A self-hosted game server hosting platform built around two commercial closed-source systems that share no native integration. WiseCP handles the billing storefront and self-service portal; CubeCoders AMP handles the game panel and instance lifecycle. A custom PHP WiseCP module bridges the gap: a friend places an order, the module fires, and a playable server instance is running before they finish reading the confirmation email. No manual steps.
The platform supports Minecraft, Space Engineers, Satisfactory, and Eco. Each game type has its own AMP instance template, so provisioning is deterministic regardless of which title a friend orders.
Architecture
Provisioning flow. The WiseCP module listens for order events. When a new order arrives, it authenticates to the AMP Application Deployment Server controller, creates the instance for the correct game type, sends the EULA acceptance, and starts the instance. The AMP instance identifier is written back into the order's module data field and becomes the permanent link between the billing record and the running server. The storefront order and the running instance are coupled from the first API call.
Auth model. AMP uses a two-layer auth design. The Application Deployment Server controller manages all instances centrally. Per-instance API calls are proxied through the controller using inherited credentials rather than per-instance secrets. The PHP module navigates this proxy-login model so no additional credentials need to be stored alongside each order.
Lifecycle symmetry. Cancellation through the storefront calls the same module in reverse. The instance is stopped, deallocated, and the associated port-forward rule is removed. The automation covers the full lifecycle, not just the provisioning happy path.
AIOps layer. n8n workflows backed by Claude handle the operational tail of running game servers: crash detection, log analysis, live save backups, and automated remediation. When a server crashes, a workflow picks up the event, analyzes the log output, attempts a known remediation if one matches, and escalates with a summary if it does not. This layer runs independently of the provisioning module and does not require any game-specific code in the billing integration.
Companion blog post. The provisioning pipeline build is documented in detail in Wiring a billing portal to a game panel: the WiseCP to AMP order pipeline, including the auth model complexity and a schema bug in WiseCP's contact form that was found and fixed during the same work.