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electric-cherry/docs/beta-test-plans.md
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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 four 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
heartbeat Same fields as round_change; sent periodically during a round to refresh the current round and player stats
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.

{
  "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.

{
  "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.

{
  "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, 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 four payloads above.

Telemetry diagnostics

Open a server's Diagnostics → Telemetry API requests to inspect incoming POST /api/telemetry calls whose top-level server exactly matches its registered name. Each entry includes the Electric Cherry receipt time, HTTP result, error reason, event, map, round, player count, content type, and submitted JSON. Rejected reports are included, even when the content type is wrong but the body is readable JSON. Processing failures return 500 and record the internal error when diagnostic storage is available; failed database transactions do not update the scoreboard.

The panel refreshes every five seconds while visible and has a manual refresh button. History is stored in SQLite starting with this version, with up to 200 requests per server from the last seven days and a fleet-wide cap of 10,000 requests. Old entries are pruned when new requests arrive, and expired entries are excluded from reads. Payload previews are limited to 16,384 characters and marked when truncated. Request headers other than content type are not stored. GET /api/servers/{name}/telemetry-requests returns the same recent history, newest first, with caching disabled.

  • No entries: no attributable requests are retained for this exact name. Check the reporter's destination and server field. Calls that never reach Electric Cherry, malformed JSON, and bodies without a usable server name cannot appear in this server's log. Earlier requests are not backfilled.
  • 400 / 415: inspect the error and payload. One invalid player's stats or a duplicate GUID rejects the entire report. These requests do not update the scoreboard.
  • 404: the reported server was not registered or had been destroyed at the time of the request.
  • 200: Electric Cherry processed the report. An empty players array produces an empty scoreboard, including when sent with game_end. If a populated accepted report is missing from the scoreboard, investigate the live update/browser path.
  • 500: Electric Cherry failed to process the request. Inspect the recorded error and the application log.

RCON's online status and player count are separate from gameplay telemetry, so an occupied server can still have no scoreboard report.

Requirements

Requirements on a qualifying server are ANDed:

Requirement Evidence
Reach round X A round change, heartbeat, or game end reports round >= X with the required player count
Complete qualifying matches Game end at round 2 or later, optionally qualified by a higher 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, waves 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 wave advancement. 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 at round 2 or later for their match-completion gate.