Automate host preparation and speed up game file downloads
This commit is contained in:
@@ -74,6 +74,7 @@ export interface Host {
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readiness: HostReadiness; readinessReasons: string[]; inventory: HostInventory;
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enrolled: boolean; credentialActive: boolean;
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decommission: HostDecommission | null;
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preparation?: HostPreparation;
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}
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export interface HostOperation {
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id: string; hostId: string; kind: string; instanceId: string | null; generation: number | null;
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@@ -81,6 +82,15 @@ export interface HostOperation {
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createdAt: string; updatedAt: string;
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}
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export interface HostPreparationItem {
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kind: 'runtime' | 'library'; label: string;
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state: 'waiting' | 'preparing' | 'ready' | 'blocked'; detail: string;
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operationId?: string; bytesDownloaded?: number; bytesTotal?: number;
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}
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export interface HostPreparation {
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state: HostPreparationItem['state']; items: HostPreparationItem[];
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}
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export interface NativeDeploymentSelection {
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hostId: string; libraryIds: Partial<Record<'t5' | 't6', string>>; image: string;
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bindAddress?: string; publicAddress?: string; publicPort?: number;
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@@ -38,6 +38,14 @@ export function newestReadyLibrary(game: string): GameLibraryVersion | null {
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const row = database().prepare("SELECT v.*, l.game FROM game_file_versions v JOIN game_file_libraries l ON l.id=v.library_id WHERE l.game=? AND v.state='ready' ORDER BY v.created_at DESC, v.rowid DESC LIMIT 1").get(game) as VersionRow | undefined;
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return row ? versionFromRow(row) : null;
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}
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/** Preparation needs only the latest published version of each library, never its full manifest. */
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export function latestPublishedLibraries() {
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return database().prepare(`SELECT v.id, l.name, l.game, v.version, v.size_bytes AS sizeBytes, v.manifest_sha256 AS manifestSha256
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FROM game_file_versions v JOIN game_file_libraries l ON l.id=v.library_id
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WHERE v.state='ready' AND v.id=(SELECT newest.id FROM game_file_versions newest
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WHERE newest.library_id=l.id AND newest.state='ready' ORDER BY newest.created_at DESC,newest.rowid DESC LIMIT 1)
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ORDER BY l.name`).all() as { id: string; name: string; game: GameLibraryGame; version: string; sizeBytes: number; manifestSha256: string }[];
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}
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export function listLibraries(): GameLibrary[] {
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reconcileLibraryOperations();
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return (database().prepare('SELECT * FROM game_file_libraries ORDER BY name').all() as Array<{ id: string; name: string; game: GameLibraryGame; description: string; created_at: string }>).map(row => ({
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@@ -315,18 +323,19 @@ export function queueLibraryDownload(hostId: string, versionId: string) {
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if (!version || version.state !== 'ready') throw new Error('Choose a published library version.');
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const host = getHost(hostId);
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if (!host || !host.connected || !host.credentialActive || host.mode === 'disabled') throw new Error('Choose an online, enrolled host.');
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if (Number(host.inventory.storageAvailable ?? 0) < version.sizeBytes + host.minimumFreeBytes) throw new Error('This host has insufficient storage for this library and its minimum free-space reserve.');
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const prior = getHostLibraryCache(hostId, versionId);
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if (prior?.operationId) {
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const operation = getHostOperation(prior.operationId);
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if (operation && ['pending', 'accepted', 'running', 'unknown'].includes(operation.state)) return operation;
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}
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const retainedBytes = prior?.manifestSha256 === version.manifestSha256 ? prior.bytesDownloaded : 0;
