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# tws-zombies-scripts
Combined working repo for the TWS Plutonium Zombies scripts and native plugins across two games.
[Changelog](CHANGELOG.md) · [Current component versions](versions.json)
## Layout
- [t5/scripts/](t5/scripts/) — T5 GSC modules, [README](t5/scripts/README.md), and [notes](t5/scripts/NOTES.md).
- [t5/plugins/](t5/plugins/) — `tws-t5-gsc-utils`, based on [alicealys/t5-gsc-utils](https://github.com/alicealys/t5-gsc-utils), with TWS HTTP changes.
- [t6/scripts/](t6/scripts/) — T6 GSC modules, [README](t6/scripts/README.md), [notes](t6/scripts/NOTES.md), and compiler checks.
- [t6/plugins/](t6/plugins/) — `tws-t6-gsc-utils`, based on [alicealys/t6-gsc-utils](https://github.com/alicealys/t6-gsc-utils), with the same HTTP changes.
The scripts still deploy to the game's existing `storage/t5/scripts/sp/` or
`storage/t6/scripts/zm/` directories; the new source layout does not change GSC namespaces.
## Versioning
[versions.json](versions.json) records the current source version of each
individual script and each native plugin. Every `.gsc` file has its own version,
keyed by its exact filename. Changing one script bumps only that script's version;
other scripts increase only when their own source changes.
| Component | Manifest key | Source |
| --- | --- | --- |
| Each T5 script | Exact filename, e.g. `tws_t5_afk.gsc` | Corresponding file in `t5/scripts/` |
| Each T6 script | Exact filename, e.g. `tws_t6_afk.gsc` | Corresponding file in `t6/scripts/` |
| T5 plugin | `t5-plugin` | `t5/plugins/tws-t5-gsc-utils/` |
| T6 plugin | `t6-plugin` | `t6/plugins/tws-t6-gsc-utils/` |
Every completed script or plugin change includes a version bump for each
affected component and an entry in [CHANGELOG.md](CHANGELOG.md). Each entry
identifies each changed script or plugin and its new version, compatibility
requirements, and deployment steps. Shared helpers such as `tws_t5_common.gsc`
have their own versions; document required dependency versions when compatibility
changes. A shared helper change alone does not bump its unchanged consumers.
Changes to shared build/dependency tooling also bump the plugins they affect.
Versions use `MAJOR.MINOR.PATCH`: increase the patch for fixes and internal
changes, the minor for compatible features, and the major for breaking changes
to commands, configuration, native APIs, or data contracts. Reset lower fields
when increasing the minor or major. Bump once per logical change; documentation-only
and test-only changes are exempt. All 18 scripts and both plugins advance independently.
The initial `1.0.0` versions document the existing source baseline. These TWS
versions are separate from upstream revisions in each plugin's `upstream.json`
and the existing native loader `plugin_version()` value. Component versions
identify source changes; consult the changelog for compatible script/plugin
combinations and receiver requirements. Maintenance rules are in [AGENTS.md](AGENTS.md).
## Building plugins
Plugin source is vendored as regular tracked files so local modifications travel
with this repository. Each plugin's `upstream.json` records its upstream revision
and exact Git dependency revisions. Dependencies and build outputs are ignored.
The dependency loader replaces upstream's submodule setup; nested upstream
`.github` files are retained for reference and do not run as this repo's CI.
Use Windows with Visual Studio 2022 C++ build tools, a Windows SDK, Git, and
Python 3.9+. From a Developer PowerShell with `msbuild` on PATH, at the repository root:
```powershell
.\tools\build_plugins.ps1 -Game all -Configuration Release
```
This restores pinned dependencies, generates both projects, and builds x86 DLLs.
Upstream's Premake setup also downloads its MySQL client dependency on first use.
Outputs are `t5/plugins/tws-t5-gsc-utils/build/bin/Release/tws-t5-gsc-utils.dll` and
`t6/plugins/tws-t6-gsc-utils/build/bin/Release/tws-t6-gsc-utils.dll`.
Remove the old `t5-gsc-utils.dll` or `t6-gsc-utils.dll` before installing the
corresponding `tws-` DLL in `Plutonium/plugins/`; load only one version per game.
**Restart the server process**;
restarting only the map cannot load an updated plugin.
