Clarify server actions and group maintenance failures
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@@ -10,7 +10,11 @@ Campaigns retain managed-file deployment evidence; Collections define lineups.
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- **Overview** shows active work, attention, upcoming restarts, and Plutonium version
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coverage. Filter by capability or server. **Check now** refreshes health, drift,
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the production release, and running revisions.
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the production release, and running revisions. Failed checks are grouped by
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cause with links to affected servers; raw paths and responses stay in
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**Technical details**. Identical revision states share one summary row. Expand
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it for each server’s check and pending restart, or use **Retry version check**
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when the running revision is unverified.
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- **Policies & schedules** controls health recovery, configuration drift, automatic
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Plutonium updates, and the optional daily restart schedule independently.
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- **Activity** combines recovery findings, update results, and scheduled restarts.
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@@ -5,7 +5,11 @@ activity. **Fleet → Collections** owns reusable lineups and collection launch
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progress; their individual operations remain visible in Provisioning.
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Provisioning owns the queues, safety checks, execution, and
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recovery for all six actions. Create a server using **Create server**. For an existing
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server, choose **Manage server** or open its **Server actions** menu.
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server, use its visible **Restart server** or **Start server** action, or open
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**More actions**. Only actions supported by current host and container evidence
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are shown. Confirmations name the server and its current players and round;
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disruptive actions still wait for a fresh empty-lobby check. **Manage server**
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on the operations page offers the same actions for a selected server.
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**Create server** opens one dialog with game and map choices followed by automatic
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readiness checks. Blockers explain what needs attention before launch. Runtime
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@@ -29,18 +33,18 @@ retries when a response is lost.
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| Restart | Wait until empty, restart the existing container, and verify container health and RCON. |
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| Rebuild | Wait until empty, replace the instance through the host agent, preserving its server identity and port while advancing its generation. Verify container health, game status, map, and Plutonium revision. |
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| Stop | Wait until empty, stop the container, and verify that the host agent reports it stopped. Keep the instance for a later Start. |
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| Destroy | Wait until empty, remove the container and its files through the host agent, then retire the instance and registration. |
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| Remove | Wait until empty, remove the container and its files through the host agent, then retire the instance and registration. |
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## Safety and verification
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### Beta ownership and rebuilds
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Servers linked to a running or ready-to-promote beta cannot be destroyed or
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Servers linked to a running or ready-to-promote beta cannot be removed or
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rebuilt. Promote or roll back the beta first, including paused or failed test
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plans. Fleet removal and exact collection launches queue nothing if any server
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selected for removal belongs to an active beta. Provisioning checks again before
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teardown; already queued removals wait while their server belongs to an active
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beta. Opening a beta also requires cancelling or finishing any pending destruction
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beta. Opening a beta also requires cancelling or finishing any pending removal
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or rebuild on its selected servers.
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Rebuild requires confirmation because **no instance data is preserved**. Its fresh
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@@ -87,7 +91,7 @@ Administrators can add and remove available keys in **Admin → Keys**;
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assigned keys cannot be removed. Existing keys are migrated into their game
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pool, retaining assignments for existing servers and pending work. If a legacy
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rebuild has an uncertain result and used a different key, both possible keys
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remain reserved until that server is destroyed. Labels are for identification
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remain reserved until that server is removed. Labels are for identification
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only and do not change the hostname registered with Plutonium.
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### Player checks and administrator overrides
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@@ -210,7 +214,7 @@ heartbeat or completion-time promises.
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`DELETE /api/servers/:name`.
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- `/api/provisioning/:id`, `/:id/resume`, `/:id/cancel`, `/preview`, and
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`/house-party` preserve the existing operation, recovery, removal cancellation,
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launch preview, and fleet destruction APIs.
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launch preview, and fleet removal APIs.
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- `POST /api/provisioning/:id/cancel` cancels any active create, start, restart,
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rebuild, stop, or destroy job, including health verification. It releases that
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job's recovery capacity and prevents further steps; completed effects are not
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@@ -250,7 +254,7 @@ See [native host management](native-hosts.md) for command delivery and recovery.
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Admin → Settings groups Concurrency separately from history and storage settings,
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with one Save changes action for all pending edits. Existing fleet restart, startup
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and removal limits continue to apply. Additional per-host restart, startup and destruction limits, a combined
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and removal limits continue to apply. Additional per-host restart, startup and removal limits, a combined
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lifecycle limit, a rebuild limit, and a limit on hosts preparing game files default
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to 0 (no additional cap), preserving existing throughput on upgrade.
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