SimhiveSimhive · docs · pool page

What leaves your machine, what runs on it

What Simhive sends to the pool when you sim, what it runs on your PC for others, and how results are checked. No account, no name, no realm.

Sent to the pool when you sim #

Gear, talents, spec and fight settings. Never the character's name or realm (stripped before it leaves), nothing about you. That is what is on the public Armory anyway. Results come back only to you.

Run on your PC for others #

SimulationCraft on plain-text inputs, one batch at a time, with the threads you allow. Every input is checked first: anything naming a file, a path or the network is refused before simc sees it, and simc itself is a build with networking compiled out. The binary comes from the public build channel at the pool's commit, checksum verified, never from the pool. The engine itself — the Localbots code inside Simhive — can be brought up to date by the pool between releases: the operator publishes a package signed with Simhive's own release key, the app checks that signature and the package's checksum before a file of it is used, and keeps the version it shipped with as the fallback. A package that fails either check, or does not start, is discarded.

Checked both ways #

New machines are probed with a known batch, and a share of live work is quietly re-simmed on a trusted machine. Wrong numbers get a machine benched, never into your report.

What the pool keeps #

  • Your member name, the machines under it, and the iterations they gave and used over the last 30 days. That is the score.
  • Your recovery code, if you made one — as a hash only; the pool cannot show it to you again.
  • While a machine is connected: the address it connects from (a connection has one) and the country that address is in, shown to the pool operator. Nothing of it is kept after it disconnects.
  • Reports you chose to publish: the report page's data only (never the raw sim output), for 14 days after publishing or until you delete them.
  • Nothing you simmed, beyond a hand-over: a sim you ran from the browser waits on the pool, with its raw output, until one of your machines connects and takes it into its History — at once if one is connected, otherwise the next time one is — and the pool drops it after 48 hours either way.
  • A problem report you sent with Report a problem: your words, the app and engine versions, the SimulationCraft build, your machine's state in the pool, the last lines of that machine's log, and — if you left it ticked — the result it was about: its rows and settings, the sim input with your character's name removed, and the raw simc output with the name removed. Never your token, your character's name or realm, or the text you pasted. Attachments are kept 30 days, the report 90.

All of it lives on the pool's own server, in its database, with the files on the same server as a mirror. No third party holds any of it. Which machines are connected right now is kept in memory there and expires by itself within two minutes of a disconnect.

Analytics #

The public pages count visits on the server side: path, referrer, language, and the address and browser string a visitor's browser sends anyway, hashed into a visitor id by the analytics software, which stores neither. No script on the page, no cookies for it. Behind sign-in, three things count as events, each a word: a sign-in, a join, and a sim started from the web interface — its mode, whether a guest or a member started it, and whether it ran on the pool or in the browser tab. Who is counted under an id, never a name: a member's is a keyed hash of the name, eight characters, the key staying on the pool — only the pool's operator, in the console, can say which member an id is; a guest's is the id of the day's guest cookie. Never a name, a token or a character.

Who can change what on your machine #

You, and nobody else. Threads, pause, the schedule and the name a machine shows under are set in the app on that machine, or from your own account: another machine with your token, or the web interface. The pool operator cannot change a member's machine — only the machines they run themselves — and nobody can change the pool a machine connects to or its token from outside. "Only on this machine" in the app's settings turns off changes from your other machines too.