Use `python tools/fetch_plugin_deps.py all --check` to verify dependency revisions
without fetching. Use `python3 tools/test_plugin_http.py` on macOS/Linux with a
C++20 compiler and libcurl development files to compile the real HTTP utilities
and test local stalled connections, response deadlines, status reporting and recovery.
These portable tests do not build the Windows DLLs or exercise Plutonium's VM.
Run `python3 tools/test_plugin_component.py` to compile the completion/option
handling against host engine shims with address and undefined-behavior sanitizers.
Both plugins now default to a 5-second connection timeout and 15-second total
transfer timeout. Request options can override these with positive millisecond
values. Telemetry explicitly sets those limits and logs native HTTP status and
timings. See the [T5](t5/plugins/README.md) and [T6](t6/plugins/README.md) plugin notes.
Telemetry retries and durable replay require the updated plugins; see the
[delivery and rollout notes](#telemetry-delivery-and-rollout-t5-and-t6).
## Telemetry delivery and rollout (T5 and T6)
**Deploy Electric Cherry [#144](https://gitea.thewrightserver.net/josh/electric-cherry/issues/144)
before these reporters.** Replay requires the receiver to associate reports with
`match` and deduplicate `seq`; the legacy receiver can apply an old end to a newer
match. Build and install both updated TWS plugins, restart the server processes,
then deploy the corresponding scripts. The new `telemetryNewMatch`,
`telemetryLoad`, `telemetryStore`, `telemetryRemove` and `telemetryResponse`
functions are required even if telemetry is disabled by dvar.
Stat reports now include both `score` (spendable balance) and `score_total`
(stock cumulative match score) for each player. Deploy Electric Cherry's
`score_total` receiver support before these scripts; older receivers discard
the extra field. No additional plugin update is needed for this field.
The first stock `end_game` signal is captured without yielding, before
intermission replaces the balance with the total. `game_start` remains an
identity-only roster.
Every captured report includes a `match` key (random native process token plus
an increasing match counter, at most 64 characters) and a positive `seq`.
`game_start` is sequence 1. Retries and replay send the exact original JSON;
sequence numbers are never reassigned. Player snapshots still reflect capture
time; no client timestamp has been added and API receipt times retain their
existing meaning.
A single sender keeps `game_start` and `game_end` at the queue head on transport
failure, native timeout, HTTP 429 or 5xx. Delays are 1, 2, 4, 8, 16, then 30 seconds
between attempts, capped at 30 seconds without a retry-count limit. Other 4xx
(and redirects) are logged and dropped. A 2xx with a JSON boolean `"ok": true`
acknowledges delivery; empty, malformed or negative 2xx replies and missing HTTP
diagnostics are unacknowledged and retried for boundaries. Accepted reports log
Electric Cherry's `telemetry.timing.matchId` as `ec_match_id` when supplied.
Heartbeats and round changes remain best effort. Waiting heartbeats are coalesced
to the newest snapshot, preserving round reports and any in-flight request.
Intentional coalescing can produce gaps in `seq`.
The native outbox saves start/end snapshots synchronously before sending, and
removes them only after acknowledgment or a terminal HTTP rejection. Files live
under `fs_homepath/tws-telemetry/t5/` or `t6/`, scoped to the exact server name and
endpoint. Keep this directory on persistent writable storage across process or
container restarts; it contains player snapshots but no authorization token.
Use a single process per server/endpoint and storage directory. Endpoint/server
changes use a separate outbox, so restore the original configuration to replay
its backlog. Keep `tws_server_id` stable between maps. On map/process startup,
recovered boundaries precede any new `game_start`. An accepted report whose
acknowledgment/removal was lost is safely replayed with the same identity.
Writes replace the committed file only after a complete temporary write. A
storage error blocks the affected boundary before sending and logs an error;
unsaved in-memory reports cannot survive a restart. Unreadable/corrupt saved data
disables telemetry until storage is repaired and the map restarted, preserving
the file for recovery. Each outbox is limited to 4,096 reports / 16 MiB, with
individual report bodies below 20 KiB; reaching a limit fails visibly without
discarding the saved backlog. Disk removal failures retry cleanup without sending
an already resolved report again during the same map. The plugin cannot recover
a `game_end` that was never captured (for example, a process crash during play).
