Preserve and retry telemetry match boundaries across restarts
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+32
-39
@@ -333,6 +333,8 @@ The reporter emits exactly four event types:
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| `heartbeat` | Every 30 seconds after `game_start`, until game end | Same fields as `round_change`, with current round and player stats |
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| `game_end` | First stock `end_game`, `game_ended`, or `intermission` notification | `server`, `map`, final `round`, full player stats |
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All four events also include `match` and `seq` (see delivery below).
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Each player in round/heartbeat/end reports has `name`, `guid`, `kills`, `headshots`,
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`downs`, `revives`, and `score`. Names and GUIDs remain strings; GUIDs never
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pass through numeric conversion. Round and stats are nonnegative integers,
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@@ -350,14 +352,14 @@ serializes an empty GSC array as `null`; player objects and strings still
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use `jsonSerialize` for escaping.
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```json
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{"event":"game_start","server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","players":[{"name":"Josh","guid":"12345678901234567"}]}
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{"event":"round_change","server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":17,"players":[{"name":"Josh","guid":"12345678901234567","kills":420,"headshots":160,"downs":1,"revives":3,"score":32000}]}
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{"event":"heartbeat","server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":17,"players":[{"name":"Josh","guid":"12345678901234567","kills":430,"headshots":165,"downs":1,"revives":3,"score":32500}]}
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{"event":"game_end","server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":18,"players":[{"name":"Josh","guid":"12345678901234567","kills":445,"headshots":170,"downs":2,"revives":3,"score":33500}]}
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{"event":"game_start","match":"process-token-1","seq":1,"server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","players":[{"name":"Josh","guid":"12345678901234567"}]}
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{"event":"round_change","match":"process-token-1","seq":2,"server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":17,"players":[{"name":"Josh","guid":"12345678901234567","kills":420,"headshots":160,"downs":1,"revives":3,"score":32000}]}
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{"event":"heartbeat","match":"process-token-1","seq":3,"server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":17,"players":[{"name":"Josh","guid":"12345678901234567","kills":430,"headshots":165,"downs":1,"revives":3,"score":32500}]}
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{"event":"game_end","match":"process-token-1","seq":4,"server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","round":18,"players":[{"name":"Josh","guid":"12345678901234567","kills":445,"headshots":170,"downs":2,"revives":3,"score":33500}]}
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```
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Events are captured immediately into an in-memory queue. One HTTP worker
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POSTs each snapshot once, in gameplay order, with `Content-Type:
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POSTs snapshots in gameplay order, with `Content-Type:
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application/json` and `Authorization: Bearer <token>`, waiting for completion
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before sending the next. Gameplay and round detection continue while requests
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are pending. Repeated joins or
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@@ -370,35 +372,33 @@ The first heartbeat is captured 30 seconds after match start, then every
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changes and later spawns do not reset the interval or add heartbeat workers.
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Heartbeats use the same snapshot builder and ordered sender as round reports;
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pending HTTP requests can delay transmission. Game end stops the heartbeat
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worker, and already queued heartbeats drain before `game_end`.
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worker. Only the newest waiting heartbeat is retained; round reports and the
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in-flight request retain their order before `game_end`.
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There is no discovery, beta token, session ID, sequence field, custom event,
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external helper, or separate beta acknowledgement. Delivery is best effort:
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no retries or persistence across map reloads, and no cross-game exactly-once
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guarantee. The [TWS plugin build](../plugins/README.md) enforces a 5-second
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connection and 15-second total transfer timeout. A timed-out report is logged
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and skipped so later reports can proceed. A map reload can discard queued reports.
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Each report includes a native-generated `match` key and a positive `seq`, starting
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at 1 for `game_start`. Start/end snapshots are written to disk before sending and
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replayed before a new match after map/process restarts. Retryable failures retain
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the queue head with 1–30 second backoff; other 4xx are terminal. Acceptance requires
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a 2xx response containing the JSON boolean `ok: true`, and logs include Electric
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Cherry's `telemetry.timing.matchId`. The native 5-second connect / 15-second total
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transfer limits still apply. Ordinary round/heartbeat failures are best effort.
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Transport failures and non-2xx HTTP responses log to the server console. The TWS
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plugin exposes HTTP status and cumulative DNS/TCP/TLS/first-byte/total timings,
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plus worker-queue and completion-notification delays. Transport success alone
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does not establish API acceptance.
