Remove key entry from launch dialogs
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+12
-11
@@ -33,8 +33,9 @@ It fills deficits without changing existing servers' files.
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Choose **Fill missing servers** or **Match collection exactly**, then review
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the server IDs and estimated capacity. Native host ports are assigned later.
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4. Launches covered by unused keys show **Game key available**. Each game’s
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available keys are counted once across the full lineup. Add an unused Plutonium
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key for each remaining launch, or manage the game pools in **Keys**.
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available keys are counted once across the full lineup. If more keys are
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needed, add them under **Administration → Keys**, then refresh the preview.
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Launch is enabled when every new server has an available game key.
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5. Choose **Queue N servers** (or confirm removals and choose **Apply** in exact
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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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@@ -102,10 +103,9 @@ Apply validates the reviewed configuration, lobby IDs, keys, and fleet changes,
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one database transaction, and returns the progress page ID. Native jobs initially
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have no host or port; each job performs its capacity checks asynchronously during
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provisioning. If a server lacks an available game key or its reviewed identity changed,
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no jobs or key changes from that submission are committed. Legacy submissions also
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revalidate their reviewed ports. Refreshing
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the preview retains typed keys for launches in the same game that still need
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keys, and resets removal confirmation.
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no jobs or key reservations from that submission are committed. Legacy submissions
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also revalidate their reviewed ports. Refreshing the preview rechecks pool
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availability and resets removal confirmation.
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Submitting the same preview again returns the same collection, including after
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a lost response or an application restart. Reusing the collection with a new
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@@ -145,13 +145,14 @@ remain visible in Provisioning activity and history.
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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. Use an available key from the game pool, or enter an unused key for that game.
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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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A preview lasts 30 minutes. It neither reserves capacity nor saves a key. If
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another launch takes the lobby, submission stops before saving the key;
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refresh the preview and review the newly assigned ID. A typed key can follow
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the new lobby within the same game. Pool availability is checked again at
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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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