Label autoscaling settings Off and On
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@@ -2,7 +2,7 @@
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Open **Fleet → Autoscaling** to keep empty lobbies available for new groups. Policies apply to one map variant or every map in a game. A game-wide policy applies the same minimum, maximum, and spare targets independently to each map, including all variants. A partly occupied Zombies lobby is not an empty spare, even when it still has player slots.
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Autoscaling is opt-in. Installing the feature creates no policies and changes no lobby counts. Review the activation preview before enabling Create and destroy.
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Autoscaling is opt-in. Installing the feature creates no policies and changes no lobby counts. Review the activation preview before turning autoscaling On.
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T5 game-wide policies cover the ten standard Zombies maps. Dead Ops Arcade is not supported.
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@@ -12,16 +12,16 @@ Choose **Add policy**, select the game and scope, and enter an explicit maximum.
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Choose **Preview changes** to inspect the existing lobbies, game key availability, target, proposed action, and blockers. **Save reviewed policy** checks the policy revision and current fleet again. If the preview changed, review a new preview before saving.
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| Mode | Behavior |
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| Autoscaling | Behavior |
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| --- | --- |
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| Off | No new actions. Unsubmitted work is withdrawn and delivered operations remain tracked until settled. |
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| Create and destroy | Adds lobbies and removes surplus lobbies after continuous empty evidence and all removal checks pass. |
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| On | Adds lobbies and removes surplus lobbies after continuous empty evidence and all removal checks pass. |
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Plutonium keys belong to a game pool shared by every map, manual launch, collection, beta, and autoscaling policy for that game. An eligible creation uses the lowest available lobby number from 1–20 and reserves any free game key atomically. Key labels do not select a map or lobby. The preview shows saved and available game keys; policy maxima can exceed pool size, and a policy can be saved before any keys are added. An empty or exhausted pool holds new growth with a clear reason; it does not prevent surplus removal. Queued launches reserve their key, stopped instances retain it, and confirmed cleanup returns it to the pool. Failed or uncertain launches keep their reservation until safely reconciled. Existing lobbies and unfinished operations must be healthy and settled before activation. Automatic removal also requires agent **1.7.0 or later** advertising `instance.autoscaling-remove` on each affected host.
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The desired count is `min(maximum, max(minimum, occupied lobbies + empty spare target))`. The controller evaluates policies every 15 seconds and requests at most one unresolved operation per policy. Game-wide policies allow one outstanding operation across their maps, prioritizing additions before removals. Once an operation settles, the next evaluation can act immediately on another eligible lobby. Surplus lobbies must still satisfy the configured continuous empty duration before removal. Create uses the existing startup concurrency, CPU, memory, library, port, and host admission checks. Lack of host capacity leaves one request waiting; it does not create additional requests every tick. Creates use current promoted launch files when provisioning begins.
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Existing policies saved in the removed Dry run or Create only modes switch to Off on upgrade. Review and enable Create and destroy to resume; pending work remains tracked until settled.
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Existing policies saved in the removed Dry run or Create only modes switch to Off on upgrade. Review and turn autoscaling On to resume; pending work remains tracked until settled.
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## Ownership and blockers
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@@ -33,7 +33,7 @@ Current positive occupancy from either telemetry or RCON vetoes an empty claim.
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## Pause and cancellation
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Use **Pause all** to stop new decisions globally, or **Edit or pause → Off** for one policy. A global pause retains each live policy's ownership; setting it Off releases ownership once its outstanding operation settles. Resuming the global switch preserves each policy's selected mode.
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Use **Pause all** to stop new decisions globally, or **Edit or pause → Off** for one policy. A global pause retains each live policy's ownership; setting it Off releases ownership once its outstanding operation settles. Resuming the global switch preserves each policy's On or Off setting.
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Unsubmitted creates and queued removals are withdrawn where possible. Cancelling an autoscaling operation from Provisioning also turns its policy Off so it cannot immediately request a replacement.
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@@ -54,7 +54,7 @@ Deletion requires the current policy revision and no unsettled autoscaling opera
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The production observation period and live pilot have not been run as part of implementation. Begin them on the operator-selected maps after deploying the controller and compatible agents.
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1. Select one or two representative maps and record the baseline lineup, keys, versions, host CPU and memory, and player-hours.
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2. Preview Create and destroy after resolving blockers and checking agent capability. Review the affected lobbies, proposed action, minimum, maximum, and spare target before saving.
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2. Preview On after resolving blockers and checking agent capability. Review the affected lobbies, proposed action, minimum, maximum, and spare target before saving.
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3. Monitor request-to-ready time from Provisioning, browser visibility, successful external joins, empty lobby-hours, spare deficits, and removals. Increase the spare target if creation latency leaves new groups without a suitable lobby.
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4. Expand one map at a time when spare availability and gameplay meet your requirements. Pause if they regress.
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@@ -10,7 +10,7 @@ Introduce an opt-in policy for each game and map variant that keeps a small numb
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Start with Create/Destroy on existing native hosts. Run the evaluator in dry run for two weeks, then enable creation for a small pilot before enabling removal. Host acquisition, VM shutdown, Stop/Start pooling, scheduled demand prediction, and waking servers from incoming packets are outside the first release.
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Update October 7, 2026: Dry run and Create only have been removed. Current policies support Off and Create and destroy, defaulting to Off. Existing policies in removed modes switch to Off on upgrade. Action cooldowns have also been removed; policies retain the continuous empty duration before removal and one outstanding operation at a time. The original implementation stages below record the initial design; follow the current [usage and pilot procedure](../guides/autoscaling.md) for operation.
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Update October 7, 2026: Dry run and Create only have been removed. Current policies support Off and On, defaulting to Off. Existing policies in removed modes switch to Off on upgrade. Action cooldowns have also been removed; policies retain the continuous empty duration before removal and one outstanding operation at a time. The original implementation stages below record the initial design; follow the current [usage and pilot procedure](../guides/autoscaling.md) for operation.
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## Existing foundations and required extensions
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@@ -216,7 +216,7 @@ styling, and document their use.
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| --- | --- |
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| Fleet cards | Map/lobby/game first; health, player count, and round next; roster and match duration below; lower-priority timing and technical identity in supporting details. Preserve compact empty cards, search, pins, table mode, and the match spotlight. |
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| Server detail | Add map/game identity to the shared header with health. Keep player counts, round, and timing in the Live content so Configuration and Diagnostics remain focused on their task. |
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| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Off/Create and destroy mode, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
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| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Off/On setting, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
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| Provisioning and host operations | Use consistent labels and status components while preserving action, target, result, elapsed time, and specific wait reasons. Put long IDs, source paths, and low-level metadata behind explicit details/copy controls. |
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| Player and match results | Reuse map identity and achievement treatment across profile highlights, match results, and downloaded cards. Distinguish a current record from a record earned at that time. |
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