33 KiB
TWS T5 Zombies scripts
Custom HUD + AFK toggle + immediate join + lobby lock + game telemetry + map records for Plutonium T5
(Black Ops 1) zombies dedicated servers. Split across eight .gsc files,
with tws_t5_common as the shared hub. Lobby lock also requires the HUD module.
Platform quirks and deploy commands: NOTES.md.
Files
| File | Role |
|---|---|
| tws_t5_common.gsc | Shared config, HUD helpers, paginated .help, service window, connect/spawn registries, single connected listener + dispatcher |
| tws_t5_hud.gsc | Unboxed timers, branding, zombies/health and per-player .hud visibility toggle |
| tws_t5_afk.gsc | .afk / .back chat toggle + [AFK] indicator |
| tws_t5_join.gsc | .join lets newcomers spawn before the current round ends |
| tws_t5_lock.gsc | Lobby g_password lock at a milestone round |
| tws_t5_telemetry.gsc | Direct HTTP game start, round, heartbeat, and game end reports |
| tws_t5_leaderboard.gsc | Private map high-round record and all tied holders on connection |
| tws_t5_bank.gsc | Persistent shared GUID bank and private balance/deposit/withdraw commands |
Install / upgrade
Copy tws_t5_*.gsc to storage/t5/scripts/sp/, then restart the map.
When upgrading an existing installation, first remove these old scripts from
that directory:
tws_bank.gscandtws_db.gsc(removed modules)tws_common.gsc,tws_hud.gsc,tws_afk.gsc,tws_join.gsc,tws_lock.gsc,tws_telemetry.gscandtws_leaderboard.gsc(renamed modules)
Do not leave both common scripts installed: duplicate connection listeners break T5's connect handshake. Existing dvar names are unchanged.
Player bank
Bank 2.0.2 requires plugin 1.2.0+ for startup version reporting and bounded
parser diagnostics. Install the DLL and restart the full server process before
loading these scripts. Follow the diagnostic rollout and live checks.
The optional tws_t5_bank.gsc adds .b, .d <amount|all> and
.w <amount|all> and registers them in help. It requires common and telemetry
1.0.0 or newer, the TWS t5 plugin 1.2.0, Electric Cherry's bank API and
a private per-server credential. Follow bank setup and recovery,
including a full process restart for the plugin. Bank 2.0.0+ uses only
https://ec.thewrightserver.net/api/bank and ignores tws_bank_url.
Update EC agents to 1.9.1+ first. If the old endpoint differs, follow the
endpoint upgrade procedure:
an EC rebuild must settle legacy journals before the new scripts start.
When the endpoint already matches, only a map restart is required.
Bank 2.0.1 converts T5's player getGuid() result to a string before
requests or journal writes, preserving existing strings exactly. Missing or
invalid identities fail privately without changing points. Follow the shared
identity and deployment checks.
Core HUD and service window
The unboxed core puts match time above round time at the upper left,
TWS ZOMBIES · discord.tws.lol at the top center, and zombies remaining above a
slim health bar at the bottom center. Current/maximum HP appears to the right
of the bar only while injured; it disappears at full health. The AFK indicator
sits above the zombie count. There are no panel backgrounds or timer labels.
Fullscreen X/Y anchors use the normalized 640 × 480 viewport directly and
bypass safe-area insets. Font scale is at least 1.0; verify text fit, stock
HUD overlap and Plutonium tag clearance at each aspect ratio in-game.
The core is created once per connection, including for spectator newcomers with placeholders until values are available. Creation does not seed the match clock. It persists across death and respawn. Clocks, health and zombie-count displays freeze at game over. Health fallbacks only affect the display and never modify gameplay max health.
The exact, case-insensitive .hud command toggles your core and AFK indicator.
It defaults visible, keeps your choice across death/respawn on the current
connection/map, and resets visible on reconnect or map restart. Timers and data
continue updating while hidden; game-over values remain frozen. Help, records
and the stock HUD are unaffected. .hud requires the HUD module.