Run `node tools/check_telemetry.mjs` for both reporters' queue/retry fixtures and
`python3 tools/test_plugin_telemetry.py` for native storage, acknowledgment and
process-restart checks with sanitizers. The native test uses each restored JSON
dependency; alternatively pass `--json-header '/path/{game}-json.hpp'` with the
single headers from each plugin's pinned revision. These tests use engine shims.
Validate Windows DLL linking and both games in Plutonium before rollout: force a
timeout/429/503 at start and end, confirm permanent 400/401 failures do not retry,
restart a map and then a process with pending boundaries, and confirm their
original match IDs complete before the next start. Also verify a 2xx without
`ok: true` stays pending, an outage retains only the latest waiting heartbeat,
and a disk failure is visible without advancing past an unsaved boundary.
## Parity
T5 and T6 are separate source trees, not a shared library — GSC namespaces, includes, and stock APIs differ enough between the two engines that a shared file is not practical. Feature parity is enforced pairwise: a change landed in `t5/` should be considered for a companion change in `t6/`, adapted to T6 conventions.
Modules currently in each tree:
| Module | T5 | T6 |
|------------|-------------------------------|---------------------------------|
| common | `t5/scripts/tws_t5_common.gsc` | `t6/scripts/tws_t6_common.gsc` |
| hud | `t5/scripts/tws_t5_hud.gsc` | `t6/scripts/tws_t6_hud.gsc` |
| afk | `t5/scripts/tws_t5_afk.gsc` | `t6/scripts/tws_t6_afk.gsc` |
| lock | `t5/scripts/tws_t5_lock.gsc` | `t6/scripts/tws_t6_lock.gsc` |
| telemetry | `t5/scripts/tws_t5_telemetry.gsc` | `t6/scripts/tws_t6_telemetry.gsc` — queued `game_start` / `heartbeat` / `round_change` / `game_end` matching T5 |
| join | `t5/scripts/tws_t5_join.gsc` | `t6/scripts/tws_t6_join.gsc` |
| bank | `tws_t5_bank.gsc` | `tws_t6_bank.gsc` — persistent shared GUID bank |
| leaderboard | `t5/scripts/tws_t5_leaderboard.gsc` | `t6/scripts/tws_t6_leaderboard.gsc` |
## Player bank (T5 and T6)
Install `tws_t5_bank.gsc` or `tws_t6_bank.gsc` alongside the game's common and
telemetry scripts (`1.0.0` or later). Players can use `.b` to read their balance,
`.d <amount|all>` to deposit spendable points, and `.w <amount|all>` to withdraw.
Configured bank modules register all three commands in `.help`. Balances are
shared by GUID across games and survive map/server restarts. Transfers do not
change `score_total`; bank-assisted matches still count on existing leaderboards.
Deploy [Electric Cherry #146](https://gitea.thewrightserver.net/josh/electric-cherry/issues/146)
first, then build/install both native plugins `1.2.0` and **restart the server
processes**. The plugins provide `bankLoad`, `bankStore`, `bankRemove` and
`bankResponse`. Removing the bank script is necessary to omit these linking
requirements; disabling it by dvar does not avoid linking.
Electric Cherry generates a unique bank token when it prepares a native server
instance and injects it through that instance's private
`electric_cherry_bank.cfg`, with `tws_server_id` supplied by the launch configuration.
Both bank scripts `2.0.0` always use `https://ec.thewrightserver.net/api/bank`;
`tws_bank_url` is no longer read, even if an old configuration still sets it.
The host agent's enrolled controller address is independent and continues to
serve agent traffic. Agent `1.9.1+` writes only the private `tws_bank_token` in
the bank configuration. Rebuilds and host moves keep the instance token;
destroying the instance revokes it. Reusing a server name gets a new token.
There is no `EC_BANK_TOKENS` map or per-server secret to maintain. Keep secrets
outside shared scripts and promoted configs.
Set `tws_bank_enabled 0` to disable the module; restart maps after script/config changes.
Electric Cherry's `EC_BANK_MAX_BALANCE` defaults to 250000 (range 1–1000000).
Each transfer and bank-funded spendable balance is capped at 1000000 points.
