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Server deployment

Build the gamemode in CI or a clean build environment, then deploy only the runtime output, production dependencies, configuration, and VIMP distribution.

text
release/
├─ vimp-server[.exe]
├─ libnode...
├─ vimp_native.node
├─ config.json
├─ package.json
├─ package-lock.json
└─ scripting/
   ├─ server/main.js
   └─ client/

Release procedure

  1. Run TypeScript checks and application tests.
  2. Build server, client, and CEF bundles into a clean release directory.
  3. Install production server dependencies with the lockfile.
  4. Back up production configuration and persistent data.
  5. Stop the old process gracefully and replace the release atomically.
  6. Start under a service manager and watch readiness, port binding, and logs.
  7. Connect a real client and verify resource download plus a core gameplay flow.

Allow both TCP and UDP on the configured game port. Run the server as a dedicated unprivileged account with access only to its release and data paths.

Update the VIMP binary and its shipped Node/native binding as one unit through the updater; do not mix files from different distributions.

VIMP developer documentation