23 KiB
tws-t5-aio
Custom HUD + persistent bank + AFK toggle + immediate join + lobby lock + game telemetry for Plutonium T5
(Black Ops 1) zombies dedicated servers. Split across eight .gsc files,
each installable / removable in isolation (with tws_common as the shared
hub).
Platform quirks and deploy commands: NOTES.md.
Files
| File | Role |
|---|---|
| tws_common.gsc | Shared config, HUD helpers, spawn-handler registry, single connected listener + dispatcher |
| tws_db.gsc | MariaDB pool config + reachability probe |
| tws_hud.gsc | Bottom-left HUD stack: timers, zombie count, health bar |
| tws_bank.gsc | Persistent per-player bank + console commands |
| tws_afk.gsc | .afk / .back chat toggle + [AFK] indicator |
| tws_join.gsc | .join lets newcomers spawn before the current round ends |
| tws_lock.gsc | Lobby g_password lock at a milestone round |
| tws_telemetry.gsc | Direct HTTP game start, round, heartbeat, and game end reports |
Dependency graph
Arrows read "depends on" — solid means the source names the target with
scripts\sp\tws_common::..., dashed means the source waits on a level
notify fired by the target. Transitive edges are elided (so tws_bank
and tws_lock reach tws_common through tws_db / tws_hud on the
graph, but they also call tws_common directly).
graph BT
common[tws_common<br/><i>config + helpers + dispatcher</i>]
db[tws_db]
hud[tws_hud]
afk[tws_afk]
join[tws_join]
bank[tws_bank]
lock[tws_lock]
telemetry[tws_telemetry]
db --> common
hud --> common
afk --> common
join --> common
telemetry --> common
bank -. db_probe_done .-> db
lock -. hud_round_changed<br/>hud_game_over .-> hud
tws_commonis the only module named by other files at compile time.- All other cross-module coupling flows through level notifies
(
db_probe_done,hud_round_changed,hud_match_started,hud_game_over) or through spawn handlers registered withtws_common::register_spawn_handler. - Any file except
tws_commoncan be removed; the rest still load.tws_afkhas no downstream consumers — pull it independently.tws_bankneedstws_db;tws_lockneedstws_hud.
Runtime notifies
| Notify | Fired by | Read by |
|---|---|---|
db_probe_done |
tws_db |
tws_bank (via bank_deferred_start) |
hud_round_changed |
tws_hud |
tws_hud (round-timer reset), tws_lock |
hud_match_started |
tws_hud |
tws_hud (match-timer reveal) |
hud_game_over |
tws_hud |
tws_hud (freeze timers), tws_lock (clear password) |
tws_common.gsc
Hub file. Shared config, HUD helpers, 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:
level.hud_x,hud_y,hud_row_*,hud_col_*,hud_font_*,hud_bar_*,hud_c_*,hud_rate,hud_health_threshold - Spawn-handler registry
- 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 |
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 |
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).
tws_db.gsc
Features
- One MariaDB connection pool for the whole script (used by bank now, leaderboard later)
- Reachability probe: round-trips
SELECT 1and flipslevel.db_online - Fires
db_probe_doneso waiters can proceed regardless of outcome
Provides
| Level var / notify | Meaning |
|---|---|
level.db_online |
true iff the probe query returned without error |
level.db_probe_done |
true once the probe has completed (either way) |
notify db_probe_done |
Fired once after probe completion |
Depends on
scripts\sp\tws_common::ensure_config()t5-gsc-utils(mysql::set_config,mysql::query)
Config (currently hardcoded — TODO: dvarize before repo goes public)
- Host
mariadb, port3306, DBtws_zm, userjosh, passwordjoshster
tws_hud.gsc
Bottom-left cluster. Per-player elements spawn via ::hud_start.
Features
- Match timer + round timer (round resets each round, both freeze on game over)
- Player-name row (only visible in co-op)
- Zombies-remaining counter
- Health bar with green / amber / red ramp; numbers fade in below full HP
- 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.
Depends on
scripts\sp\tws_common::—ensure_config,make_text_elem,make_shader_elem,destroy_on_disconnect,format_mmss,register_spawn_handler- Every
level.hud_*config value fromtws_common - Stock BO1 state:
level.round_number,level.zombie_total,level.players,self.health,self.maxhealth,self.name/self.playername, AI entities'.animnameand.ignore_enemy_count
tws_bank.gsc
Persistent per-player bank. Balances survive server hops within the fleet because rows are keyed on XUID.
Features
- Server-console commands:
bank,deposit <amount>,withdraw <amount> - DB-first / memory-second:
self.bankandself.scoreonly move after the DB write confirms - Deposits:
INSERT ... ON DUPLICATE KEY UPDATE— lazy row create, atomic - Withdrawals:
WHERE balance >= ?— DB blocks overdrafts under concurrency - Score-drift refund guard on deposit
bank_loadcurrently a diagnostic stub (bare-minimum to isolate the connect-handshake crash — do not restore the stripped body until it passes join)
Provides
| Command | Args | Effect |
|---|---|---|
bank |
— | Prints current Bank and Score to the caller |
deposit |
<amount> |
Score → bank, DB-first with refund on race |
withdraw |
<amount> |
Bank → score, DB-first with overdraft guard |
Per-player state: self.bank (int), self.bank_unavailable (bool),
self.bank_guid (set in the full impl — currently unset by the stub).
