@@ -1,14 +1,14 @@
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# Deployment blueprints
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# Deployment collections
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The Provisioning page is the starting point for reusable server collections. A
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blueprint describes a whole lineup: for example, two Kino lobbies, one Moon lobby,
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Open **Operations → Collections** to manage reusable server lineups. A
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collection describes a whole lineup: for example, two Kino lobbies, one Moon lobby,
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and two Town lobbies. Counts are desired fleet totals: existing and queued
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servers count toward each target, and only missing servers are created.
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Blueprints save game/map selections and lobby counts. Every new server uses the
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Collections save game/map selections and lobby counts. Every new server uses the
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latest promoted scripts, plugins, baseline, and matching configuration overlays
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when provisioning begins.
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For example, a blueprint targeting four Kino and two Der Riese lobbies, with
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For example, a collection targeting four Kino and two Der Riese lobbies, with
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two Kino already registered, creates two Kino and two Der Riese lobbies.
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The preview shows **Target / Existing or queued / To create** for each map.
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Matching is by game and exact map variant; T6 Town and Farm are distinct even
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@@ -18,15 +18,15 @@ they appear in both the server registry and active creation queue.
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Registered servers count even if stopped or unhealthy; conforming does not
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restart or reconfigure them. Failed creation jobs without a registered server,
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destroyed records, and servers awaiting removal do not count. The default
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**Fill missing servers** mode keeps excess servers and maps outside the blueprint.
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**Fill missing servers** mode keeps excess servers and maps outside the collection.
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It fills deficits without changing existing servers' files.
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## Build and launch a collection
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1. Choose **Create blueprint** on Provisioning and name the lineup.
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1. Choose **Create collection** on **Operations → Collections** and name the lineup.
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2. Add maps from Black Ops I or II and set the desired total lobbies for each.
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3. Choose **Save & preview** (or **Preview fleet changes** on a saved blueprint).
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Choose **Fill missing servers** or **Match blueprint exactly**, then review
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3. Choose **Save & preview** (or **Preview fleet changes** on a saved collection).
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Choose **Fill missing servers** or **Match collection exactly**, then review
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the server IDs and game ports.
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4. Lobbies with a saved key show **Saved key ready** and reuse it automatically.
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Enter a Plutonium key only for lobbies missing one. Update saved keys in **Keys**.
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@@ -34,12 +34,12 @@ It fills deficits without changing existing servers' files.
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mode) and follow the collection progress page.
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If every target is already met, choose **Done**; no operation is created.
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### Match blueprint exactly
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### Match collection exactly
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Exact mode applies to the entire registered and queued fleet across both games.
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The preview lists servers to keep, create, and remove. It keeps deployed lobbies
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before unstarted creations, then the lowest lobby numbers within each game/map
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variant. It removes excess lobbies and maps outside the blueprint. Retained
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variant. It removes excess lobbies and maps outside the collection. Retained
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servers keep their containers, files, ports, and configuration without a restart.
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The option is chosen per launch; opening another preview defaults to fill mode.
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@@ -64,17 +64,17 @@ tracks creations and removals, including removal-only plans, and lists the serve
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that were retained. The existing operation detail page offers removal cancellation
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and cleanup recovery where applicable.
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Blueprints support up to 40 distinct game/map selections, 1–20 lobbies per map,
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Collections support up to 40 distinct game/map selections, 1–20 lobbies per map,
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and 100 servers total. The host's configured port range and existing fleet may
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allow fewer. A blueprint can be saved even when there is insufficient capacity
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to launch it. Saving a blueprint does not capture or pin managed file versions.
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allow fewer. A collection can be saved even when there is insufficient capacity
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to launch it. Saving a collection does not capture or pin managed file versions.
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Use **Edit** on a blueprint card to change its name, description, maps, or lobby
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Use **Edit** on a collection card to change its name, description, maps, or lobby
|
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counts. Already reviewed launches keep their original lineup, including after
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blueprint edits or removal; their managed files still follow the latest promotions.
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Previously saved blueprints automatically use this policy without being resaved.
