Add sidebar navigation and global command search
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@@ -20,7 +20,7 @@ their access checks. HTTPS requirements still apply. See the
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password. Only the holder of the token can create the first administrator.
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4. Remove `EC_SETUP_TOKEN` after setup and restart/recreate the controller.
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Setup remains closed once any user exists, even if the token is still set.
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5. Use **Administration → Users** to create additional accounts. Share temporary
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5. Use **Admin → Users** to create additional accounts. Share temporary
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passwords privately; each user must change theirs on first login.
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Existing installations become protected on upgrade. Existing game servers and
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@@ -37,7 +37,7 @@ It fills deficits without changing existing servers' files.
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plan. Review the change summary and the map table grouped by game.
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4. Check the required key coverage for each game. Available keys count once
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across the full lineup, and every new server needs a key. If a game is short,
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open **Administration → Keys** to add keys or wait for assigned keys to be
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open **Admin → Keys** to add keys or wait for assigned keys to be
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released. Returning to the dialog rechecks the pools and fleet.
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5. Review the capacity summary. Expand its details for CPU, memory, ports, and
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startup slots. Capacity estimates are advisory: queued launches can wait for
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@@ -142,7 +142,7 @@ All collections and individual launches share one startup queue, ordered by requ
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time. By default, one server starts at a time. Its startup slot remains occupied
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until the host agent confirms container health, game status and the selected map
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are verified, and RCON reports a current Plutonium revision.
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Only then can the next queued server start. Set **Concurrent server startups** in **Administration → Settings** to
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Only then can the next queued server start. Set **Concurrent server startups** in **Admin → Settings** to
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a positive integer to allow more simultaneous startups. Each worker pass admits
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at most the available slots, even if an attempt fails immediately.
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@@ -190,7 +190,7 @@ against the remaining fleet.
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2. Choose a game and map. The dialog automatically checks the current promoted
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setup, latest game files, available lobby, and game key pool as selections change.
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3. Review the readiness summary and resolve any displayed blockers. When no game
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key is available, open **Administration → Keys** and add one or wait for a key
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key is available, open **Admin → Keys** and add one or wait for a key
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to be released. Returning to the launch dialog rechecks availability; **Retry checks**
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also runs the checks again.
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4. If needed, expand **Advanced settings** for runtime and network overrides.
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@@ -46,13 +46,13 @@ Proxy the HTTPS address to controller port 3000. Open the dashboard and follow
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`.env` and run `docker compose up -d` to recreate the controller. Setup stays
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closed once an account exists.
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Add other users under **Administration → Users**. The
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Add other users under **Admin → Users**. The
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[access guide](authentication.md) explains roles, proxy configuration, and
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password recovery.
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## Prepare a game host
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1. Open **Library → Game Files** and upload the complete local folder for T5 or
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1. Open **Releases → Game files** and upload the complete local folder for T5 or
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T6, including DLC. Uploads can run before any host is enrolled. The latest
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verified upload becomes that game's default files.
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2. Open **Fleet → Hosts → Add Host**, configure the host's game-port range and
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@@ -67,7 +67,7 @@ base game files; each instance has its own writable data. See
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## Launch your first server
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1. Save Plutonium server keys in the T5 or T6 pool under **Administration → Keys**.
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1. Save Plutonium server keys in the T5 or T6 pool under **Admin → Keys**.
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2. Open **Create server** and choose a game and map. Readiness checks run
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automatically. For a reusable lineup, use **Fleet → Collections** instead.
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3. Resolve any launch blockers and choose **Launch server**. Provisioning queues
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@@ -1,6 +1,6 @@
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# Maintenance
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Open **Operations → Maintenance** to keep existing servers healthy and current.
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Open **Activity → Maintenance** to keep existing servers healthy and current.
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Maintenance owns observations, policies, schedules, requests, and verification of
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maintenance outcomes. Provisioning owns lifecycle execution, player checks,
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conflicts, rolling capacity, container recovery, and persistent operation history.
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@@ -98,7 +98,7 @@ Schedules survive application restarts. Missed days, including while globally
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paused, become one run on resume. Pending work is deduplicated per server. The
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worker starts on the first application request, so keep the app running and
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reachable. Finished scheduled and legacy maintenance activity is retained for
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30 days by default (configurable in Administration → Settings); update attempt records remain durable.
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30 days by default (configurable in Admin → Settings); update attempt records remain durable.
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## Health recovery and configuration drift
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@@ -90,7 +90,7 @@ Observations are recorded by the existing status worker. Each remains valid unti
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Capacity comes from `sv_maxclients` / `sv_maxClients` in the status response. When unavailable, the UI displays unknown rather than assuming a four-player limit. Capacity coverage is the map time for which every tracked lobby reported both occupancy and capacity.
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Collection begins after this feature is installed; previous occupancy cannot be reconstructed. Samples default to 31 days of retention; Administration → Settings can change this period. Cleanup runs during collection and in the background. They survive removal of a server and contain no player identities. The additive database table is created automatically on startup.
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Collection begins after this feature is installed; previous occupancy cannot be reconstructed. Samples default to 31 days of retention; Admin → Settings can change this period. Cleanup runs during collection and in the background. They survive removal of a server and contain no player identities. The additive database table is created automatically on startup.
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## API
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@@ -555,7 +555,7 @@ on heartbeats, including vanished caches. The latest published version of each g
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is always retained. With agent 1.4.7 or newer, an older host copy is automatically
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eligible for removal once no live instance reservation on that host references it.
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The game-file minimum count, supersession grace period and explicit protections in
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Administration → Settings also apply. Stopped,
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Admin → Settings also apply. Stopped,
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provisioning, and rebuilding instances still pin their version. The agent also
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refuses deletion if any Docker container (including stopped containers) mounts
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those files. Cleanup includes partial downloads and retries after interruption.
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@@ -1,6 +1,6 @@
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# Provisioning
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Open **Operations → Provisioning** for instance lifecycle work and persistent
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Open **Activity → Operations** for instance lifecycle work and persistent
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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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@@ -83,7 +83,7 @@ same key. Confirmed removal releases it for another launch. Failed or ambiguous
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creation keeps the assignment while cleanup may still be required.
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An unstarted creation cancelled before dispatch releases its key immediately.
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Administrators can add and remove available keys in **Administration → Keys**;
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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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@@ -248,7 +248,7 @@ See [native host management](native-hosts.md) for command delivery and recovery.
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## Concurrency limits
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Administration → Settings separates Concurrency and Retention, with independent
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Admin → Settings separates Concurrency and Retention, with independent
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save actions. Existing fleet restart, startup and destruction limits continue to
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apply. Additional per-host restart, startup and destruction 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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@@ -1,6 +1,6 @@
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# Fleet settings
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Administration → Settings has independent **Concurrency** and **Retention**
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Admin → Settings has independent **Concurrency** and **Retention**
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sections. Settings persist in SQLite, apply without restarting the controller,
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and are writable only by administrators. Saving one section preserves the other
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section's saved values. Upgrades preserve existing values and add new defaults.
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