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Show match demand in metrics (Refs #138)
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# Metrics
Metrics is under **Analytics** at `/metrics` (keyboard shortcut: `g m`).
Choose the past 24 hours, 7 days, or 30 days. The page refreshes every minute.
## Overview and filters
**Lobbies running** shows the average and peak number of recorded lobbies in the
selected scope. The average divides captured lobby-hours, including unknown
status, by captured wall time. Empty spares are deliberate supply for new groups:
the card shows their hours and share of all captured lobby-hours, rather than
treating them as failed utilization. Unknown status can include lobbies starting
or unavailable, so this count does not guarantee every lobby was ready to join.
**Player-hours** integrates reported player counts over time. **No empty lobby**
shows the share of known map time when no tracked lobby reported zero players.
Each game/map is measured separately, then its durations are pooled. This is not
elapsed fleet time or a count of rejected joins. A partly occupied Zombies lobby
does not count as an empty spare, even if player slots remain.
**Last collected** is the newest recorded batch, including unknown checks;
**Report refreshed** is when this report was calculated. Collection stops when no
servers are registered. Earliest retained observations do not prove continuous
history or the original installation date.
Background refresh keeps the last successful report visible on failure and offers
Retry. Returning to a visible tab refreshes immediately. Game and map filters apply
to the whole report, including comparisons, signals, and the heatmap. Map choices
preserve the exact recorded game/map pair and include retained occupancy and match
history. Range and scope are shareable through the URL; refreshes preserve table
controls and chart selection.
## Matches and groups
**Matches started** counts retained matches whose recorded start falls within the
selected period, including both endpoints. A missing start event uses the first
recorded match observation, which may be later than the actual start. Active,
completed, and interrupted matches all count, including matches that never reach
round 2 and matches on removed servers. These counts do not use the leaderboard's
completed-match or round qualification rules.
**Average group size** is the average number of distinct recorded player GUIDs per
match. A player counts once across all reports for that match, including late
joins and players who left before its end. Each match has equal weight in the
fleet average; the average is not an average of map averages. This measures
recorded participation over the match's lifetime, not its starting squad or peak
simultaneous occupancy. Active matches can change as more players are recorded.
**Solo games** counts matches with exactly one distinct recorded player. Its share
uses only matches with at least one recorded player. Matches with no recorded
players still count as started, but their group size is unknown and they are
excluded from both the average and solo-share denominator. If no matches have
recorded players, those two values are unavailable rather than zero.
The map table includes these same match statistics. A map with match history in
the selected period remains visible even without occupancy samples; its match
statistics do not establish lobby-hours, availability, or an autoscaling shortage.
Match statistics cover the selected period only and have no previous-period
comparison.
## Timeline and tables
The timeline defaults to **Average lobbies running**, split into **With players**,
**Empty spare**, and **Unknown**. Each bucket divides those lobby-hours by its
captured wall time, so changing lobby counts remain visible. Collection gaps are
excluded from that denominator. The average-lobby axis uses whole-number ticks;
period details preserve fractional averages. Switch to the share view to compare proportions,
or hours to compare absolute lobby time. Periods without captured time remain gaps.
The timeline has labelled axes and marks partial edge periods. Select a bar or use
Previous/Next to inspect its exact interval and values. The time table supplies
the same figures for comparison and assistive technology. Zero captured time is
distinct from an observed empty lobby. Short durations use seconds or minutes so
a real observation is not rounded to zero.
Map and instance tables support numeric sorting and local search. The map table's
**No empty lobby** column uses occupancy alone and retains the known map-time
denominator in its details. Unknown map availability stays distinct from zero
time without a spare. Evidence can be limited by short observations or unknown
occupancy, never by missing player limits.
Instance rows describe history grouped by server name, which can include different
instances if a name was reused. **Open current server** appears only when that name
is currently registered; its destination represents the current registration.
## Comparisons and activity
Previous-period comparisons use the preceding equally long window with identical
filters. Average lobby counts compare recorded supply, while player-hours changes
are relative percentages. A previous observed zero can show **New**. Missing
evidence remains unavailable. Partial retained history is labelled; a 30-day
comparison usually has little previous history because default retention is
31 days. Collection gaps are excluded, and comparisons do not prove uninterrupted
collection or adjust player-hours for fleet size.
The activity heatmap groups captured time by weekday and hour in its displayed
timezone. Color represents occupied / known lobby time. Exact cell values include
unknown time and contributing dates. No-data cells differ from observed zero;
repeated DST hours contribute their actual elapsed time. Occupancy share describes
how the fleet was used, but can change simply because a policy adds or removes
spares. Read it alongside player-hours, lobby counts, and empty-lobby availability.
## Autoscaling signals
Signals compare each map's observations with its **current** applicable policy.
Game-wide policies apply independently to each supported map variant. Each signal
links to the policy on **Fleet → Autoscaling**; a map without a policy gets a link
to add one. Signals are advisory and never change a policy or a lobby.
