single replica** โ no horizontal scaling on free. This is a feature here: it
guarantees one writer, so an in-process `threading.Lock` is sufficient to serialize
commits with zero risk of git conflicts. No distributed locking, no external queue.
---
## 4. Design decisions (and the limit each one answers)
- **Reads bypass the server entirely.** *(Resolver limits are per-client + CDN.)* The
backend is orchestrate-and-write only; it exposes essentially one endpoint.
- **Commit only on new monsters; repeat scans are read-only.** *(Undocumented commit
ceiling on one token.)* Write rate tracks the rate of *new unique objects*
discovered globally, not total scans โ and that naturally decays as common objects
get claimed.
- **Identify the object before the expensive stages.** *(Tight per-player GPU quota.)*
Dedup happens after the cheap VLM call, so repeat scans don't burn design/art GPU.
- **Single in-process lock serializes writes.** *(Single replica.)* Memory is only
mutated *after* the commit succeeds, so a failed commit never leaves the cache ahead
of the dataset โ no rollback logic needed.
- **The player's photo is never stored.** It is only the input to the caption model;
only the AI-generated art is persisted. Privacy and moderation win for free.
- **Sign-in required to scan.** It gives us both a token to forward (for GPU) and an
owner to attribute the discovery to. Anonymous users can still browse โ reads are
public.
- **Monster spec is generated as JSON, not prose.** The concept model returns strict
JSON (name, type, appearance, description, weight_kg, height_m, rarity); the server
parses defensively and clamps every field. No brittle regex over markdown.
- **`create_commit` with a list of operations = one commit per discovery.** (The older
server used multiple `upload_file` calls = multiple commits per scan, which is worse
for the write budget.)
- **Framework = Gradio.** Reuses the proven forwarded-token pattern and the frontend
already speaks `@gradio/client`. The framework barely matters because all heavy work
is on external Spaces; the one thing that does matter โ letting I/O-bound scans
overlap โ is handled with `queue(default_concurrency_limit=โฆ)` and a per-event
`concurrency_limit`. FastAPI would be a leaner alternative if you ever want explicit
REST + async, but it buys little here.
---
## 5. The AI Spaces we call โ API specs & how to swap them
The AI layer in `app.py` is three isolated functions (`caption_object`,
`generate_concept`, `generate_image`). Each takes the player's token, forwards it, and
is the only code that knows a given Space's signature. **Swapping models = change the
`*_SPACE` env vars and, if the signature differs, these three functions. Nothing else
in the app depends on them.**
The signatures below are the ones proven in the previous server. **Gradio Space APIs
change, so verify before trusting** โ for each Space:
```python
from gradio_client import Client
Client("<owner>/<space>").view_api() # prints exact endpoint names + arg order
```
### Stage 1 โ caption / identify (`CAPTION_SPACE`, default `fancyfeast/joy-caption-alpha-two`)
- Endpoint: `/stream_chat`
- Positional args: `(image, caption_type, caption_length, extra_options, name_input, custom_prompt)`
- we pass `(handle_file(path), "Descriptive", "short", [], "", <identify instruction>)`
- Returns: `(prompt_used, caption)` โ we take index **1**, then trim to a short noun
phrase used as the dedup key.
### Stage 2 โ concept / design (`CONCEPT_SPACE`, default `amd/gpt-oss-120b-chatbot`)
- Endpoint: `/chat`
- Positional args: `(message, history, system_prompt, temperature)`
- we pass `(<JSON prompt>, [], <system>, 0.7)`
- Returns: a response **string**; gpt-oss sometimes wraps it (`assistantfinal`,
`**๐ฌ Response:**`). `_extract_json()` strips that framing and any code fences, then
parses the first `{...}` block. Every field is validated/clamped and `type` falls
back to a keyword guess if the model returns something off-list.
- The JSON prompt asks for exactly: `name`, `type` (one of the 10 categories),
`appearance` (for the image model), `description`, `weight_kg`, `height_m`,
`rarity` (1โ100). See `CONCEPT_SYSTEM` / `_concept_prompt` in `app.py`.
### Stage 3 โ image (`IMAGE_SPACE`, default `multimodalart/Qwen-Image-Fast`)
- Endpoint: `/infer`
- **This is the least-certain signature โ confirm with `view_api()`.** Fast T2I
Spaces (FLUX.1-schnell, Qwen-Image-Fast, โฆ) all expose `/infer`, but the exact
positional args (seed, steps, size, guidance, prompt-enhance) vary. We pass **only
the prompt** and rely on the Space's defaults; if `view_api()` shows required
positional args, add them in `generate_image`.
- Output comes back as a local temp path, a URL, or a dict โ `_read_image_result()`
normalizes all three to bytes, then `_reencode_webp()` shrinks it.
> **Stability vs cost.** Calling public third-party Spaces is free (the player's
> quota) but you don't control their Gradio version or uptime โ a signature can change
> under you. Duplicating them into your own account lets you pin versions, but hosting
> ZeroGPU requires PRO ($9/mo, โค10 Spaces). That's the one recurring-cost decision and
> it's optional; the `view_api()` check is your early-warning either way.
---
## 6. The one open item to verify
Everything mechanical is proven **except**: that a forwarded **OAuth access token**
(the kind the static frontend gets from "Sign in with Hugging Face") draws ZeroGPU
quota exactly like a personal access token. The previous server proved token
*forwarding* works when the token is a PAT/param; this just confirms OAuth tokens
behave identically on the current Spaces.
Test it in ~20 minutes: sign in on the frontend, grab the access token, and call one
model Space with it via `gradio_client`. Confirm the call succeeds and the usage lands
on that account's ZeroGPU quota (visible at `https://huggingface.co/settings/billing`).
It's the last real unknown before trusting the end-to-end model.
---
## 7. Stress testing โ what actually matters
The GPU is **not this server's bottleneck** (external, per-user, and you can't stress
it from one account without burning your own quota). So isolate the two real ceilings
with `stress_test.py`:
- **`commits`** โ burst commits to a throwaway dataset to find the rate where HF
starts throttling. Since one token serves *all* discoveries, that rate bounds global
new-monster throughput. Watch for latencies climbing (the SDK sleeping off a 429).
- **`reads`** โ hammer a `/resolve/` URL; confirm it stays fast under concurrency and
returns a CORS header the browser can use. This should never involve the server.
- **`live`** *(optional, off by default)* โ real end-to-end scans against the deployed
Space to measure user-visible latency and concurrency. Spends GPU quota and creates
real monsters, so keep `n` small.
Also worth timing once: a **cold-start wake** after the Space has slept, so you know
the worst-case first-scan latency after a quiet period.
Interpreting it: you're looking for the commit rate at which throttling begins (your
write ceiling) and confirmation that reads are effectively free and off-server. If the
commit ceiling ever bites in practice, the mitigations are batching writes or moving
the writer to a PRO/Team account with higher limits โ but new-monster rate is
self-limiting, so this is unlikely at hobby-to-moderate scale.
|