> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/docs/game-design/12-utility-admin-holdout-inventory.md).

# Utility/Admin Hold-Out Inventory

Most implemented systems now live beside the game design they support: factions in §2, command flow in §3B, loops in §4A, board/quests in §5C, progression/collections in §7B, social/scoring in §9A, audio in §12A, and technical shell/orchestration integration points in §15B.

This file intentionally keeps only shipped utility/admin mechanics that do not currently make sense as War Effort game mechanics. They may remain accessible from the cockpit, but they should not create score, XP, loot, territory change, enemy spawns, urgency ceremony, or progression rewards without a new design rationale.

Code-reference format: each hold-out section lists primary implementation owners and focused tests. Prefer these anchors over incidental call sites when auditing whether a utility should later graduate into the game design.

## Utility Shell, Settings, Export, And Data Hygiene

Code references: `apps/web/src/App.tsx`, `apps/web/src/components/Layout.tsx`, `apps/web/src/components/BottomRailExpansionHost.tsx`, `apps/web/src/components/CommandPalette.tsx`, `apps/web/src/components/KeyboardShortcutsModal.tsx`, `apps/web/src/components/SettingsDrawer.tsx`, `apps/web/src/components/LocalErasurePanel.tsx`, `apps/web/src/store/useSettingsStore.ts`, `apps/web/src/store/useLocalErasureStore.ts`, `apps/web/src/lib/commandPalette.ts`, `apps/web/src/lib/useKeyboardShortcuts.ts`, `apps/web/src/lib/exportSession.ts`, `apps/web/src/lib/localErasure.ts`, `apps/web/src/lib/notifications.ts`, `apps/server/src/routes/export.ts`, `apps/server/src/routes/erasure.ts`. Focused tests: `apps/web/tests/CommandPalette.test.tsx`, `apps/web/tests/KeyboardShortcutsModal.test.tsx`, `apps/web/tests/keyboardShortcuts.test.ts`, `apps/web/tests/useSettingsStore.test.ts`, `apps/web/tests/SettingsScan.test.tsx`, `apps/web/tests/settingsNotifications.test.ts`, `apps/web/tests/LocalErasurePanel.test.tsx`, `apps/web/tests/exportSession.test.ts`, `apps/server/tests/exportRoute.test.ts`, `apps/server/tests/erasureRoute.test.ts`.

* Shell availability states such as loading, empty, offline, error, deferred, and unavailable are operational health labels, not game states.
* Local server connection states are connectivity diagnostics, not battlefield progress.
* Command palette fuzzy ranking, result caps, keyboard navigation mechanics, and roster/theme/severity/filter commands are access affordances.
* Session export to CSV/JSON, local-server POST, browser download, timeout handling, success/failure toasts, analytics events, and error redaction are data portability/compliance mechanics.
* Keyboard shortcut infrastructure, sequence timeout, typing guards, overlay closing, and shortcut-help grouping are UX mechanics.
* Theme modes, system theme resolution, drawer close behavior, outside click, focus return, and focus containment are accessibility and UI polish.
* Browser-notification permission states, permission requests, test action, notification support gates, and analytics readiness states are platform readiness checks.
* Settings reset, audio-runtime reset, notification-permission view reset, and scan-state reset are local development/admin controls. (Mock generator and seed-data toggles graduated to §5B as the **War Games** substrate powering the synthetic demo front — fourth pass.)
* Codebase scan error state, disabled scan run gating, and scan error summary are scan administration. (The manual scan trigger and its scanning/done states graduated to §3A as the **Dispatch Scouts** verb — fourth pass; the resulting Quest Board findings already plug into the game layer.)
* Local erasure preview refresh, browser-state and server-state summaries, exact confirmation phrases, reset hooks, server availability badge, in-flight states, partial-failure state, unavailable state, and error display are data hygiene.
* Quest Board ignore-pattern normalization caps for line count, line length, and total text are safety guardrails, not game rules.

**Existing generated asset reference:** if the War Games substrate graduates from utility/admin into a public demo presentation surface, check `manifest.md` first. `assets/generated/game-design/phase12/war-games/war-games-demo-presentation-sheet.png` already covers synthetic-front map, demo banner, progress-inert markers, staged hero/camp setup, fixture seal, training marker, roster, sandbox trim, enemy camp tokens, and blank state plates.