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if (Number(host.inventory.storageAvailable ?? 0) < version.sizeBytes - retainedBytes + host.minimumFreeBytes) throw new Error('This host has insufficient storage for this library and its minimum free-space reserve.');
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const operation = queueHostOperation(hostId, 'library.download', {
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libraryVersionId: versionId, game: version.game, manifestUrl: `/api/agent/libraries/${versionId}/manifest`,
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filesBaseUrl: `/api/agent/libraries/${versionId}/files`, statusUrl: `/api/agent/libraries/${versionId}/status`,
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manifestSha256: version.manifestSha256, sizeBytes: version.sizeBytes
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});
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updateHostLibraryCaches(hostId, [{ libraryVersionId: versionId, status: 'downloading', bytesDownloaded: 0 }]);
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updateHostLibraryCaches(hostId, [{ libraryVersionId: versionId, status: 'downloading', bytesDownloaded: retainedBytes, manifestSha256: prior?.manifestSha256 }]);
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database().prepare('UPDATE host_library_caches SET operation_id=? WHERE host_id=? AND version_id=?').run(operation.id, hostId, versionId);
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return operation;
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}
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@@ -33,8 +33,8 @@ function hostFromRow(row: HostRow): Host {
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const infrastructureReady = reasons.length === 0;
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const runtimeReady = !!inventory.runtimeImages?.length;
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const libraryReady = !!inventory.libraries?.some(library => library.state === 'ready');
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if (!runtimeReady) reasons.push('Prepare a Plutainer runtime image.');
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if (!libraryReady) reasons.push('Download and verify a game-file library.');
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if (!runtimeReady) reasons.push('The Plutainer runtime image is not ready yet.');
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if (!libraryReady) reasons.push('No verified game-file library is available yet.');
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if (row.mode === 'draining') reasons.push('Host is draining; new deployments are blocked.');
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if (row.mode === 'disabled') reasons.push('Host is disabled.');
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const decommission = presentDecommission(decommissionRow(row.id));
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@@ -0,0 +1,123 @@
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import { db } from '../db/index.js';
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import { config } from '../config.js';
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import { AGENT_PROTOCOL_VERSION, getHost, queueHostOperation } from './index.js';
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import { getHostLibraryCache, latestPublishedLibraries, queueLibraryDownload } from '../game-files/index.js';
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import type { Host, HostOperationState, HostPreparation, HostPreparationItem } from '../../hosts.js';
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const activeStates = ['pending', 'accepted', 'running', 'unknown'];
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type PreparationOperation = { id: string; state: HostOperationState; updated_at: string; error: string | null };
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type Target = { item: HostPreparationItem; image?: string; versionId?: string; requiredBytes: number; operation?: PreparationOperation };
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function latestOperation(hostId: string, kind: string, field: string, value: string): PreparationOperation | undefined {
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return db().prepare(`SELECT id,state,updated_at,error FROM ec_host_operations
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WHERE host_id=? AND kind=? AND json_extract(payload,?)=? ORDER BY created_at DESC,rowid DESC LIMIT 1`)
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.get(hostId, kind, `$.${field}`, value) as PreparationOperation | undefined;
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}
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function retryAt(hostId: string, target: Target): number {
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const operation = target.operation;
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if (!operation || operation.state !== 'failed') return 0;
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const kind = target.image ? 'runtime.pull' : 'library.download';
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const field = target.image ? '$.image' : '$.libraryVersionId';
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const value = target.image ?? target.versionId!;
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// Count consecutive failures, including across controller restarts. Unknown
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// operations are never retried under a new ID: their journal must reconcile.
