Remove dry-run and create-only autoscaling modes

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2026-10-07 15:49:46 -04:00
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# Lobby autoscaling implementation plan
Status: Approved and implemented October 6, 2026. Controller support and agent 1.7.0 are complete; production dry run, pilot measurements, and live rollout remain pending. See [usage and the pilot procedure](../guides/autoscaling.md).
Status: Approved and implemented October 6, 2026. Controller support and agent 1.7.0 are complete; production pilot measurements and live rollout remain pending. See [usage and the pilot procedure](../guides/autoscaling.md).
The design below preserves the approved scope and subsequent implementation
record. Use the linked guide for current policy behavior, including game-wide
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Start with Create/Destroy on existing native hosts. Run the evaluator in dry run for two weeks, then enable creation for a small pilot before enabling removal. Host acquisition, VM shutdown, Stop/Start pooling, scheduled demand prediction, and waking servers from incoming packets are outside the first release.
Update October 7, 2026: Dry run and Create only have been removed. Current policies support Off and Create and destroy, defaulting to Off. Existing policies in removed modes switch to Off on upgrade. The original implementation stages below record the initial design; follow the current [usage and pilot procedure](../guides/autoscaling.md) for operation.
## Existing foundations and required extensions
| Foundation | Reuse and required work |
@@ -216,7 +216,7 @@ styling, and document their use.
| --- | --- |
| Fleet cards | Map/lobby/game first; health, player count, and round next; roster and match duration below; lower-priority timing and technical identity in supporting details. Preserve compact empty cards, search, pins, table mode, and the match spotlight. |
| Server detail | Add map/game identity to the shared header with health. Keep player counts, round, and timing in the Live content so Configuration and Diagnostics remain focused on their task. |
| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Dry run/live mode, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
| Autoscaling | Use shared identity and mode badges, a compact count strip, and a prominent current decision/blocker. Keep per-map targets, Off/Create and destroy mode, ownership, global pause, and unsettled operations visible. Reuse existing evidence/history disclosures. |
| Provisioning and host operations | Use consistent labels and status components while preserving action, target, result, elapsed time, and specific wait reasons. Put long IDs, source paths, and low-level metadata behind explicit details/copy controls. |
| Player and match results | Reuse map identity and achievement treatment across profile highlights, match results, and downloaded cards. Distinguish a current record from a record earned at that time. |