Simplify single-server launch flow

This commit is contained in:
2026-10-07 13:56:42 -04:00
parent bd7d1ed86f
commit 2e1e5ea35f
9 changed files with 670 additions and 204 deletions
+32 -23
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@@ -139,22 +139,28 @@ Every server links to its Provisioning operation timeline and recovery options,
and each child operation links back to its collection launch. Individual operations
remain visible in Provisioning activity and history.
## Create and review a single-server launch
## Create a single server
1. Choose **Single server** on Provisioning (or the deploy action on the fleet).
2. Choose the current promoted setup and select a game/map, or select a collection.
3. Choose **Preview launch**. Review the image reference, configuration sources,
managed files and versions, selected map, lobby, port, and prerequisite checks.
4. The launch automatically uses an available key from the game pool. If none is
available, manage the pool under **Administration → Keys**, then refresh the
preview.
5. Choose **Launch server** and follow the operation to verified health.
1. Open **Create server** from the fleet or **Single server** from Provisioning.
2. Choose a game and map. The dialog automatically checks the current promoted
setup, latest game files, available lobby, and game key pool as selections change.
3. Review the readiness summary and resolve any displayed blockers. When no game
key is available, open **Administration → Keys** and add one or wait for a key
to be released. Returning to the launch dialog rechecks availability; **Retry checks**
also runs the checks again.
4. If needed, expand **Advanced settings** for runtime and network overrides.
Expand **Setup details** to inspect the image, configuration, managed files,
game-file upload time, and internal server ID.
5. Choose **Launch server** in the persistent footer and follow the operation to
verified health. **Cancel** closes the dialog without creating a server.
A preview lasts 30 minutes. It reserves neither capacity nor a key. If
another launch takes the lobby, submission stops before reserving a key;
refresh the preview and review the newly assigned ID. Pool availability is checked again at
submission, and keys are reserved atomically so concurrent launches cannot share
a credential.
The single-server dialog uses the current promoted setup. Create and launch
collections separately from **Fleet → Collections**.
Automatic checks reserve neither capacity nor a key. The reviewed preview lasts
30 minutes. If another launch takes the lobby or key, submission stops; retry the
checks before launching. Pool availability is checked again at submission, and
keys are reserved atomically so concurrent launches cannot share a credential.
Host selection, game-file versions, runtime configuration and lobby availability
are checked before queueing. Provisioning assigns host capacity and physical
@@ -165,9 +171,11 @@ verify the engine map, not the variant's start location.
## Save and reuse a collection
Expand **Make this a reusable collection** in a launch preview and give it a name
and optional description. You can save the map even when host configuration or
available capacity blocks launching. Names are unique without regard to case.
Choose **Create collection** under **Fleet → Collections**, give it a name and
optional description, and add maps with their desired lobby counts. A collection
can contain a single map with a target of one lobby. You can save it even when
host configuration or available capacity blocks launching. Names are unique
without regard to case.
Each map in a collection retains the game, exact map variant, and desired lobby
count. Image references, managed files, and composed configuration are resolved
@@ -178,11 +186,12 @@ Use **Conform fleet** on a collection card to review missing servers. Remove a
collection from the library when it is no longer needed; its existing servers,
reviewed previews, and deployment history remain intact.
On a creation detail page, **Launch again** selects the original game and map
with the next available lobby and port, using the latest promoted setup. The
preview also lets you save that map as a collection with a target of one lobby.
The recorded files remain visible as deployment history. Older deployments
without a recorded recipe retain their history but cannot offer this action.
On a creation detail page, **Launch another server** opens the single-server
dialog with the original game and map selected. You can change either selection
before launching. Checks use the current promoted setup and latest game files,
and provisioning assigns a fresh lobby and port. The recorded files remain
visible as deployment history. Older deployments without a recorded recipe
retain their history but cannot offer this action.
## Promotions and deployment history
@@ -190,7 +199,7 @@ A preview shows the currently promoted managed files, configuration, and image
reference for the selected map. It does not pin those versions. New launches
resolve the promoted setup again when provisioning begins, so
promotions made after a preview or while a job is queued apply to that server.
This applies to collections, single-server launches, and **Launch again**.
This applies to collections, single-server launches, and **Launch another server**.
Previews and queued jobs store file metadata without copying script or plugin
contents for every lobby. Provisioning captures the bytes when each job starts.
+4 -3
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@@ -68,9 +68,10 @@ base game files; each instance has its own writable data. See
## Launch your first server
1. Save Plutonium server keys in the T5 or T6 pool under **Administration → Keys**.
2. Create a server, or build a reusable map lineup in **Fleet → Collections**.
3. Review the launch and apply it. Provisioning queues the work, then assigns a
host and port when capacity is available.
2. Open **Create server** and choose a game and map. Readiness checks run
automatically. For a reusable lineup, use **Fleet → Collections** instead.
3. Resolve any launch blockers and choose **Launch server**. Provisioning queues
the work, then assigns a host and port when capacity is available.
4. Follow the operation until readiness checks pass, then verify that players
can find and join the server.
+8 -6
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@@ -26,12 +26,14 @@ the agent owns local execution and its durable operation journal.
progress and errors. Wait for verification before launching. Hosts report
connection and readiness separately; deployment also checks the particular
game files, image, capacity and ports required for the launch.
6. Launch a server or collection. The latest game files and default runtime
are selected automatically. An advanced runtime override is
available for images an admin has already prepared on the destination host.
If the latest files change after previewing, refresh the preview
before launching.
Apply saves the requested lobby IDs. Provisioning selects a host and atomically
6. Open **Create server**, choose a game and map, and review the automatic
readiness checks. Launch collections separately from **Fleet → Collections**.
The latest game files and default runtime are selected automatically.
**Advanced settings** in the single-server dialog includes a runtime override
for images an admin has already prepared on the destination host, along with
optional network overrides. If the latest files change after the checks run,
let the dialog recheck the setup before launching; **Retry checks** also rechecks it.
Launching saves the requested lobby IDs. Provisioning selects a host and atomically
reserves UDP/TCP ports when capacity is available.
An available Plutonium key from the game pool is reserved for each launch.
Its assignment survives stops and rebuilds and ends after confirmed removal.
+10 -2
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@@ -7,6 +7,13 @@ Provisioning owns the queues, safety checks, execution, and
recovery for all six actions. Create a server using **Create server**. For an existing
server, choose **Manage server** or open its **Server actions** menu.
**Create server** opens one dialog with game and map choices followed by automatic
readiness checks. Blockers explain what needs attention before launch. Runtime
and network overrides are under **Advanced settings**; image, configuration,
managed files, upload time, and internal server ID are under **Setup details**.
The footer keeps **Cancel** and **Launch server** available while reviewing the
setup. Create and launch reusable lineups separately in **Fleet → Collections**.
| Action | Behavior |
| --- | --- |
| Create | Create a new instance using the latest promoted files and verify container health, game status, the selected map, and the Plutonium revision. |
@@ -164,8 +171,9 @@ Create and rebuild capture a setup when queued and select the latest promoted
files again when creation begins. The page distinguishes **Setup captured when
queued** from **Files selected for this attempt**. A queued capture does not pin
versions; an attempted selection is not proof that every file was installed.
**Launch another server** uses the latest promoted setup with a fresh identity and
port, rather than repairing or replaying the recorded job.
**Launch another server** opens the creation dialog with the recorded game and
map as editable starting values. It checks the latest promoted setup and creates
a separate server with a fresh identity and port.
### History and refresh behavior