# Beta test plans Create a plan in Betas, choose its servers, and deploy. The server's game script reports gameplay to Electric Cherry. The same reports update Fleet and any active beta on that server. ## Game reporter protocol Send JSON to `POST /api/telemetry` with `Content-Type: application/json`. There are exactly three events. Send them whether or not a beta is active. | Event | Fields | | --- | --- | | `game_start` | `server`, `map`, `players` with each player's `name` and `guid` | | `round_change` | `server`, `map`, `round`, `players` with each player's `name`, `guid`, `kills`, `headshots`, `downs`, `revives`, and `score` | | `game_end` | `server`, `map`, `round`, `players` with each player's `name`, `guid`, `kills`, `headshots`, `downs`, `revives`, and `score` | `server` is the exact registered Electric Cherry server name. `map` is the current map. `players` is the full player array, including an empty array when there are no players. Names and GUIDs are strings; keep GUIDs as strings to preserve their precision. Round and stat values are nonnegative JSON integers. Each GUID must appear only once within a report's player array. ### Game start Send when the game starts. Round and stats are not required. ```json { "event": "game_start", "server": "t6_zombie_town_1", "map": "zm_transit", "players": [ { "name": "Josh", "guid": "12345678901234567" }, { "name": "Alex", "guid": "23456789012345678" } ] } ``` ### Round change Send the new round and each player's current stats. ```json { "event": "round_change", "server": "t6_zombie_town_1", "map": "zm_transit", "round": 25, "players": [ { "name": "Josh", "guid": "12345678901234567", "kills": 420, "headshots": 160, "downs": 1, "revives": 3, "score": 32000 }, { "name": "Alex", "guid": "23456789012345678", "kills": 380, "headshots": 140, "downs": 3, "revives": 1, "score": 28000 } ] } ``` ### Game end Send the final round and each player's final stats when the game ends. ```json { "event": "game_end", "server": "t6_zombie_town_1", "map": "zm_transit", "round": 26, "players": [ { "name": "Josh", "guid": "12345678901234567", "kills": 445, "headshots": 170, "downs": 2, "revives": 3, "score": 33500 }, { "name": "Alex", "guid": "23456789012345678", "kills": 401, "headshots": 146, "downs": 4, "revives": 1, "score": 29750 } ] } ``` Success returns HTTP 200 with `{ "ok": true, "telemetry": { ... } }`. The returned telemetry contains the event and an Electric Cherry `receivedAt` timestamp. Invalid JSON or fields return 400, an unknown/destroyed server 404, and a non-JSON content type 415. The script sends each event once, in gameplay order, directly to Electric Cherry. There is no discovery request, beta token, boot/session ID, sequence number, custom feature event, external helper, or separate beta acknowledgement. Basic payload checks happen in the receiver. Electric Cherry saves the latest complete report, including player stats, and streams it to connected clients. A new start clears the previous round display; an end closes the match. Receipt order determines the latest report. This small protocol does not attempt to identify delayed events from earlier games or provide exactly-once delivery across games. Reports also feed the persistent [Leaderboard](leaderboard.md), independently of beta activity. That page documents cumulative stat accounting, round credit, and the limits of identifying matches from this protocol. The game scripts are uploaded artifacts, not source maintained in this repository. Their reporter should emit the three payloads above. ## Requirements Requirements on a qualifying server are ANDed: | Requirement | Evidence | | --- | --- | | Reach round X | A round change or game end reports round >= X with the required player count | | Complete qualifying matches | Game end, optionally qualified by round, player count, and duration | | Populated minutes | Time between consecutive game reports with enough players at both ends | | Player-hours | Populated minutes multiplied by the lower reported player count, divided by 60 | | Reach player count | Player array length in a game report | | Sustained population | Consecutive report intervals above the player threshold within one game | | Continuous healthy minutes | Consecutive fresh container/RCON observations | | Maximum health outages | Transitions from observed healthy to unhealthy | | Successful recovery cycles | Repeat the other requirements after each additional empty-server restart | | Tester checklist | Tester name and observation entered on the beta detail page | All gameplay requirements use the script reports. Match counts do not read game logs. The reported round and required player count must occur together in the same game; observations from different games cannot combine to qualify a match. The final game-end report can supply that qualifying round. Consecutive duplicate game ends do not add another completion. Match duration requires a game start and uses receipt times. Population time advances only when another report arrives in the same game; it uses the lower player count at the interval's endpoints. There is no heartbeat requirement or short interval limit between rounds. These are estimates between reported snapshots, not continuous measurements of player presence. Health checks and safe restart gates use the existing container/RCON monitoring. Health intervals spanning more than 60 seconds earn no healthy time. ## Coverage, rollout and outcomes Coverage can require all selected servers, a quorum, one per selected map, one per selected game, or one per selected game/map combination. Coverage metadata is pinned when the beta opens. Set wave size to 1 for a canary, a larger number for batches, or 0 for all selected servers. Later waves receive files after the previous waves pass. Health-outage budget violations on any tested server block promotion. The test window starts when the beta opens, including time waiting for empty servers. Missing evidence at the deadline produces **inconclusive**. Health monitoring continues after a pass until promotion. For failures, select hold as failed, pause for investigation, or automatic rollback. Rollback restores only files touched by the beta. Restarts can wait for empty servers or remain manual. Promotion is always manual. Pause holds evaluation and rollout. Resume retains completed progress and the original deadline, but starts new timing intervals. A fresh attempt resets progress and restarts deployed servers when empty. Recovery cycles repeat gameplay milestones and checklist sign-offs while carrying health outages forward. Plans, progress, and evidence persist in SQLite. The detail page shows the most recent 200 evidence entries. On upgrading from the old reporter protocol, active progress resets. Unsupported checks in existing plans and saved presets become manual review items; they cannot silently pass. ## API and storage `POST /api/betas` accepts `testPlan`. `GET /api/betas/:id` includes the plan, outcome, per-server progress, and recent evidence under `test`. `POST /api/betas/:id/test` accepts `pause`, `resume`, `retry`, or `sign-off` (with `server`, `requirementId`, and `note`). `GET/POST /api/betas/presets` lists/saves reusable plans. Saved presets are copied into a beta; later edits do not change an active plan. Internal progress records support attempts and recovery cycles. The reporter does not know about or supply these records. Legacy betas without a test plan also use `game_end` for their match-completion gate.