Electric Cherry
Electric Cherry manages T5 and T6 Plutonium Zombies servers through its own host agents. Docker and Plutainer run the games; EC handles hosts, game files, collections, configuration, campaigns, maintenance and operation history. Komodo is not required for native hosts.
Getting started
Run the controller with Docker Compose behind HTTPS:
cp .env.example .env
# Set EC_PUBLIC_URL, generate EC_SETUP_TOKEN, and retain EC_DATA_DIR.
docker compose up -d --build
Open EC and create the first administrator using EC_SETUP_TOKEN (at least 32
characters; generate it with openssl rand -hex 32). After setup, remove that
token from the environment. Administrators can add administrators, operators and
viewers from Settings → Users. See Users and access
for permissions, sessions, password recovery and upgrade instructions.
Operator pages and management APIs require login. Enrolled agents authenticate
independently and connect outbound over HTTPS; the
controller needs no Docker socket, game-server mounts or inbound RCON access.
The default Compose data mount preserves the previous
/root/zombies/.electric-cherry database location. For a new installation, set
EC_DATA_DIR to your preferred persistent directory. Back up that directory,
including SQLite metadata and published game-file storage.
- Library → Game Files: upload the complete local folder under T5 or T6, including its DLC files. There are no library names or version labels to enter. Each upload becomes the latest files for that game after verification. Uploads work before any host is enrolled.
- Hosts → Add Host: configure a Debian 12/13 amd64 machine and run its generated enrollment command. The host automatically prepares its Plutainer runtime and the latest T5 and T6 files, when available. The host page shows setup progress. Automatic agent updates are enabled by default.
- Add the exact Plutonium server keys in Keys, or supply missing keys when launching.
- Launch a server or collection on a host. The latest files for each game and the default runtime are selected automatically. EC reserves host-specific ports and verifies startup.
See Native host management for installation, credentials, storage, failure recovery, API contracts and the live-host acceptance checklist.
Existing hosts need the current installer once to enable automatic updates.
Generate it under Agent access and rerun it on the same host without
--reenroll; identity and game data are preserved. Thereafter hosts check their
controller about every five minutes, verify compatible releases and update agent
code between operations. Failed updates roll back; running game containers
continue. The host page shows update status and the last check.
Fleet and operations
The fleet registry lives in SQLite, independently of host filesystems. Status combines agent container health, fresh game telemetry and agent-local RCON. Unreachable hosts report unknown instance state; they do not trigger duplicate replacements. Running containers continue through controller or agent outages.
Provisioning owns Create, Start, Stop, Restart, Rebuild and Destroy. Commands and results have durable operation IDs and immutable instance generations. Queues, capacity reservations and history survive controller restarts. Rebuild removes per-instance writable files and creates a new generation. Shared immutable game libraries survive rebuilds and destruction.
Disruptive actions wait for a fresh empty lobby or verified stopped container. The agent rechecks occupancy locally immediately before activation and disruption. Long player sessions can continue indefinitely. Drain prevents new launches and safely retires existing servers as they become eligible.
Collections save target maps and lobby counts. Fill missing servers adds only the shortfall; Match collection exactly also queues safe removal of excess servers. Launch previews use the latest verified files for each game and select an independent runtime image. If newer game files become available before launch, refresh the preview to confirm the updated files. Every new launch uses the latest promoted configuration, scripts and plugins when execution starts. Saved Plutonium keys are reused by exact server ID and retained after removal.
Libraries and campaigns
Game Files has one upload slot each for T5 and T6. Uploads preserve the folder's
directory layout and included DLC; there is no separate DLC declaration.
EC records immutable upload IDs, file manifests, checksums and sizes automatically.
Uploads use bounded chunks, support pause/resume and verify checksums before
publication. Actual game files
use dedicated filesystem storage, never SQLite blobs. The last upload to finish
verification becomes that game's latest files, even if it started earlier.
Active hosts always prepare the latest T5 and T6 files when available, including
hosts enrolled later. Hosts first download all files with up to four concurrent
transfers, then verify all checksums in a separate pass before the files become
usable. Both steps show progress, elapsed time, measured speed and an estimated
time remaining for the current step. Interrupted transfers resume. Failed preparation
retries automatically with backoff; the host page reports any blocking condition.
Set PLUTAINER_IMAGE to change the default runtime prepared on hosts. Existing
servers retain their existing files and runtime without a forced restart.
Previous uploads, verified host copies and server references are preserved.
Existing named libraries appear together under their game, with no renaming or
reupload required. Multiple instances on one host share read-only base files.
Scripts, plugins, configuration baselines and overlays retain their versioning, beta, promotion and rollback workflows. Campaigns stage bytes remotely without stopping games; activation uses the same occupancy and concurrency gates as lifecycle operations. Agent before images preserve exact rollback bytes and operation history.
T5 Zombies uses t5sp and dedicated_sp.cfg; T6 uses t6zm and
dedicated_zm.cfg. Map selection generates electric_cherry_map.cfg, loaded
after the main config. T6 variants retain their distinct catalog selections.
Game-file uploads and Plutonium runtime revisions are tracked independently.
Game telemetry uses its own EC_TELEMETRY_TOKEN; configure reporters to send it
in an authorization header. Anonymous reports are rejected before they can
affect occupancy or game history. Existing JSON payloads are unchanged.
Documentation
- Native hosts, storage and operation recovery
- Users, roles and authentication
- Provisioning and safety queues
- Collections and promoted launch recipes
- Maintenance
- Beta test plans and game telemetry
- Plugin releases
- Metrics
- Leaderboard and match history
Older workflow documents may describe the legacy Komodo backend. Native hosts use the agent boundary described in the native-host document.
Development
The controller is SvelteKit/TypeScript with SQLite via better-sqlite3, the Node adapter and server-sent events. The host agent is Python 3 standard-library code installed as a systemd service. Hosts do not install Node.js or build EC.
npm install
npm run agent:package
# Export EC_SETUP_TOKEN in your shell using the secret saved for /setup.
EC_AUTH_ALLOW_HTTP=true npm run dev
npm run check
npm test
npm run test:agent
npm run build
Builds regenerate the downloadable agent, standalone updater and checksum manifest. Local controller
metadata defaults to ./data/cherry.db; use a separate test database when
exercising enrollment. Production agent transport requires HTTPS.
src/lib/server/hosts owns enrollment, readiness and command transport;
src/lib/server/backends provides instance identity and remote file access;
src/lib/server/provisioning/native.ts connects existing lifecycle and campaign
queues to agents; src/lib/server/game-files owns immutable game-file uploads and
streaming distribution; agent/ contains the service, installer and agent tests.
Automated tests use simulated Docker/game hosts. Real Debian installer and T5/T6 game-server validation remain deployment acceptance work; see the checklist in the native-host guide.