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const { count } = db().prepare(`SELECT COUNT(*) AS count FROM ec_host_operations
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WHERE host_id=? AND kind=? AND json_extract(payload,?)=? AND state='failed'
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AND rowid>COALESCE((SELECT MAX(rowid) FROM ec_host_operations
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WHERE host_id=? AND kind=? AND json_extract(payload,?)=? AND state='completed'),0)`)
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.get(hostId, kind, field, value, hostId, kind, field, value) as { count: number };
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return Date.parse(operation.updated_at) + Math.min(15 * 60_000, 60_000 * 2 ** Math.min(4, Math.max(0, count - 1)));
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}
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function hostBlocker(host: Host): { state: 'waiting' | 'blocked'; detail: string } | null {
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if (host.decommission) return { state: 'waiting', detail: 'Automatic preparation is paused during host deletion.' };
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if (host.mode !== 'active') return { state: 'waiting', detail: `Automatic preparation is paused while this host is ${host.mode}.` };
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if (!host.enrolled) return { state: 'waiting', detail: 'Automatic preparation starts after agent installation.' };
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if (!host.connected || !host.credentialActive) return { state: 'waiting', detail: 'Waiting for the host to reconnect.' };
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if (host.inventory.protocolVersion !== AGENT_PROTOCOL_VERSION) return { state: 'blocked', detail: 'A compatible host agent is required.' };
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if (!host.inventory.dockerRunning) return { state: 'blocked', detail: 'Waiting for Docker to become available on the host.' };
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if (!host.inventory.directoriesWritable) return { state: 'blocked', detail: 'The host cannot write its managed directories.' };
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return null;
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}
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function targets(host: Host): Target[] {
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const image = config.komodo.defaultImage;
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const runtimeReady = host.inventory.runtimeImages?.includes(image);
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const result: Target[] = [{ image, requiredBytes: host.minimumFreeBytes,
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operation: latestOperation(host.id, 'runtime.pull', 'image', image),
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item: { kind: 'runtime', label: image, state: runtimeReady ? 'ready' : 'waiting', detail: runtimeReady ? 'Runtime is cached.' : 'Runtime will be downloaded automatically.' } }];
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for (const version of latestPublishedLibraries()) {
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const cache = getHostLibraryCache(host.id, version.id);
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const matches = cache?.manifestSha256 === version.manifestSha256;
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const ready = matches && ['ready', 'outdated'].includes(cache!.status) && cache!.bytesDownloaded === version.sizeBytes;
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result.push({ versionId: version.id, requiredBytes: version.sizeBytes - (matches ? cache!.bytesDownloaded : 0) + host.minimumFreeBytes,
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operation: latestOperation(host.id, 'library.download', 'libraryVersionId', version.id),
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item: { kind: 'library', label: `${version.name} · ${version.version}`, state: ready ? 'ready' : 'waiting',
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detail: ready ? 'Game files are downloaded and verified.' : 'Game files will be downloaded and verified automatically.',
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bytesDownloaded: cache?.bytesDownloaded ?? 0, bytesTotal: version.sizeBytes } });
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}
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const blocker = hostBlocker(host);
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for (const target of result) {
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if (target.item.state === 'ready') continue;
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const operation = target.operation;
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if (operation) target.item.operationId = operation.id;
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if (blocker) { Object.assign(target.item, blocker); continue; }
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if (operation && activeStates.includes(operation.state)) {
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target.item.state = 'preparing';
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target.item.detail = operation.state === 'unknown' ? 'Waiting for the agent to reconcile interrupted preparation.'
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: target.image ? 'Downloading the runtime automatically.' : 'Downloading and verifying game files automatically.';
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} else if (operation && Date.parse(host.lastHeartbeat!) <= Date.parse(operation.updated_at)) {
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target.item.state = 'preparing'; target.item.detail = 'Waiting for a fresh host inventory after preparation.';
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} else if (retryAt(host.id, target) > Date.now()) {
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target.item.state = 'blocked';
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target.item.detail = `${operation?.error ?? 'Preparation failed.'} Automatic retry after ${new Date(retryAt(host.id, target)).toISOString()}.`;
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} else if (Number(host.inventory.storageAvailable ?? 0) < target.requiredBytes) {
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target.item.state = 'blocked'; target.item.detail = 'Insufficient free storage, including the host reserve. Preparation resumes automatically when space is available.';
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}
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}
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return result;
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}
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export function hostPreparationStatus(host: Host): HostPreparation {
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const items = targets(host).map(target => target.item);
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if (!items.some(item => item.kind === 'library')) items.push({ kind: 'library', label: 'Game files', state: 'waiting',
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detail: 'Upload and publish a game-file library once; hosts download it automatically.' });
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const state = items.some(item => item.state === 'blocked') ? 'blocked'
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: items.some(item => item.state === 'preparing') ? 'preparing'
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: items.some(item => item.state === 'waiting') ? 'waiting' : 'ready';
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return { state, items };
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}
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export function presentHostPreparation(host: Host): Host {
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const preparation = hostPreparationStatus(host);
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if (['needs-runtime', 'needs-game-files'].includes(host.readiness) && preparation.state === 'preparing') {
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return { ...host, readiness: 'preparing', readinessReasons: preparation.items.filter(item => item.state !== 'ready').map(item => item.detail), preparation };
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}
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return { ...host, preparation };
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}
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/** Agent heartbeats and polls drive durable preparation; no open UI or in-memory worker is needed. */
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export function reconcileHostPreparation(hostId: string): HostPreparation {
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return db().transaction(() => {
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const host = getHost(hostId);
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if (!host) throw new Error('Host was not found.');
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if (!hostBlocker(host)) {
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// Queue only one setup mutation at a time so each capacity check uses
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// fresh disk inventory. This also respects manually queued downloads.