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Verify acceptance at Electric Cherry: success is HTTP 200 with `ok: true`
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and telemetry containing `receivedAt`; invalid payloads return 400 and
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non-JSON content types return 415.
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**Deploy Electric Cherry #144 and the updated TWS plugin before these scripts.**
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See the shared [delivery and rollout notes](../../README.md#telemetry-delivery-and-rollout-t5-and-t6)
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for outbox location, persistence requirements, capacity/error handling and tests.
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**Diagnosing a lobby that stops reporting**
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Default logging includes initialization, match start/end, each request's
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event/round and local ID, queue wait and request duration in milliseconds,
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transport failures/recovery, HTTP rejection/status/timings, and the final queue drain. IDs reset on map
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load and only appear in logs; payloads are unchanged. Every log includes
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transport failures/recovery, HTTP rejection/status/timings, and the final queue drain.
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Each log identifies the original match key and payload sequence, including replays. Every log includes
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the server, map, and game time in milliseconds.
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An independent watchdog prints health every 30 seconds, even before match
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start and while HTTP is pending or the game-end queue is draining. It shows
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the sender stage, current snapshot capture, pending queue size (excluding
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the in-flight request), total queued, completed transports, transport failures,
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the sender stage, current snapshot capture, pending queue size (including
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the retained in-flight head), total captured, accepted reports, completed transports, transport failures,
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HTTP rejections, and
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time since the last completion (`-1` means none). Warnings remain enabled
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at log level `0`:
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@@ -406,7 +406,7 @@ at log level `0`:
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- `HTTP stalled`: a request has been pending for at least 30 seconds. The
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warning repeats on watchdog ticks with its ID, event, age, and queue size.
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- `sender is not consuming`: the oldest queued report has waited at least
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30 seconds with no in-flight request.
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30 seconds with no in-flight request outside an intentional retry backoff.
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- `round watcher has stopped advancing`: no polling progress for over
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5 seconds, detected on the next watchdog tick.
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- `no snapshot captured`: an active match has gone at least 65 seconds
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@@ -420,17 +420,12 @@ indicate a proxy error. Previews can include player identities echoed by
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the API. Restore `1` afterward, or use `0` to retain only warnings, errors,
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and transport recovery messages.
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Missing request handles and reported transport failures are counted and
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skipped so the sender can continue with the next event. Empty responses
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produce a warning. Arbitrary response bodies are not parsed as JSON,
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because malformed/proxy responses must not break the sender. The watchdog
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does not launch overlapping requests or retry failed events. Native timeouts
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release stalled transfers. A request still pending after 30 seconds warrants
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checking the installed plugin version, worker-queue delay and completion delivery.
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If diagnostics are absent, the reporter warns that native deadlines are unverified;
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install the TWS plugin build and restart the server process.
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Native deadlines and completion diagnostics require the [TWS plugin build](../plugins/README.md).
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Missing handles, transport errors, empty/invalid acknowledgments and retryable
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HTTP responses keep start/end pending. The watchdog never launches overlapping
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requests. A request pending beyond 30 seconds warrants checking the installed
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plugin version, worker-queue delay and completion delivery. Native deadlines,
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diagnostics and the telemetry outbox/acknowledgment helpers require the updated
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[TWS plugin build](../plugins/README.md).
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The upstream baseline contains
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[`http::request`](https://github.com/alicealys/t5-gsc-utils/blob/main/src/component/http.cpp)
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and [`jsonSerialize`](https://github.com/alicealys/t5-gsc-utils/blob/main/src/component/json.cpp).
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@@ -465,10 +460,8 @@ and [score tracking](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/Com
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though transport completes. Also check an empty or HTML response.
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7. Point a test server at an endpoint that accepts a connection but does
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not reply. With the TWS plugin, verify a native timeout near 15 seconds and
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continued queue consumption. With an older plugin, expect recurring
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`HTTP stalled` warnings and increasing
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pending counts while gameplay continues, including after game over.
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Release the delayed reply and verify the queue resumes in order and
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a retained start/end retry with bounded backoff while gameplay continues.
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Restore the endpoint and verify the queue resumes in order and
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the watchdog stops after the final drain. Test a refused connection
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separately to check failure counts and the recovery log once restored.
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