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Blueprints saved by the earlier single-server release load as one-server lineups
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and can be expanded directly. Any file snapshots in older blueprints are ignored
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collection edits or removal; their managed files still follow the latest promotions.
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||||
Previously saved collections automatically use this policy without being resaved.
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||||
Collections saved by the earlier single-server release load as one-server lineups
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||||
and can be expanded directly. Any file snapshots in older collections are ignored
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||||
when preparing new launches.
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||||
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||||
A collection preview does not reserve capacity. At submission, all lobby IDs,
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@@ -85,7 +85,7 @@ the preview retains typed keys only for unchanged server IDs still missing a sav
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key, and resets removal confirmation.
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||||
Submitting the same preview again returns the same collection, including after
|
||||
a lost response or an application restart. Reusing the blueprint with a new
|
||||
a lost response or an application restart. Reusing the collection with a new
|
||||
preview recomputes the shortfall, including servers queued by earlier launches.
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||||
It does not add another full copy of the lineup. If the shortfall or assigned
|
||||
capacity changes before submission, the request is rejected without changes and
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@@ -114,7 +114,7 @@ operation links back to its collection.
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## Create and review a launch
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||||
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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 blueprint.
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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. Enter the Plutonium key for the displayed server ID, or reuse its saved key.
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@@ -132,24 +132,24 @@ rules, or credentials. Container and RCON verification happen after provisioning
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T6 variants retain their exact catalog slug and launch ruleset; RCON health checks
|
||||
verify the engine map, not the variant's start location.
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||||
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||||
## Save and reuse a blueprint
|
||||
## Save and reuse a collection
|
||||
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||||
Expand **Make this a reusable blueprint** in a launch preview and give it a name
|
||||
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
|
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available capacity blocks launching. Names are unique without regard to case.
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||||
Each map in a blueprint retains the game, exact map variant, and desired lobby
|
||||
Each map in a collection retains the game, exact map variant, and desired lobby
|
||||
count. Image references, managed files, and composed configuration are resolved
|
||||
from the current setup for each new launch. Credentials, lobby IDs, and ports are
|
||||
not copied from the source server.
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||||
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||||
Use **Conform fleet** on a blueprint card to review missing servers. Remove a
|
||||
blueprint from the library when it is no longer needed; its existing servers,
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||||
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.
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||||
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||||
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
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||||
preview also lets you save that map as a blueprint with a target of one lobby.
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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
|
||||
without a recorded recipe retain their history but cannot offer this action.
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||||
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||||
@@ -159,7 +159,7 @@ 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 submitted and 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 blueprint collections, single-server launches, and **Launch again**.
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||||
This applies to collection collections, single-server launches, and **Launch again**.
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||||
|
||||
The files selected at provisioning, their hashes and version metadata, composed
|
||||
configuration, selected map, and image reference are recorded in SQLite for
|
||||
@@ -201,6 +201,10 @@ repeats container creation or deployment as part of this recovery.
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||||
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||||
## API
|
||||
|
||||
Collections retain the existing `/api/blueprints` endpoints and `blueprintId` /
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||||
`blueprintName` fields for compatibility. Saved data needs no migration. Old
|
||||
`/provisioning?view=blueprints` links redirect to `/collections`.
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||||
|
||||
- `GET /api/blueprints`: list lineup summaries with game/map selections and counts.
|
||||
- `POST /api/blueprints`: save `{ name, description?, previewId }` or
|
||||
`{ name, description?, deploymentId }` for a single-map target of one lobby, or
|
||||
@@ -222,7 +226,7 @@ repeats container creation or deployment as part of this recovery.
|
||||
each waiting server's global `queuePosition`, and the shared queue's concurrency,
|
||||
active startups, and queued count.
|
||||
- `POST /api/deployments/preview`: preview `{ game, mapSlug }` or `{ deploymentId }`
|
||||
for a new single server using the latest promoted setup. All blueprints, including one-server
|
||||
for a new single server using the latest promoted setup. All collections, including one-server
|
||||
targets, must use the collection endpoint so existing servers count correctly.
|
||||
Returns an ID, expiry, recipe summary, capacity, key
|
||||
availability (never its value), and prerequisite checks.
|
||||
|
||||
Reference in New Issue
Block a user