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const active = db().prepare(`SELECT 1 FROM ec_host_operations WHERE host_id=?
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AND kind IN ('runtime.pull','library.download','library.import') AND state IN ('pending','accepted','running','unknown') LIMIT 1`).get(hostId);
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const finished = db().prepare(`SELECT updated_at FROM ec_host_operations WHERE host_id=?
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AND kind IN ('runtime.pull','library.download','library.import') AND state IN ('completed','failed')
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ORDER BY updated_at DESC LIMIT 1`).get(hostId) as { updated_at: string } | undefined;
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if (!active && (!finished || Date.parse(host.lastHeartbeat!) > Date.parse(finished.updated_at))) {
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// A failed or oversized library must not prevent other libraries
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// from preparing. The runtime still comes first when eligible.
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const target = targets(host).find(target => target.item.state === 'waiting');
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if (target?.image) queueHostOperation(host.id, 'runtime.pull', { image: target.image });
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else if (target?.versionId) queueLibraryDownload(host.id, target.versionId);
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}
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}
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return hostPreparationStatus(host);
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}).immediate();
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}
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@@ -17,7 +17,7 @@
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let mode = $state<CollectionMode>('fill');
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let games = $state<ZombieGame[]>([]);
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let collectionName = $state('Launch collection');
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let hostSelection = $state<NativeDeploymentSelection>({ hostId: '', libraryIds: {}, image: 'ghcr.io/ayymoss/plutainer:latest' });
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let hostSelection = $state<NativeDeploymentSelection>({ hostId: '', libraryIds: {}, image: '' });
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let hostReady = $state(false);
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let confirmRemovals = $state(false);
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let keys = $state<Record<string, string>>({});
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@@ -41,7 +41,7 @@
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async function initialize() {
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const current = ++session; busy = true; error = ''; games = []; hostReady = false;
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hostSelection = { hostId: '', libraryIds: {}, image: 'ghcr.io/ayymoss/plutainer:latest' };
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hostSelection = { hostId: '', libraryIds: {}, image: '' };
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try {
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const response = await fetch('/api/blueprints'); const body = await response.json();
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if (!response.ok) throw new Error(body.error ?? 'Could not load collection.');
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@@ -23,7 +23,7 @@
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let maps = $derived(catalogs[game]);
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let selectedBlueprint = $derived(blueprints.find(b => b.id === blueprintId));
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let preview = $state<LaunchPreview | null>(null);
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let hostSelection = $state<NativeDeploymentSelection>({ hostId: '', libraryIds: {}, image: 'ghcr.io/ayymoss/plutainer:latest' });
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let hostSelection = $state<NativeDeploymentSelection>({ hostId: '', libraryIds: {}, image: '' });
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let hostReady = $state(false);
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let plutoKey = $state('');
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let busy = $state(false);
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@@ -54,7 +54,7 @@
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blueprintId = initialBlueprintId;
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game = initialGame;
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mapSlug = initialMapSlug;
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hostSelection = { hostId: '', libraryIds: {}, image: 'ghcr.io/ayymoss/plutainer:latest' }; hostReady = false;
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hostSelection = { hostId: '', libraryIds: {}, image: '' }; hostReady = false;
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try {
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const [mapRes, blueprintRes] = await Promise.all([fetch('/api/maps'), fetch('/api/blueprints')]);
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if (!mapRes.ok || !blueprintRes.ok) throw new Error('Could not load maps and collections. Try again.');