Common provides one unboxed upper-right service area below the Plutonium tag.
Records are right aligned, with Map record · Round N followed by up to three
holder lines; there is no replay footer or single-page counter. Help displays
the full nine-command list in aligned rows. Services remain private, leave the
core in place and work without the HUD module installed. See the
shared layout and validation guide.
Only the active service view holds HUD elements: 19 for nine-command help
(20 with a multi-page counter), or four for records (five with a multi-page
counter). Pages reuse elements; switching views or closing the service releases
them. Idle services hold no HUD elements, while the controller retains pending
requests and interruption/resume behavior. Core + AFK use 11 + 1 elements.
HUD 1.4.0 and AFK 1.2.0 require common 1.4.0+. Update common, HUD and AFK
together where installed, then restart the map. Leaderboard 1.1.0 remains
compatible. This change requires no new Plutonium/plugin/backend dependency or
full server-process restart.
Map record announcements
Copy tws_t5_leaderboard.gsc and the updated tws_t5_common.gsc to
storage/t5/scripts/sp/, then restart the map. Leaderboard requires a
t5-gsc-utils build exposing
http::request, jsonParse, typeof and formatString. A plugin upgrade
requires a full server-process restart. To omit leaderboard, remove its script;
the enable dvar does not bypass native linking dependencies.
Records are read from the public Electric Cherry API with no credentials and work independently of telemetry and HUD. Spectator newcomers receive the same private announcement as playable joins. T5 matches its engine map to the API's map list. Shared configuration, caching and validation apply to both games.
Player commands
Type .help or .commands in chat to see available player commands and a short description.
The response is visible only to the requesting player and works while spectating,
before the first spawn. Commands are case-insensitive.
Help uses the unboxed upper-right service area. All nine installed commands
fit in one list with command and description columns. Additional registered
commands use pages of nine rows, with a counter only for multi-page lists.
Pages advance every 12 seconds and close after the last page. Typing either
command again returns to page one with a fresh timer. Both engines use
explicit row positions so T5 does not concatenate newline-separated text.
| Command | Effect |
|---|---|
.help, .commands |
List available commands |
.hud |
Hide or show your core HUD and AFK indicator (HUD module required) |
.afk |
Pause with protection |
.back |
Return from AFK |
.join |
Join mid-round (newcomers only) |
.leaders |
Show the map record again (leaderboard module required) |
.b |
Check bank balance (bank module required) |
.d <amount|all> |
Deposit points (bank module required) |
.w <amount|all> |
Withdraw points (bank module required) |
Each module registers its own help entries. Commands follow the order above,
independent of initialization order; removing a module also removes its entries
from .help after a map restart.
With all command modules installed, help shows one page of nine commands,
including the full .d <amount|all> / .w <amount|all> syntax. Removing HUD
removes .hud from the list.
The enabled leaderboard module registers .leaders, which replays the latest
cached map record privately. Repeating it restarts the record from the first page;
help pauses the record's remaining page time and resumes it after the final
help page. .leaders during help replaces the pending record replay from page one.
Dependency graph
Arrows read "depends on" — solid means the source names the target with
scripts\sp\tws_t5_common::..., dashed means the source waits on a level
notify fired by the target.
graph BT
common[tws_t5_common<br/><i>config + helpers + dispatcher</i>]
hud[tws_t5_hud]
afk[tws_t5_afk]
join[tws_t5_join]
lock[tws_t5_lock]
telemetry[tws_t5_telemetry]
leaderboard[tws_t5_leaderboard]
hud --> common
afk --> common
join --> common
lock --> common
telemetry --> common
leaderboard --> common
lock -. hud_round_changed<br/>hud_game_over .-> hud
tws_t5_commonis the only module named by other files at compile time.- All other cross-module coupling flows through level notifies
(
hud_round_changed,hud_match_started,hud_game_over) or through spawn handlers registered withtws_t5_common::register_spawn_handler/register_connect_handler. - Any file except
tws_t5_commoncan be removed; the rest still load.tws_t5_afkhas no downstream consumers — pull it independently.tws_t5_lockneedstws_t5_hudto receive round and game-over notifications.
