ADRIENALIN

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CONNECTING

Dashboard

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Total Users person_add

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Verified verified_user

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Active Lobbies
sports_esports

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LIVE
Connections sensors

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Connections Over Time

Live WebSocket connections — sampled every 15s

LIVE
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Services

REFRESH: 15S
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Recent Activity

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Users

Search and manage registered accounts

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USERNAMEEMAILSTATUSLOCKEDCREATEDACTIONS
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Lobbies

Manage active and queued game sessions

LOBBY IDTITLEGAME MODESTATUSPLAYERSSTARTSLENGTHACTIONS
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Game Server Pool

UE servers that registered with the lobby service. Classes take idle ones a couple of minutes before they start.

ADDRESSSTATUSCLASSRIDERSLAST HEARD
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Ranking Presets

How class leaderboards rank riders: a weighted mix of distance, avg_power, max_power, avg_cadence, avg_speed. Running classes keep the rule they started with.

NAMERULEUPDATEDACTIONS
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New Preset

Server Health

Service status and restart controls

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Test Email (SMTP)

Audit Log

System event history

TIMEEVENTUSER IDIPDETAIL
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CDN Builds

Stage paks per platform and the Unreal catalog, check them, then publish an immutable content build

Current Build

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Staged Paks

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Publish Checks

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Stage 1 — Upload PAK Files

The platform is read from the filename (e.g. pakchunk2001-Android_ASTC.pak), or set it here

FILEPLATFORMSIZESTATUSDETAIL
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Stage 2 — Upload Catalog

The catalog.json exported from Unreal: which chunk holds core content, each map, and each store item.

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Stage 3 — Review Staging

Everything below is what the next build will contain. A publish runs these same checks.

    PLATFORMFILESIZEUPDATED
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    Stage 4 — Publish Build

    Copies staging into a new build folder and tells the lobby service, which pushes it to every connected client. Apps older than the minimum version for their platform are told to update instead.

    Publish History

    BUILDFROMPAKSMIN APPPUBLISHED
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    BuildManifest (current build)

    Generated per platform on every publish

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