GameGrid
Server Administration - visual guide

Server Administration

Game updates, automatic restarts, host-failure recovery, file repair, and the two destructive actions — everything on the Admin tab.

What is on the Admin tab

Open your server panel and click "Admin". The page has six cards.

CardWhat it is for
Game UpdatesThe build your server runs, and how new builds are applied
Automatic Host-Failure RecoveryWhat happens if the machine your server runs on stops answering
Automatic Daily RestartHow often your server restarts itself
Check & Repair FilesChecks your server is correctly put together, and repairs what it can
Delete SavegamesRemoves your world and player data, keeping everything else
Wipe ServerRebuilds the server as a brand-new one

Start, Stop and Restart are not on this page. They live in the status bar at the top of every server page, including this one, so you can act on the server from wherever you are.

Stop is a graceful shutdown: the game is asked to exit, which lets it save, and is only forced if it does not. Restart is the usual fix after changing a setting the panel marked as needing one, or after installing a mod loader.

"Reinstall Server Files" is on the Overview tab, not here. It is covered at the end of this article.

Delete Savegames, Wipe Server and Reinstall Server Files each ask the host what they could do to your server before you can press them. When the host says no — or cannot be reached — the button is greyed out with the reason printed underneath it, rather than letting you start something that cannot finish.

Check & Repair is always available. If the host could not establish anything, its result says so rather than showing an all-clear.

Game Updates

The "Game Updates" card shows the build your server is actually running, and an "Update available" badge with the new build number when there is a newer one. If nobody has reported a build for your server yet, the card says so rather than guessing.

"Automatically apply game updates" is on by default. Switch it off and detected builds are not applied on their own; the card then says so, and the "Update now" button below it is how you apply one when you are ready.

Applying an update — automatically or with "Update now" — backs the server up, stops it, moves it to the new build and starts it again. Where the game has a way to broadcast, anyone playing is warned first and given a countdown; where it has none, the same waiting period is still observed before the server stops. It usually takes several minutes, and the result appears on this card on its own, so you can leave the page.

Restarting a server does not fetch a new build, on any game. Updating is this card and nothing else.

The build that lands is the newest one on the branch, which is not always the build number that was detected, because the publisher serves the current build rather than a nominated one. The card tells you when the two differ instead of showing two numbers that quietly disagree.

Automatic Host-Failure Recovery

This card is a description, not a control. If the machine your server runs on stops answering for 30 minutes, the server is rebuilt on a healthy machine from its most recent disaster-recovery snapshot. Those snapshots are taken every 2 hours, so anything since the last one is lost.

It is on for every server, and there is no switch here. If you want it off for a particular server, open a support ticket.

More detail, including what survives and what does not, is in Host-Failure Recovery.

Automatic Daily Restart

The "Automatic Daily Restart" card offers three intervals: every 6, 12 or 24 hours. 24 is the default, the choice saves as soon as you pick it, and the last recorded restart is shown underneath.

There is no time-of-day setting and no off switch. The interval is counted from when the game server process started, and the restart is skipped while players are online, so a busy server is not interrupted.

Automatic Daily Restart covers the exceptions.

Check & Repair Files

This card checks that your server is correctly put together and repairs what it can. It is not a corruption scan, and the card says so: there is no file-by-file checksum for these games, so there is nothing to compare each file against.

What it checks

  • Whether this server’s own record of itself can be read.
  • Whether this host knows how your game is laid out. If that one fails, nothing below it can be established, and the result says so rather than reporting no problems.
  • Which shared copy of the game your server’s files resolve to, and whether they all agree on one build.
  • Whether that install finished.
  • Whether the game’s own start-up check passes against it.
  • Whether every shared game file your server needs is in place.
  • Whether the server program itself can be found from your server’s folder.
  • On the games that keep their port in a configuration file rather than on the command line, whether the port you were assigned is actually in it.

What it repairs

Two things are put right rather than only reported: missing game files are restored from the host’s copy, and a wrong port is rewritten to the assigned one.

A check that does not apply to your game is left out of the report rather than shown as a green tick. Valheim and Windrose take their port on the command line, so there is no file for the port check to look at and it is not reported for them.

Press "Check & Repair" and each check comes back as its own line with a tick or a cross and the host’s own wording for what it found. Nothing is destroyed, so there is no confirmation dialog and no backup is taken.

Before Delete Savegames or Wipe Server runs

Both are marked as danger actions and both ask you to confirm in a dialog. Read the dialog: it names what goes and what stays for your server specifically.

Both refuse while the server is running. A world that is still being written cannot be deleted consistently, and the platform will not stop a server with players on it without warning them. Stop the server from the status bar first.

Both take a real backup before anything is deleted, and both refuse to go ahead if that backup did not reach off-site storage. An archive sitting on the same disk as the files about to be deleted is not a way back, so a local-only copy is treated as a failure rather than as a caveat. How Backups Work covers where those archives go.

Every one of these runs is recorded against your server with what actually happened, including the failures and the name of the archive taken first.

Delete Savegames

"Delete Savegames" removes this server’s world and player data, and keeps your settings, mods and game files.

What counts as a savegame is decided per game by the host, not guessed by the panel. The card names the exact paths it resolved for your server, their size, and what it will keep.

That last part matters on some games: for Palworld and Windrose your settings live in the same folder tree as your world, and for 7 Days to Die so does the admin list. Seeing both halves named on the card is how you can tell the distinction has been drawn correctly for your server.

If a path is refused or errors, the result says so rather than reporting a clean success.

Wipe Server

"Wipe Server" rebuilds the server as a brand-new one: no world, no settings, no mods and no add-ons.

Your Server Bundle slot, your paid time and your connection address are kept. A wipe is an operational reset, not a cancellation, and nothing about your billing changes.

The host refuses before deleting anything if it could not rebuild the server afterwards. The server is left stopped once the wipe finishes, so you can set it up before players join.

Reinstall Server Files (Overview tab)

"Reinstall Server Files" sits in Quick Actions on the Overview tab. It replaces this server’s copy of the game files with the host’s own copy, and requires the server to be stopped — files cannot be replaced underneath a live process.

Nothing is downloaded from the publisher. A game’s files live once per machine and every server of that game shares that one copy, so a reinstall re-lays your server’s links and copies from what is already there. That is why it is quick, and why it is not the fix for a broken copy of the game on the host itself — for that, open a ticket.

It replaces only a link into the shared install, or a file that is still literally the host’s unchanged copy. A jar you uploaded, a mod loader, a WindRose Plus install and an edited config are untouched by construction, and the result lists what it left alone. For that reason it takes no automatic backup: there is nothing of yours for it to destroy.

The reply is the host’s own count — how many files were replaced, how many were restored, and any it could not replace, with the reason.