A global pause appears once above the signals. Historical shortage signals remain
visible while the fleet is paused, including suggestions to review the maximum
or spare target. Review these findings and current settings before resuming.
An individual policy's own pause or disabled state still prompts a policy review.
| Recorded condition | Suggested action |
| ---------------------------------------------------------------------------------------- | ---------------------------------------------------------------- |
| No empty lobby for at least 2% of known map time, mostly at or above the current maximum | Review raising the policy maximum. |
| No empty lobby for at least 2% of known map time, mostly below the current maximum | Review the spare target and check creation time or blockers. |
| An applicable policy is off or paused | Review the policy and its pause or activation conditions. |
| No applicable policy and known occupancy is available | Consider adding an autoscaling policy to keep spares available. |
| Occupancy unavailable | Check telemetry/RCON reporting and wait for known player counts. |
| No shortage signal | Keep watching empty-lobby availability. |
Evidence includes no-empty map time and how it splits above/below the current
maximum. Less than one hour of known map availability, less than 80% known map
availability, or less than 80% known lobby time makes advice tentative. Player limits are not needed. These
thresholds are advisory rules, not demand forecasts.
Policy settings may have changed during the selected period. Comparing historical
counts against today's maximum does not establish which settings applied then or
whether autoscaling was enabled. No reported empty lobby also does not prove
failed joins or unmet demand. Review provisioning delays, blockers, host resources,
and game-key availability before changing targets.
## Definitions and collection
- **With players:** a successful observation reported at least one player.
- **Empty spare:** an observation reported zero players.
- **Unknown:** failed checks, provisioning, or otherwise unavailable occupancy.
- **Player-hours:** reported players × observed time. Bots count if the server includes them.
- **Empty lobby available:** at least one lobby on the game/map reported zero players.
- **No empty lobby:** at least one lobby reported occupancy, and none reported zero. Mixed positive and unknown counts mean no empty lobby was reported; an unknown lobby might actually have been empty.
- **Unknown map availability:** every lobby on the game/map had unknown occupancy. This interval is excluded from the known-map denominator and is never counted as a spare shortage.
Observations come from the existing status worker. Each complete collection stays
valid until the next collection, up to the 90-second freshness limit. Longer gaps
are excluded, not counted as unknown or zero lobbies. Captured wall time includes
intervals with at least one recorded lobby in the selected scope. Unknown lobby
time and unknown map time use different units: several unknown lobbies on one map
contribute several lobby-hours but only one interval of unknown map availability.
Charts split time at UTC hour/day boundaries; partial periods remain partial.
Map variants use the configured variant when it matches the reported map. Player
capacity may be retained in raw samples, but no metric or signal requires
`sv_maxclients` or an assumed four-player limit.
Occupancy collection begins after this feature is installed; earlier occupancy cannot be
reconstructed. Samples default to 31 days of retention; **Admin → Settings** can
change this period. Cleanup runs during collection and in the background. Samples
survive removal of a server and contain no player identities.
Match statistics use existing saved match history, independently of occupancy
samples and raw telemetry diagnostics. **Match history retention** under
**Admin → Settings → Matches & players** defaults to indefinite. Expiring a
completed or interrupted match also removes its player participation and changes
these statistics; active matches are protected. Increasing retention cannot
restore expired matches. Saved match history survives removal of a server.
## API
`GET /api/metrics` supplies the same report as the page and disables HTTP response
caching. Query parameters are `days` (1, 7, or 30), `game`, `map` (requires game),
and `timeZone` (an IANA zone). Invalid ranges and zones fall back to the defaults;
invalid scope syntax is normalized. Fleet collection timestamps remain separate
from selected-scope evidence timestamps. Collection boundaries are determined
before scope filtering, so samples from other groups still end a batch interval.
`running` contains `average`, `peak`, and `capturedHours`; timeline points include
their own `capturedHours`. Report-level `matches` and each map row's `matches`
contain `started`, `withRecordedPlayers`, `averageGroupSize`, `solo`, and
`soloShare`. `withRecordedPlayers` is the denominator for the group average and
solo share; `soloShare` is a percentage from 0 to 100. When that denominator is
zero, `averageGroupSize` and `soloShare` are `null`, `solo` is zero, and `started`
retains the recorded number of starts. Match scope uses the exact saved `game` and `map_name`
labels, and its time window uses the saved `started_at` timestamp. Occupancy
collection and evidence timestamps remain independent of match history.
Map rows expose `noEmpty`, `availabilityObserved`, and
`availabilityUnknown` durations, plus current `policy` context and
`noEmptyAtMaximum` / `noEmptyBelowMaximum` durations. `pooledAvailability` combines
map durations and coverage. `autoscalingPaused` reports the current global pause
separately from each policy's own `pausedReason`. Policy edits and global pause changes invalidate
cached metrics reports, as do changes to the match and player participation data
used by the report.