Runtime notifies
| Notify | Fired by | Read by |
|---|---|---|
hud_round_changed |
tws_t5_hud |
tws_t5_hud (round-timer reset), tws_t5_lock |
hud_match_started |
tws_t5_hud |
tws_t5_hud (match-timer reveal) |
hud_game_over |
tws_t5_hud |
tws_t5_hud (freeze timers), tws_t5_lock (clear password) |
tws_t5_common.gsc
Hub file. Shared config, HUD helpers, service window, spawn-handler registry, and the
single level waittill("connected") in the fleet. Adding a second
connect listener anywhere else crashes the T5 SP handshake.
Features
- Shared HUD constants for overlay positions, rows/columns, fonts, health bar, colors and update rate
- Spawn-handler registry
- Connection-handler registry for optional modules that serve spectator newcomers
.help/.commandslistener and ordered help registry populated by installed modules- One service controller per player, with help/record pagination, interruption/resume, request replacement and disconnect/game-end cleanup; display elements exist only for the active view and are released when idle
- Core element registry with per-element alpha state and a per-player visibility mask
- Connect listener + per-player dispatch: iterates
level.tws_spawn_handlersafterspawned_playerand threads each on the player
Provides
| Function | Purpose |
|---|---|
common_config() |
Populate every level.hud_* (idempotent) |
ensure_config() |
No-op if config already set; called by every module's init |
register_spawn_handler(fn) |
Appends ::fn to level.tws_spawn_handlers |
register_connect_handler(fn) |
Threads ::fn after connection dispatch yields, without waiting for playable spawn |
register_help_command(command, description) |
Adds a player command to .help; call from the owning module's init() |
make_text_elem(p, x, y, ax, s, c) |
NewClientHudElem text element with black-glow outline |
make_shader_elem(p, x, y) |
NewClientHudElem shader element |
make_overlay_text(p, x, y, ax, s, c) |
Text at absolute fullscreen coordinates in the normalized 640 × 480 frame |
make_overlay_shader(p, x, y, w, h, c, alpha, sort) |
Shader at absolute fullscreen coordinates |
make_overlay_width(width) |
Clamp a normalized width and return the integer required by SetShader |
make_core_overlay_text(p, x, y, ax, s, c) |
Create overlay text registered for .hud visibility |
make_core_overlay_shader(p, x, y, w, h, c, alpha, sort) |
Create an overlay shader registered for .hud visibility |
make_panel_text(p, x, y, ax, s, c) |
Legacy text positioned relative to the former upper-right panel origin |
make_panel_shader(p, x, y, w, h, c, alpha, sort) |
Legacy shader positioned relative to that panel origin |
make_panel_width(width) |
Retained legacy design-width conversion for existing consumers |
make_core_text(p, x, y, ax, s, c) |
Retained legacy panel text with .hud visibility |
make_core_shader(p, x, y, w, h, c, alpha, sort) |
Retained legacy panel shader with .hud visibility |
set_core_alpha(p, elem, alpha) |
Preserve the element's intended alpha while applying the player's visibility choice |
toggle_core_hud() |
Toggle the player's registered core elements without stopping updates |
show_record(snapshot) |
Replace the player's record service request; an undefined snapshot shows unavailable |
destroy_on_disconnect(elems) |
Waits on disconnect, destroys the array |
int_dvar_or(name, fallback) |
Parse an integer dvar with default |
format_mmss(elapsed_ms) |
Format milliseconds as M:SS |
Depends on: nothing (leaf module).
