Pool Plutonium keys by game for launches and autoscaling

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2026-10-07 11:24:53 -04:00
parent 56e5a2d06d
commit ec45371478
47 changed files with 956 additions and 305 deletions
+7 -2
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@@ -10,7 +10,7 @@ HTTPS. Running game containers continue through controller or agent outages.
- A controller machine with Docker Compose and an HTTPS reverse proxy.
- Debian 12 or 13 amd64 game hosts with storage for game files and instances.
- Your complete T5 or T6 game folders, including the DLC you intend to host.
- Plutonium server keys for the exact lobby identities you will launch.
- Plutonium server keys for each game, with one unused key per new concurrent lobby.
The controller does not need access to a Docker socket, game-host mounts, or
inbound RCON. Host agents handle local game commands and file operations.
@@ -67,13 +67,18 @@ base game files; each instance has its own writable data. See
## Launch your first server
1. Save the exact Plutonium server keys under **Administration → Keys**.
1. Save Plutonium server keys in the T5 or T6 pool under **Administration → Keys**.
2. Create a server, or build a reusable map lineup in **Fleet → Collections**.
3. Review the launch and apply it. Provisioning queues the work, then assigns a
host and port when capacity is available.
4. Follow the operation until readiness checks pass, then verify that players
can find and join the server.
Keys are shared across maps within their game. A launch assigns one available key
until the server is removed; stopped servers keep their keys. Optional key labels
can record the hostname chosen in Plutonium without binding the key to a map or
lobby. Electric Cherry does not change the hostname registered with Plutonium.
New launches use the latest verified game files and promoted configuration,
scripts, and plugins. Uploading newer game files does not restart existing
servers. Disruptive operations normally wait for a fresh empty lobby or a