Simplify single-server launch flow
This commit is contained in:
+32
-23
@@ -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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user