Live validation (requires a T5 server)
- Type
.help,.HELPand.commandswhile playing and spectating before the first spawn. Verify all nine commands appear in one unboxed list, private to the requesting player. Check explicit rows, full bank syntax and the absence of a single-page counter. HP should appear beside the bottom health bar only while injured. - Remove AFK or join, restart the map, and verify its entries disappear while
.helpand the remaining commands still work. Restore the scripts afterward. - Verify help closes after 12 seconds. Add custom registered commands to test
the nine-row page limit, counter and repeat-to-restart behavior. Interrupt a record
with help and verify remaining page time resumes; repeat
.leadersduring help and verify only the latest replay starts from page one. - Reopen after expiry, die/respawn and reconnect; verify no duplicate text or leftover elements. Repeat without the HUD module. Follow the complete HUD validation guide before rollout.
- Watch the first automatic record announcement and its dismissal. Repeat records, help and interrupted/resumed records alongside stock notifications. Check that branding, the health bar, damage-only HP, zombie count and timers remain correct during each view and after it closes. Include other installed HUD mods; the live T5 SP element limit is unverified.
tws_t5_hud.gsc
Unboxed core overlays. Per-player elements are created on connection; gameplay updates start through the existing spawn lifecycle.
Features
- Upper-left match timer above round timer (round resets each round, both freeze on game over)
.hudtoggles this player's core and AFK indicator; data updates continue while hidden- Top-center
TWS ZOMBIES · discord.tws.lolbranding - Bottom-center zombies-remaining counter, with the AFK indicator above it
- Slim health bar with green / amber / red ramp; current/maximum HP appears beside it only while injured
- Spectator placeholders without starting the match clock on connection
- Round-transition and game-over notify machinery
Provides
| Notify / level var | Meaning |
|---|---|
notify hud_round_changed |
Fires each time level.round_number transitions |
notify hud_match_started |
Fires once when the match clock seeds |
notify hud_game_over |
Fires on the first end_game / game_ended / intermission notify |
level.round_start_time |
Anchored at first observed round transition |
level.match_start_time |
Anchored at first observed round-1 (or on first player spawn) |
Spawn handler registered: ::hud_start — threads hud_timer_row,
hud_zombie_counter, hud_health_display.
Connection handler registered: ::hud_connect — creates the core with placeholders
without seeding clocks; hud_start calls it as a fallback if needed.
Depends on
scripts\sp\tws_t5_common::—ensure_config,make_core_overlay_text,make_core_overlay_shader,make_overlay_width,set_core_alpha,toggle_core_hud,destroy_on_disconnect,format_mmss,register_help_command,register_spawn_handler,register_connect_handler- Every
level.hud_*config value fromtws_t5_common - Stock BO1 state:
level.round_number,level.zombie_total,level.players,self.health,self.maxhealth, AI entities'.animnameand.ignore_enemy_count
tws_t5_afk.gsc
Self-invoked pause mode. Owns the [AFK] indicator element, centered above the
zombie count through common layout values. It does not require HUD.
Features
- Chat commands
.afkand.back(vialevel waittill("say")— notcallbackPlayerSay, which never fires on T5 SP dedicated) - On enter:
enableInvulnerability,freezeControls(true),self.ignoreme = true(drops out of zombie targeting) - On exit: reverse, then a 2s grace tail keeps invuln + ignoreme through the target-reacquisition window
[AFK]HUD element created per-player via spawn handler; alpha-toggled by enter / exit through common's core visibility helpers, respecting.hud
Provides
- Per-player:
self.hud_afk_on(bool),self.hud_afk_elem(HUD element), writesself.ignoreme(stock BO1 targeting flag) - Level var:
level.afk_grace_seconds(default 2)
Depends on
scripts\sp\tws_t5_common::—ensure_config,make_core_overlay_text,set_core_alpha,destroy_on_disconnect,register_spawn_handler,register_help_command- Shared config: overlay AFK position,
level.hud_font_afk,level.hud_c_afk - Stock BO1:
enableInvulnerability,disableInvulnerability,freezeControls,.ignoreme,level waittill("say", message, player)
Spawn handler registered: ::afk_spawn.
tws_t5_join.gsc
Type .join in chat while spectating after joining a match in progress to
spawn immediately. Install with tws_t5_common.gsc; no HUD dependency.