## Command Center Validation, Diagnostics, And Admin Plumbing

Code references: `packages/protocol/src/orchestrationCommandCenter.ts`, `packages/protocol/src/taskQueue.ts`, `packages/protocol/src/guardedActions.ts`, `packages/protocol/src/lineage.ts`, `apps/server/src/managers/orchestrationCommandCenter.ts`, `apps/server/src/managers/taskQueue.ts`, `apps/server/src/managers/planCampaignManager.ts`, `apps/server/src/managers/executorRegistry.ts`, `apps/server/src/managers/fileIntentManager.ts`, `apps/server/src/managers/fileMutationManager.ts`, `apps/server/src/managers/gitWorkbenchManager.ts`, `apps/server/src/managers/terminalSessionManager.ts`, `apps/server/src/managers/handoffManager.ts`, `apps/server/src/managers/channelCommandManager.ts`, `apps/server/src/routes/commandCenter.ts`, `apps/web/src/store/useGameStore.ts`, `apps/web/src/lib/commandCenterUi.ts`, `apps/web/src/lib/commandCenterShortcuts.ts`, `apps/web/src/lib/commandCenterMetrics.ts`, `apps/web/src/lib/commandCenterNotifications.ts`, `apps/web/src/components/orchestration/`. Focused tests: `packages/protocol/tests/orchestrationCommandCenter.test.ts`, `packages/protocol/tests/orchestration.test.ts`, `apps/server/tests/commandCenterRoutes.test.ts`, `apps/server/tests/commandCenterManager.test.ts`, `apps/server/tests/planCampaignManager.test.ts`, `apps/server/tests/taskExecutionCoordinator.test.ts`, `apps/web/tests/CommandCenterPanes.test.tsx`, `apps/web/tests/commandCenterUi.test.ts`, `apps/web/tests/commandCenterShortcuts.test.ts`.

* Command-center id, text, compact-text, path, tag, reference, page-size, and file-content limits are validation constraints.
* Actor types, target kinds, unavailable-reason codes, error codes, scope labels, sort modes, planning source kinds, and memory categories are schema vocabulary, not game taxonomy.
* Adjacent surface no-claim tracking, muted fallback rows, ready counts, and destination rows are navigation/status plumbing.
* Detailed task-queue creation modes, terminal/git/container/file executable drafts, path parsing, path caps, image-label validation, required reason fields, backup ids, rollback actions, and terminal-session drawer links are work execution controls.
* Agent template search, role filters, selected-template detail loading, model labels, prompt preview caps, workflow instructions, executable task previews, and memory include/exclude filters are planning workbench controls.
* Hero lifecycle command availability, supported action lists, managed-session readiness gates, observed-only action recording, and in-flight disabled states are process-control safeguards.
* Campaign workbench form fields, preview/create controls, memory filters, visible campaign caps, container executable refinement, image-label validation, retryability labels, and task-graph row caps are authoring and dispatch mechanics.
* Attention decision reason fields, expired/resolved filters, in-flight decision guards, severity distribution, stale revision, duplicate trigger, and executor failure states are triage controls.
* Executor capability refresh, family grouping, requirement summaries, recent run links, terminal runtime drawer links, and execution-run detail drawers are diagnostics.
* File/Git workbench operation choices, conflict checks, tracked intent lists, clear/override actions, expected-hash requirements, idempotency keys, path list caps, execution lists, diagnostic lists, and dirty/executed run badges are repository operation controls.
* Workpad, evidence, verification attempt, review gate, artifact panel, and linked-artifact drawer rows are inspectable proof surfaces; only their high-level outcomes become trophies or verification bonuses.
* Handoff scaffold, validation, resume-source setting, re-entry reset, readiness checks, visibility labels, remote access summaries, and linked record caps are collaboration workflow controls.
* Channel provider health, inbound command validation/replay states, executable dispatch gates, scope-label caps, and provider counts are integration plumbing. (Inbound command arrival, local approval, and conversion to queue tasks graduated to §3/§3A as the **Emissary missive** event and the **Receive the Emissary** verb — fourth pass.)
* Usage metric families, units, card sorting, mobile filters, family sections, age buckets, and refresh actions are analytics mechanics.
* Notification readiness/subscription states, channels, routing categories, payload categories, readiness requirements, Web Push consent/subscription actions, VAPID requirements, posture labels, and readiness refresh are delivery infrastructure.
* Terminal session states, run/input/kill/restart actions, output bounds, truncation, selected-session gates, and sanitized output rows are runtime operation mechanics.
* Isolation runtime probe/preview/run controls, container/image/browser/auth/ worktree/network/cleanup/provider readiness rows, runtime choices, and fallback reasons are environment diagnostics.
* Payload boundary blocking, raw field blocking, plan-task raw field blocking, channel executable draft raw field blocking, text redaction, record sorting, record deduplication, and detail drawer metadata are security and privacy guardrails. They should remain mostly invisible in the game layer except as trust posture indicators.


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