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@@ -0,0 +1,31 @@
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<script lang="ts">
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import type { Host } from '$lib/hosts.js';
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import { formatGameBytes } from '$lib/game-files.js';
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let { host }: { host: Host } = $props();
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</script>
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<div class="preparation" aria-live="polite">
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<p>The default runtime and the latest published version of each game library are prepared automatically on active hosts. New versions leave running servers on their selected files.</p>
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{#if host.preparation}
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<p class="status" class:blocked={host.preparation.state === 'blocked'}>Automatic setup: {host.preparation.state === 'ready' ? 'Ready' : host.preparation.state === 'preparing' ? 'In progress' : host.preparation.state === 'blocked' ? 'Needs attention' : 'Waiting'}</p>
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<ul>
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{#each host.preparation.items as item}
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<li>
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<div class="row"><strong>{item.label}</strong><span>{item.state === 'blocked' ? 'Needs attention' : item.state}</span></div>
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<p class:blocked={item.state === 'blocked'}>{item.detail}</p>
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{#if item.bytesTotal && item.bytesDownloaded !== undefined && item.state === 'preparing'}
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<progress max={item.bytesTotal} value={item.bytesDownloaded} aria-label={`${item.label} download progress`}></progress>
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<small>{formatGameBytes(item.bytesDownloaded)} / {formatGameBytes(item.bytesTotal)}</small>
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{/if}
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</li>
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{/each}
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</ul>
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{:else}<p>Setup progress will appear after the host connects.</p>{/if}
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<p><a href="/game-files">Upload and view game-file libraries →</a></p>
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</div>
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<style>
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.preparation { display:grid; gap:12px; } p { margin:0; color:var(--text-secondary); font-size:var(--text-sm); line-height:1.6; } .status { color:var(--text-primary); }
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ul { list-style:none; padding:0; margin:0; display:grid; gap:16px; } li { min-width:0; } .row { display:flex; justify-content:space-between; gap:12px; font-size:var(--text-sm); } strong { overflow-wrap:anywhere; } span { text-transform:capitalize; color:var(--text-secondary); }
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li p { margin-top:4px; } .blocked { color:var(--state-danger); } progress { width:100%; margin-top:8px; accent-color:var(--accent-primary); } small { display:block; color:var(--text-secondary); font-size:var(--text-xs); } a { color:var(--accent-primary-hover); }
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</style>
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@@ -4,36 +4,58 @@
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import { hostReadinessLabel } from '$lib/hosts.js';
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import type { GameLibrary } from '$lib/game-files.js';
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import type { ZombieGame } from '$lib/map-aliases.js';
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import { pollVisible } from '$ui/poll.js';
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let { games, selection = $bindable(), ready = $bindable(false), disabled = false, network = false, onchange }:
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{ games: ZombieGame[]; selection: NativeDeploymentSelection; ready?: boolean; disabled?: boolean; network?: boolean; onchange?: () => void } = $props();
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let hosts = $state<Host[]>([]); let libraries = $state<GameLibrary[]>([]); let loading = $state(true); let error = $state('');
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let defaultRuntimeImage = $state('');
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let runtimeSelection: NativeDeploymentSelection | null = null;
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const host = $derived(hosts.find(item => item.id === selection.hostId));
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const versions = $derived(libraries.flatMap(library => library.versions.filter(version => version.state === 'ready').map(version => ({ ...version, name: library.name }))));
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// Keep each library's server ordering, including its tie breaker for versions
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// created together. Publication completion time does not choose auto setup.