Depends on
scripts\sp\tws_common::—ensure_config,register_spawn_handlertws_db— waits ondb_probe_done, gates onlevel.db_onlinet5-gsc-utils—mysql::query,mysql::prepared_statement,command::add_sv- Stock BO1:
self.score - Dvar:
tws_server_id(optional; labelslast_serveron bank rows) - External: MariaDB schema —
bank(guid, balance, last_name, last_server)
Spawn handler registered: ::bank_load.
tws_afk.gsc
Self-invoked pause mode. Owns the [AFK] indicator element entirely — HUD
module has zero knowledge of AFK.
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
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_common::—ensure_config,make_text_elem,destroy_on_disconnect,register_spawn_handler- Shared config:
level.hud_x,level.hud_row_match,level.hud_font_small,level.hud_c_afk - Stock BO1:
enableInvulnerability,disableInvulnerability,freezeControls,.ignoreme,level waittill("say", message, player)
Spawn handler registered: ::afk_spawn.
tws_join.gsc
Type .join in chat while spectating after joining a match in progress to
spawn immediately. Install with tws_common.gsc; no HUD or DB 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_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_common::—ensure_config,int_dvar_ortws_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_lock |
20 |
Round at which the lobby locks |
tws_server_id |
tws_bank, tws_telemetry |
Required for telemetry | Exact registered Electric Cherry server name; also used as the bank label |
tws_telemetry_enabled |
tws_telemetry |
1 |
Set to 0 to disable telemetry at init |
tws_telemetry_url |
tws_telemetry |
http://192.168.1.199:3000/api/telemetry |
Electric Cherry telemetry endpoint for JSON POSTs |
tws_telemetry_log_level |
tws_telemetry |
1 |
Read live: 0 warnings/errors/recovery only, 1 lifecycle/request/health logs, 2 also capture/queue logs and response previews |
tws_telemetry.gsc
Uses t5-gsc-utils HTTP/JSON components to POST directly to Electric Cherry's
/api/telemetry. Install alongside tws_common.gsc in storage/t5/scripts/sp/.
No HUD or database dependency. Reports run whether or not a beta is active.
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 "http://192.168.1.199:3000/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 |
Each player in round/heartbeat/end reports has name, guid, kills, headshots,
downs, revives, and score. 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, rather than cumulative points earned. map is mapname.
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","server":"t5_zombie_prototype_1","map":"zombie_cod5_prototype","players":[{"name":"Josh","guid":"12345678901234567"}]}
{"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}]}
{"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}]}
{"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}]}
Events are captured immediately into an in-memory queue. One HTTP worker
POSTs each snapshot once, in gameplay order, with Content-Type: application/json, 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, and already queued heartbeats drain before game_end.
There is no discovery, beta token, session ID, sequence field, custom event, external helper, or separate beta acknowledgement. Delivery is best effort: no retries or persistence across map reloads, and no cross-game exactly-once guarantee. A pending request delays later reports; the current plugin has no request timeout option. A map reload can discard queued reports.
Transport failures log to the server console. The plugin does not expose
HTTP status codes, so its success flag does not establish API acceptance.
Verify acceptance at Electric Cherry: success is HTTP 200 with ok: true
and telemetry containing receivedAt; invalid payloads return 400 and
non-JSON content types return 415.
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, and the final queue drain. IDs reset on map load and only appear in logs; payloads are unchanged. 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 (excluding
the in-flight request), total queued, completed transports, failures, 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.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 request handles and reported transport failures are counted and skipped so the sender can continue with the next event. Empty responses produce a warning. Arbitrary response bodies are not parsed as JSON, because malformed/proxy responses must not break the sender. The watchdog does not cancel or retry stuck requests: the current plugin offers neither timeout nor cancellation through GSC, and starting another request could reorder events or accumulate native workers. A stall remains blocked until the plugin completes it; these logs identify that condition, not fix it.
Requires a plugin build containing
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 five stats against the game. - 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 final stats 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 HUD/DB modules 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. Verify recurring
HTTP stalledwarnings and increasing pending counts while gameplay continues, including after game over. Release the delayed reply 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 — required.
tws_dbandtws_bankneed themysql::namespace;tws_bankalso needscommand::add_sv. - MariaDB / MySQL server reachable from the Plutonium container as
mariadb:3306(currently hardcoded — seetws_db.gsc). - Schema —
bank(guid VARCHAR PRIMARY KEY, balance INT, last_name VARCHAR, last_server VARCHAR).tws_banklazily inserts rows on first deposit.