Eligibility
- Only before the player's first playable spawn on the current connection.
- A normal spawn or successful
.joinpermanently closes eligibility for that connection. Getting downed, bleeding out, or changing rounds never restores it. Dead players must wait for the normal round-end respawn. - Requests during connection setup, without a living teammate, or after
game over cannot spawn a player. Repeated
.joinrequests cannot create overlapping spawns. - This is connection-local tracking; reconnecting creates a new player and resets eligibility. It is not an account-level reconnect restriction.
Uses the stock level.spawnPlayer entry point and preserves map-specific
level.custom_spawnPlayer callbacks. If absent, installs the stock zombies
spectator callback, as the round-end routine does. Missing spectator spawn
locations are seeded from the map's initial_spawn_points.
Spawn handler registered: ::join_spawn. Stock self.initialized provides
an additional first-spawn guard; hasSpawned cannot distinguish spectators.
See the stock zombies lifecycle
and spawn entry point.
Live validation (requires a T5 server)
- Join during an active round, type
.join, and verify one playable spawn with normal weapons, controls, zombie targeting, and HUD initialization. Check both round 1 and a later round, including each deployed map. - Repeat
.joinrapidly; verify no duplicate spawns. Try it alive, while downed, and after bleeding out; verify no revive or respawn. - Join and wait for the normal round-end spawn instead; after dying, verify
.joinremains blocked, including on subsequent rounds. - Try during round transition and game over; verify no duplicate spawn or
restart of an ended match. Check that
.afk/.backstill work.
tws_t5_lock.gsc
Features
- Sets
g_passwordto a random per-lobby value when the round crosses a milestone (default: round 20) - Existing players are unaffected;
g_passwordis only checked at connect - Clears
g_passwordonhud_game_overso the next lobby opens unlocked - Trigger round is dvar-driven — retune without redeploying
Provides
| Level var | Meaning |
|---|---|
level.lock_round |
Round at which the lobby locks (read at init) |
level.lock_active |
true after the password has been set |
Depends on
scripts\sp\tws_t5_common::—ensure_config,int_dvar_ortws_t5_hud— waits onhud_round_changedandhud_game_over- Stock BO1:
level.round_number - Dvar:
tws_lock_round(int, default20)
Dvars
| Dvar | Consumer | Default | Purpose |
|---|---|---|---|
zombiemode |
every module | — | Gate: every init() returns early unless "1" |
tws_lock_round |
tws_t5_lock |
20 |
Round at which the lobby locks |
tws_server_id |
tws_t5_telemetry |
Required for telemetry | Exact registered Electric Cherry server name |
tws_telemetry_enabled |
tws_t5_telemetry |
1 |
Set to 0 to disable telemetry at init |
tws_telemetry_url |
tws_t5_telemetry |
https://ec.thewrightserver.net/api/telemetry |
Electric Cherry telemetry endpoint for JSON POSTs |
tws_telemetry_log_level |
tws_t5_telemetry |
1 |
Read live: 0 warnings/errors/recovery only, 1 lifecycle/request/health logs, 2 also capture/queue logs and response previews |
tws_t5_telemetry.gsc
Uses tws-t5-gsc-utils HTTP/JSON components to POST directly to Electric Cherry's
/api/telemetry. Install alongside tws_t5_common.gsc in storage/t5/scripts/sp/.
No HUD dependency. Reports run whether or not a beta is active.
Follow the shared authentication setup
to configure the service before upgrading. The reporter token is embedded in
level.telemetry_token; it must match the service's EC_TELEMETRY_TOKEN. Short
embedded tokens and non-HTTPS URLs disable reporting at init.