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const versions = $derived(libraries.flatMap(library => library.versions.filter(version => version.state === 'ready').map(version => ({ ...version, name: library.name }))).sort((a, b) => b.createdAt.localeCompare(a.createdAt)));
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const latestVersions = $derived(libraries.flatMap(library => library.versions.filter(version => version.state === 'ready').slice(0, 1)).sort((a, b) => b.createdAt.localeCompare(a.createdAt)));
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const imageReady = $derived(!!host?.inventory.runtimeImages?.includes(selection.image));
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function cacheReady(versionId: string | undefined) { return !!versionId && versions.some(version => version.id === versionId && version.caches.some(cache => cache.hostId === selection.hostId && ['ready', 'outdated'].includes(cache.status))); }
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$effect(() => { ready = !loading && host?.readiness === 'ready' && imageReady && games.length > 0 && games.every(game => cacheReady(selection.libraryIds[game])); });
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$effect(() => { ready = !loading && !error && host?.readiness === 'ready' && imageReady && games.length > 0 && games.every(game => cacheReady(selection.libraryIds[game])); });
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$effect(() => {
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if (disabled || !defaultRuntimeImage || runtimeSelection === selection) return;
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if (!selection.image) selection.image = defaultRuntimeImage;
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runtimeSelection = selection;
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});
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$effect(() => {
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if (!host || disabled) return;
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let changed = false;
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for (const game of games) {
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if (selection.libraryIds[game]) continue;
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const latest = latestVersions.find(version => version.game === game);
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if (latest) { selection.libraryIds[game] = latest.id; changed = true; }
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}
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if (changed) onchange?.();
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});
|
||||
async function load() {
|
||||
loading = true; error = '';
|
||||
try {
|
||||
const [hostResponse, libraryResponse] = await Promise.all([fetch('/api/hosts'), fetch('/api/game-files')]);
|
||||
if (!hostResponse.ok || !libraryResponse.ok) throw new Error('Could not load hosts and game libraries.');
|
||||
const [hostBody, libraryBody] = await Promise.all([hostResponse.json(), libraryResponse.json()]); hosts = hostBody.hosts; libraries = libraryBody.libraries;
|
||||
const [hostBody, libraryBody] = await Promise.all([hostResponse.json(), libraryResponse.json()]); hosts = hostBody.hosts; libraries = libraryBody.libraries; error = '';
|
||||
defaultRuntimeImage = hostBody.defaultRuntimeImage ?? '';
|
||||
} catch (cause) { error = (cause as Error).message; } finally { loading = false; }
|
||||
}
|
||||
onMount(() => { void load(); });
|
||||
onMount(() => pollVisible(load, 5000));
|
||||
</script>
|
||||
|
||||
<section class="selection" aria-label="Deployment host and game files">
|
||||
<div class="title"><h3>Host and game files</h3><button type="button" disabled={disabled || loading} onclick={() => { onchange?.(); void load(); }}>Refresh hosts</button></div>
|
||||
{#if error}<p role="alert" class="error">{error}</p>{/if}
|
||||
{#if loading}<p role="status">Loading host readiness and libraries…</p>{/if}
|
||||
<label>Game host<select bind:value={selection.hostId} disabled={disabled || loading} onchange={() => onchange?.()}><option value="">Choose a host</option>{#each hosts as candidate}<option value={candidate.id} disabled={candidate.readiness !== 'ready'}>{candidate.name} · {candidate.connectionState} · {hostReadinessLabel(candidate.readiness)}</option>{/each}</select></label>
|
||||
{#if !loading && !hosts.some(candidate => candidate.readiness === 'ready')}<p>No deployment-ready hosts. <a href="/hosts" target="_blank" rel="noopener">Set up a host</a>, then refresh.</p>{/if}
