Simplify single-server launch flow
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+32
-23
@@ -139,22 +139,28 @@ Every server links to its Provisioning operation timeline and recovery options,
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and each child operation links back to its collection launch. Individual operations
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remain visible in Provisioning activity and history.
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## Create and review a single-server launch
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## Create a single server
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1. Choose **Single server** on Provisioning (or the deploy action on the fleet).
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2. Choose the current promoted setup and select a game/map, or select a collection.
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3. Choose **Preview launch**. Review the image reference, configuration sources,
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managed files and versions, selected map, lobby, port, and prerequisite checks.
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4. The launch automatically uses an available key from the game pool. If none is
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available, manage the pool under **Administration → Keys**, then refresh the
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preview.
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5. Choose **Launch server** and follow the operation to verified health.
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1. Open **Create server** from the fleet or **Single server** from Provisioning.
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2. Choose a game and map. The dialog automatically checks the current promoted
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setup, latest game files, available lobby, and game key pool as selections change.
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3. Review the readiness summary and resolve any displayed blockers. When no game
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key is available, open **Administration → Keys** and add one or wait for a key
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to be released. Returning to the launch dialog rechecks availability; **Retry checks**
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also runs the checks again.
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4. If needed, expand **Advanced settings** for runtime and network overrides.
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Expand **Setup details** to inspect the image, configuration, managed files,
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game-file upload time, and internal server ID.
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5. Choose **Launch server** in the persistent footer and follow the operation to
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verified health. **Cancel** closes the dialog without creating a server.
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A preview lasts 30 minutes. It reserves neither capacity nor a key. If
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another launch takes the lobby, submission stops before reserving a key;
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refresh the preview and review the newly assigned ID. Pool availability is checked again at
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submission, and keys are reserved atomically so concurrent launches cannot share
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a credential.
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The single-server dialog uses the current promoted setup. Create and launch
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collections separately from **Fleet → Collections**.
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Automatic checks reserve neither capacity nor a key. The reviewed preview lasts
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30 minutes. If another launch takes the lobby or key, submission stops; retry the
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checks before launching. Pool availability is checked again at submission, and
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keys are reserved atomically so concurrent launches cannot share a credential.
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Host selection, game-file versions, runtime configuration and lobby availability
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are checked before queueing. Provisioning assigns host capacity and physical
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@@ -165,9 +171,11 @@ verify the engine map, not the variant's start location.
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## Save and reuse a collection
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Expand **Make this a reusable collection** in a launch preview and give it a name
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and optional description. You can save the map even when host configuration or
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available capacity blocks launching. Names are unique without regard to case.
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Choose **Create collection** under **Fleet → Collections**, give it a name and
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optional description, and add maps with their desired lobby counts. A collection
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can contain a single map with a target of one lobby. You can save it even when
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host configuration or available capacity blocks launching. Names are unique
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without regard to case.
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Each map in a collection retains the game, exact map variant, and desired lobby
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count. Image references, managed files, and composed configuration are resolved
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@@ -178,11 +186,12 @@ Use **Conform fleet** on a collection card to review missing servers. Remove a
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collection from the library when it is no longer needed; its existing servers,
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reviewed previews, and deployment history remain intact.
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On a creation detail page, **Launch again** selects the original game and map
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with the next available lobby and port, using the latest promoted setup. The
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preview also lets you save that map as a collection with a target of one lobby.
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The recorded files remain visible as deployment history. Older deployments
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without a recorded recipe retain their history but cannot offer this action.
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On a creation detail page, **Launch another server** opens the single-server
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dialog with the original game and map selected. You can change either selection
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before launching. Checks use the current promoted setup and latest game files,
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and provisioning assigns a fresh lobby and port. The recorded files remain
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visible as deployment history. Older deployments without a recorded recipe
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retain their history but cannot offer this action.
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## Promotions and deployment history
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@@ -190,7 +199,7 @@ A preview shows the currently promoted managed files, configuration, and image
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reference for the selected map. It does not pin those versions. New launches
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resolve the promoted setup again when provisioning begins, so
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promotions made after a preview or while a job is queued apply to that server.
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This applies to collections, single-server launches, and **Launch again**.
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This applies to collections, single-server launches, and **Launch another server**.
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Previews and queued jobs store file metadata without copying script or plugin
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contents for every lobby. Provisioning captures the bytes when each job starts.
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