Adjust Discord publication and lobby capacity defaults
CI / checks (push) Failing after 7m21s

This commit is contained in:
2026-10-18 17:23:50 -04:00
parent fd00ef5357
commit d715173719
15 changed files with 304 additions and 89 deletions
+16 -9
View File
@@ -4,7 +4,8 @@ Electric Cherry can publish live Black Ops I and Black Ops II server boards in
Discord, answer commands privately, and send requested map availability alerts by
DM. Configure it under **Admin → Discord**. Administrators can make changes;
Super Viewers can inspect configuration, the saved preview, and delivery health.
The integration is disabled by default and publishes no servers until selected.
The integration is disabled by default. Once enabled, it publishes all current
and newly created game servers unless an administrator excludes them.
## Install the application
@@ -32,8 +33,8 @@ The integration is disabled by default and publishes no servers until selected.
the endpoint before accepting it. The controller checks Discord's request
signatures; this endpoint does not use the Electric Cherry login session.
5. In Discord, enable Developer Mode, then copy the Discord server ID and the
board channel IDs. Open **Admin → Discord**, enter those IDs, and select the
game servers to publish. Either game may omit its board channel.
board channel IDs. Open **Admin → Discord**, enter those IDs, and uncheck any
game servers you want to exclude. Either game may omit its board channel.
6. Review the information-sharing switches, enable the companion, and save.
Select **Register commands** to install the commands in the saved Discord
server. Saving configuration and registering commands are separate actions.
@@ -51,9 +52,11 @@ action updates that application's command set in the configured Discord server.
## Choose what is published
The published-server selection is an explicit allowlist. Newly created game
servers stay private until an administrator selects them. The selection controls
boards, private server browsing, server details, and availability watches.
All current and newly created game servers are included by default. Uncheck a
server to exclude it from boards, private server browsing, server details, and
availability watches. Exclusions are retained if a game server is removed, so a
server with the same name remains excluded if it returns. Check an excluded
server again to remove that exclusion.
Player names in server details and public connection addresses are separate,
disabled-by-default options. Connection instructions use an explicitly configured
@@ -63,7 +66,7 @@ without either switch enabled.
**Publish fleet leaderboards** is a separate decision. It exposes recorded player
names and statistics from the whole fleet, including historical matches on
servers outside the published-server selection. Leave it disabled if those
excluded servers. Leave it disabled if those
statistics should remain available only to Electric Cherry users.
The settings page's preview uses the **saved settings**. Pending form edits do
@@ -81,6 +84,9 @@ Boards show observed occupancy, capacity and current round where available,
with separate empty, in-progress, full, starting, offline, not-responding, and
unknown states. Freshness is part of the observation. **Empty slots do not prove
that a match accepts new players**; this release does not label games joinable.
Capacity defaults to four players, matching the fleet UI, until a fresh reported
capacity overrides it. A default capacity does not make stale player counts
current or allow a stale observation to trigger an availability alert.
Members can use the board controls or slash commands. Browsing, filters, details,
leaderboards, and command confirmations are visible only to the member who
@@ -107,8 +113,9 @@ Each member may have up to ten active watches. Requesting the same map and
condition again reuses the existing watch. Members can cancel only their own
watches.
An **empty** watch needs an observed empty lobby. A **space** watch needs a known
capacity and fewer players than that capacity. Neither condition promises that
An **empty** watch needs an observed empty lobby. A **space** watch needs fewer
players than the current capacity, using the four-player default when no fresh
capacity override is available. Neither condition promises that
joining is allowed. Unknown, stale, and offline observations never satisfy a
watch. The worker requires two qualifying observations at least 15 seconds apart
before queueing a notification.