|
||||
<label>Game host<select bind:value={selection.hostId} disabled={disabled || loading} onchange={() => onchange?.()}><option value="">Choose a host</option>{#each hosts as candidate}<option value={candidate.id} disabled={candidate.mode !== 'active' || !!candidate.decommission || !candidate.credentialActive}>{candidate.name} · {candidate.connectionState} · {candidate.preparation?.state === 'preparing' ? 'Preparing automatically' : hostReadinessLabel(candidate.readiness)}</option>{/each}</select></label>
|
||||
{#if !loading && !hosts.length}<p><a href="/hosts" target="_blank" rel="noopener">Add a host</a>. Its runtime and published game files will be prepared automatically.</p>{/if}
|
||||
{#if host}<p>{host.hostname} · ports {host.portMin}–{host.portMax} · {host.publicAddress || host.bindAddress}</p>{/if}
|
||||
{#each games as game}<label>{game === 't5' ? 'Black Ops I' : 'Black Ops II'} game-file version<select bind:value={selection.libraryIds[game]} disabled={disabled || loading || !host} onchange={() => onchange?.()}><option value="">Choose an immutable library version</option>{#each versions.filter(version => version.game === game) as version}<option value={version.id} disabled={!cacheReady(version.id)}>{version.name} · {version.version} · {cacheReady(version.id) ? 'Ready on host' : 'Not cached on host'}</option>{/each}</select></label>{/each}
|
||||
<p><a href="/game-files" target="_blank" rel="noopener">Upload a game folder or download a version to a host</a>, then refresh. Each launch stays pinned to its selected library version.</p>
|
||||
<label>Plutainer runtime image<input required bind:value={selection.image} disabled={disabled} onchange={() => onchange?.()} /></label>
|
||||
{#if host && !imageReady}<p class="error">Prepare this runtime image from <a href={`/hosts/${host.id}`} target="_blank" rel="noopener">host setup</a> before launch.</p>{/if}
|
||||
{#if host?.preparation && host.preparation.state !== 'ready'}<p class:error={host.preparation.state === 'blocked'}>{host.preparation.items.find(item => item.state === 'blocked' || item.state === 'preparing' || item.state === 'waiting')?.detail} <a href={`/hosts/${host.id}`} target="_blank" rel="noopener">View automatic setup</a></p>{/if}
|
||||
{#each games as game}<label>{game === 't5' ? 'Black Ops I' : 'Black Ops II'} game-file version<select bind:value={selection.libraryIds[game]} disabled={disabled || loading || !host} onchange={() => onchange?.()}><option value="">Choose an immutable library version</option>{#each versions.filter(version => version.game === game) as version}<option value={version.id}>{version.name} · {version.version} · {cacheReady(version.id) ? 'Ready on host' : 'Awaiting host copy'}</option>{/each}</select></label>{#if host && selection.libraryIds[game] && !cacheReady(selection.libraryIds[game])}<p>The selected files must finish preparation before launch. The latest published versions download automatically; older versions can be prepared from <a href="/game-files" target="_blank" rel="noopener">Game Files</a>.</p>{/if}{/each}
|
||||
<p><a href="/game-files" target="_blank" rel="noopener">Publish a game folder</a> to make it available automatically on hosts. Each launch stays pinned to its selected version. Setup progress refreshes automatically.</p>
|
||||
<details><summary>Advanced: runtime override</summary><p>The configured default runtime is prepared automatically. Custom images must be prepared from the host page.</p><label>Plutainer runtime image<input required bind:value={selection.image} disabled={disabled} onchange={() => onchange?.()} /></label></details>
|
||||
{#if host && !imageReady}<p>Waiting for runtime preparation. <a href={`/hosts/${host.id}`} target="_blank" rel="noopener">View host setup</a>.</p>{/if}
|
||||
{#if network}<details><summary>Network overrides</summary><label>Local bind address<input bind:value={selection.bindAddress} placeholder={host?.bindAddress ?? 'Host default'} disabled={disabled} onchange={() => onchange?.()} /></label><label>Public / NAT address<input bind:value={selection.publicAddress} placeholder={host?.publicAddress || 'Host default'} disabled={disabled} onchange={() => onchange?.()} /></label><label>Public / NAT port<input type="number" min="1" max="65535" bind:value={selection.publicPort} placeholder="Same as local port" disabled={disabled} onchange={() => onchange?.()} /></label><p>Public mapping does not change the local Docker port reservation.</p></details>{/if}
|
||||
</section>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user