Transfers require a living player recorded in the server's current telemetry
match. Newcomers may wait until the next 30-second heartbeat. The game validates
points and player state again after a prepare reply; failed or uncertain
prepares leave game points unchanged and cancel the reservation. After points
move, a durable commit decision retries settlement without applying them again.
A transfer in progress blocks new bank requests on that server. A GUID can
have only one prepared transfer across the fleet.
Preserve `tws-bank/t5/` and `tws-bank/t6/`, relative to the game process working
directory, across process/container restarts, with one process per server/endpoint
directory. EC host agents **1.9.1+** settle
pending journals before deleting runtime storage on removal, rebuild, migration
or launch cancellation. Update the agents before enabling the bank. An outage
or invalid journal blocks cleanup and preserves the files. Decisions are scoped
to server name and URL and contain no token. Recoveries run before new bank requests;
failed cleanup/replies retry with the original identity. Corrupt storage
blocks the bank; failed writes prevent points changes. Restore storage or
credentials to finish pending work, rather than deleting the journal. Holds
have no automatic expiry. Already-applied withdrawals are match points and
are not refunded when a match ends or its process crashes. As with any live
score, the journal cannot make game memory and the remote database atomic
across a machine/storage failure.
### Bank diagnostics — TWS #14
Bank scripts `2.0.2` require their matching TWS plugins `1.2.0+`. Startup logs
report the script version, the loaded plugin's TWS version via `bankVersion()`,
the effective endpoint, a validated server ID, credential format validation,
and the loaded journal count. Credential validation checks the local format;
HTTP 401/403 still identifies a credential rejected by EC. A failed journal load
logs `pending=unknown` and disables the bank; invalid configuration reports that
journals were not loaded. Server IDs outside the bounded log-safe token alphabet
are shown as `invalid`/`unavailable` without changing the configured API identity.
Each HTTP attempt receives a local `correlation=bank-<map milliseconds>-<counter>`
for console diagnostics, including `.b`. These IDs are scoped to a map/process
log, never sent to EC, and never replace durable transfer IDs. Balance requests
still omit the API request ID and require an empty response ID. Transfer logs
also include their original request ID, linking prepare, journal and settlement.
Outcomes distinguish request creation, transport failure, HTTP rejection,
missing diagnostics/response, invalid acknowledgment (with a fixed parser reason),
request-ID mismatch, unexpected state, and valid application rejection. Available
HTTP status, curl code and cumulative DNS/connect/TLS/total milliseconds are
included; absent or malformed fields say `unavailable`. Only allowlisted response
codes reach logs; unfamiliar codes say `unknown`. No token, authorization header,
raw response/request body, transport exception or private configuration contents
are logged. Existing point accounting, journal format, API payloads, retry delays
and player-facing messages are unchanged.
Settlement lines add the durable decision, attempt count, pending seconds, next
retry delay, cleanup failures and eventual resolution. Pending time begins when
a new cancel decision is attempted; recovered journals measure from this map's
load, so downtime is not included. Counters reset on map/process restart. Repeated
identical failures per action are summarized at most every 30 seconds, with a
`suppressed` count. Reason/status/code changes and recovery log immediately.
Native storage logs similarly identify load/write/remove failures and recovery.
Rate-limited attempts retain their correlation internally; only emitted lines
appear in the console. No log history or retry metadata is added to the journal.
Build/install both updated DLLs and **restart each full server process**, then
install the corresponding scripts and restart the map if they were copied after
startup. `bankVersion()` is a new linking requirement even when the bank is
disabled by dvar. No EC/agent change or new third-party dependency is required;
existing bank API, common/telemetry and endpoint-migration requirements still apply.
Verify deployed DLL and GSC SHA-256 hashes against the built release artifacts,
and confirm startup reports `script=2.0.3 plugin=1.2.0` before interpreting results.
An old bank script checksum on Ascension was reported in issue #14; deploying
only the DLL does not update GSC. No deployment was performed here.
Run `node tools/check_bank.mjs --ec-root /path/to/electric-cherry` and
`python3 tools/test_plugin_bank.py`. On **both T5 and T6**, compile/link and test
successful `.b`/deposit/withdrawal, HTTP 401/403, timeout, malformed JSON/schema,
wrong response ID, unwritable/corrupt journals and settlement recovery after a
map/process restart. Check first/change/recovery logs, 30-second suppression,
HTTP timings, unchanged player messages/points and one remote ledger entry per
transfer. Keep journal files intact during failure tests. Windows DLL/GSC builds,
installed-artifact verification and these live game checks remain required.
