Remove key entry from launch dialogs

This commit is contained in:
2026-10-07 13:24:00 -04:00
parent ec45371478
commit bd7d1ed86f
4 changed files with 48 additions and 65 deletions
+12 -11
View File
@@ -33,8 +33,9 @@ It fills deficits without changing existing servers' files.
Choose **Fill missing servers** or **Match collection exactly**, then review
the server IDs and estimated capacity. Native host ports are assigned later.
4. Launches covered by unused keys show **Game key available**. Each game’s
available keys are counted once across the full lineup. Add an unused Plutonium
key for each remaining launch, or manage the game pools in **Keys**.
available keys are counted once across the full lineup. If more keys are
needed, add them under **Administration → Keys**, then refresh the preview.
Launch is enabled when every new server has an available game key.
5. Choose **Queue N servers** (or confirm removals and choose **Apply** in exact
mode) and follow the collection progress page.
If every target is already met, choose **Done**; no operation is created.
@@ -102,10 +103,9 @@ Apply validates the reviewed configuration, lobby IDs, keys, and fleet changes,
one database transaction, and returns the progress page ID. Native jobs initially
have no host or port; each job performs its capacity checks asynchronously during
provisioning. If a server lacks an available game key or its reviewed identity changed,
no jobs or key changes from that submission are committed. Legacy submissions also
revalidate their reviewed ports. Refreshing
the preview retains typed keys for launches in the same game that still need
keys, and resets removal confirmation.
no jobs or key reservations from that submission are committed. Legacy submissions
also revalidate their reviewed ports. Refreshing the preview rechecks pool
availability and resets removal confirmation.
Submitting the same preview again returns the same collection, including after
a lost response or an application restart. Reusing the collection with a new
@@ -145,13 +145,14 @@ remain visible in Provisioning activity and history.
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. Use an available key from the game pool, or enter an unused key for that game.
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.
A preview lasts 30 minutes. It neither reserves capacity nor saves a key. If
another launch takes the lobby, submission stops before saving the key;
refresh the preview and review the newly assigned ID. A typed key can follow
the new lobby within the same game. Pool availability is checked again at
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.