Example server config (except log level, read at script init; restart the map after changes):
set tws_server_id "t5_zombie_prototype_1"
set tws_telemetry_enabled "1"
set tws_telemetry_url "https://ec.thewrightserver.net/api/telemetry"
set tws_telemetry_log_level "1"
tws_server_id must match the registered server name exactly. If it is
unset, the script logs a configuration error and does not start reporting.
An unknown or destroyed server is rejected by Electric Cherry with HTTP 404.
The reporter emits exactly four event types:
| Event | When | Payload |
|---|---|---|
game_start |
First playable spawn, with the stock begin_spawning flag as a fallback |
server, map, players with name and guid |
round_change |
First observed round after start, then each change (checked every 0.5 seconds) | server, map, round, full player stats |
heartbeat |
Every 30 seconds after game_start, until game end |
Same fields as round_change, with current round and player stats |
game_end |
First stock end_game, game_ended, or intermission notification |
server, map, final round, full player stats |
All four events also include match and seq (see delivery below).
Each player in round/heartbeat/end reports has name, guid, kills, headshots,
downs, revives, score, and score_total. Names and GUIDs remain strings; GUIDs never
pass through numeric conversion. Round and stats are nonnegative integers,
with missing or negative stat values reported as zero. The four counters
come from T5's player.stats; score is the player's current spendable
player.score. score_total reads the stock player.score_total cumulative
match score used by the final scoreboard; spending points does not reduce it.
It follows stock scoring rules, including grants excluded from the total.
Missing or negative totals report as zero, independently of the balance.
game_start includes only player identity. map is mapname.
Stock end_game yields before player_intermission replaces player.score
with player.score_total. The reporter captures both immediately at the first
end signal without yielding; retries and replay retain that exact snapshot.
Custom scripts that overwrite the score before emitting any supported end
signal must preserve this ordering to retain a spendable final balance.
Deploy receiver support for score_total before the reporters. Old payloads
remain valid; the receiver treats their missing totals as unknown, not zero.
Every report includes everyone returned by getPlayers(), including
spectators, downed players, and AFK players. Empty rosters are sent as [].
Undefined players and players with missing/empty names or GUIDs are skipped
with a warning containing their roster index; a later snapshot can include
them once their identity is available.
The script builds the JSON array delimiters explicitly because the plugin
serializes an empty GSC array as null; player objects and strings still
use jsonSerialize for escaping.
{"event":"game_start","match":"process-token-1","seq":1,"server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","players":[{"name":"Josh","guid":"12345678901234567"}]}
{"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,"score_total":62000}]}
{"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,"score_total":62500}]}
{"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,"score_total":65000}]}
Events are captured immediately into an in-memory queue. One HTTP worker
POSTs snapshots in gameplay order, with Content-Type: application/json and Authorization: Bearer <token>, waiting for completion
before sending the next. Gameplay and round detection continue while requests
are pending. Repeated joins or
end notifications do not duplicate start/end reports. At game over, the
reporter captures any round change since the last poll, stops detection,
and lets the sender drain through game_end.
The first heartbeat is captured 30 seconds after match start, then every
30 seconds even when the round is unchanged or the roster is empty. Round
changes and later spawns do not reset the interval or add heartbeat workers.
Heartbeats use the same snapshot builder and ordered sender as round reports;
pending HTTP requests can delay transmission. Game end stops the heartbeat
worker. Only the newest waiting heartbeat is retained; round reports and the
in-flight request retain their order before game_end.
Each report includes a native-generated match key and a positive seq, starting
at 1 for game_start. Start/end snapshots are written to disk before sending and
replayed before a new match after map/process restarts. Retryable failures retain
the queue head with 1–30 second backoff; other 4xx are terminal. Acceptance requires
a 2xx response containing the JSON boolean ok: true, and logs include Electric
Cherry's telemetry.timing.matchId. The native 5-second connect / 15-second total
transfer limits still apply. Ordinary round/heartbeat failures are best effort.
Deploy Electric Cherry #144 and the updated TWS plugin before these scripts. See the shared delivery and rollout notes for outbox location, persistence requirements, capacity/error handling and tests.
Diagnosing a lobby that stops reporting
Default logging includes initialization, match start/end, each request's event/round and local ID, queue wait and request duration in milliseconds, transport failures/recovery, HTTP rejection/status/timings, and the final queue drain. Each log identifies the original match key and payload sequence, including replays. Every log includes the server, map, and game time in milliseconds.
An independent watchdog prints health every 30 seconds, even before match
start and while HTTP is pending or the game-end queue is draining. It shows
the sender stage, current snapshot capture, pending queue size (including
the retained in-flight head), total captured, accepted reports, completed transports, transport failures,
HTTP rejections, and
time since the last completion (-1 means none). Warnings remain enabled
at log level 0:
HTTP stalled: a request has been pending for at least 30 seconds. The warning repeats on watchdog ticks with its ID, event, age, and queue size.sender is not consuming: the oldest queued report has waited at least 30 seconds with no in-flight request outside an intentional retry backoff.round watcher has stopped advancing: no polling progress for over 5 seconds, detected on the next watchdog tick.no snapshot captured: an active match has gone at least 65 seconds without a new snapshot, despite its 30-second heartbeat.
Set tws_telemetry_log_level "2" in the server console while investigating;
no map restart is needed. This adds capture/queue stages and API response
previews, escaped onto one line and limited to the first 256 characters.
Look for ok: false and the rejection reason in those previews; HTML may
indicate a proxy error. Previews can include player identities echoed by
the API. Restore 1 afterward, or use 0 to retain only warnings, errors,
and transport recovery messages.
Missing handles, transport errors, empty/invalid acknowledgments and retryable
HTTP responses keep start/end pending. The watchdog never launches overlapping
requests. A request pending beyond 30 seconds warrants checking the installed
plugin version, worker-queue delay and completion delivery. Native deadlines,
diagnostics and the telemetry outbox/acknowledgment helpers require the updated
TWS plugin build.
The upstream baseline contains
http::request
and jsonSerialize.
Disabling the dvar does not remove that compile-time dependency; remove the
script when using a plugin build without those functions.
Stat and lifecycle references: stock T5 zombies and score tracking.
Live validation (requires a T5 server)
- Start a match and verify one
game_start, then an initialround_changeand one per new round. Check the exact server name, map, string GUIDs, all player identities, and all six stats against the game. Earn points, then spend some: the balance should decrease while the total stays unchanged. - Join again in the same round, go AFK, become downed, and spectate. Verify the next report includes the full roster without another start event.
- End a match and verify one
game_endwith both scores captured before the scoreboard overwrite; comparescore_totalto the final scoreboard. Verify the final stats arrive after all round reports, including if more than one stock end notification fires. Check a round-0 intro and an empty roster, including last-player disconnect. - Delay HTTP completion while rounds advance and the match ends. Verify requests remain ordered and retain the stats captured at each event. With the API unreachable, verify transport-error logging and continued gameplay. Repeat without an active beta and with the HUD module removed.
- Stay in one round for over a minute. Verify heartbeats at 30 and 60 seconds
after start, with current stats and the same fields as
round_change. Check that round changes and joins do not reset or duplicate the interval, and no heartbeat followsgame_end, including with requests pending. - Change log level between
0,1, and2without a map restart. Check request IDs pair sends with completions and level2shows bounded, escaped response previews. Use an unregistered server name on a test server and confirm the API rejection is visible in the response even though transport completes. Also check an empty or HTML response. - Point a test server at an endpoint that accepts a connection but does not reply. With the TWS plugin, verify a native timeout near 15 seconds and a retained start/end retry with bounded backoff while gameplay continues. Restore the endpoint and verify the queue resumes in order and the watchdog stops after the final drain. Test a refused connection separately to check failure counts and the recovery log once restored.
External dependencies
t5-gsc-utils is required for telemetry and leaderboard HTTP, JSON, type and string helpers. Install a build exposing the natives listed in each module's documentation, then restart the server process. No database is required.