### Bank identity validation
Bank scripts `2.0.1` use T5's `player getGuid()` and T6's persistent
`player.guid`, matching each game's telemetry identity source. Both normalize
integer identities to strings and preserve existing strings exactly, including
large or zero-prefixed GUIDs. Missing or invalid identities show a private
"Bank player identity unavailable" message before any request, journal write
or score change. GUIDs must meet EC's existing 1–64 character token contract
(`A–Z`, `a–z`, `0–9`, `_`, `.`, `:`, `-`). Persisted decisions and their retries
retain that original string identity, even after the player disconnects.
No new plugin or EC update is required for this fix. Install the updated bank
script in each game's script directory and restart the map. This does not
repair an older numeric-GUID journal: preserve any such pending decisions and
their request IDs for scoped recovery; never delete them to unblock a rebuild.
The endpoint upgrade procedure below still applies to legacy URLs.
Run `node tools/check_bank.mjs` for both scripts' portable fixtures. To also
exercise the actual EC bank service and bank migrations with isolated SQLite:
```sh
node tools/check_bank.mjs --ec-root /path/to/electric-cherry
python3 tools/test_plugin_bank.py
```
The optional EC check requires that checkout's installed `typescript` and
`better-sqlite3` dependencies. It uses no EC configuration, credentials, network
or production database. It covers numeric rejection, normalized balances and
transfers, zero-balance `.w all`, cancellation, and idempotent commit replay.
Native checks require the pinned JSON headers as described above. These tests
do not validate game VM linking, HTTP route authentication or deployed artifacts.
After deployment, compare the SHA-256 hashes of both installed bank scripts
with the source files from this release, and confirm the map restarted. On T5
and T6, check `.b`, a deposit, a withdrawal, and `.w all` with zero bank balance
(an insufficient-balance message with no point change). Confirm EC records
string GUIDs matching telemetry, one ledger entry per completed transfer, and
unchanged `score_total`. On a test server, interrupt settlement and restart the
map/process: the original request ID and decision must settle once without
reapplying game points. GSC compilation and these live checks remain required.
### Upgrading the bank endpoint
Deploy the Electric Cherry agent `1.9.1+` companion to
[TWS #13](https://gitea.thewrightserver.net/josh/tws-zombies-scripts/issues/13)
before installing bank scripts `2.0.0`. It accepts journals for the public game
endpoint and the legacy bank URL derived from that host's enrolled controller.
It settles through the existing authenticated, instance-scoped agent API at the
controller; it never follows journal URLs and rejects other endpoint identities.
The instance token and server identity must stay the same through the upgrade.
**If the old `tws_bank_url` differs from the public endpoint, rebuild the server
through EC with agent `1.9.1+` and the new scripts.** The agent stops the old
process and settles its original commit/cancel decisions before starting the
replacement and deleting old storage. A lost reply replays the same request ID;
EC deduplicates it. An outage, corrupt journal or failed acknowledgment retains
storage and blocks the replacement. Resolve the failure and retry the rebuild.
Keep the enrolled controller address unchanged until legacy decisions drain.
Do not merely replace scripts and restart the map: native journals are keyed by
server and endpoint, so the new scripts cannot see a legacy endpoint's pending
decisions. Do not rename, rewrite or delete those journals to force migration.
If the previous endpoint already was the exact public URL, install the scripts
and restart the map; saved decisions replay under the same journal identity.
No new plugin build or full process restart is required for that case. Other
legacy endpoints are refused by the agent and require recovery with their
original configuration before switching. No deployment has been performed here.
Run `node tools/check_bank.mjs` and `python3 tools/test_plugin_bank.py`.
Before rollout, build/link Windows DLLs, compile GSC, and verify both games:
help, balance and `all` commands, score HUD/persistence, max/overdraw errors,
death/respawn/disconnect during HTTP, late telemetry, lost prepare/commit
responses, disk failures and map/process restart with pending decisions.
For this upgrade also verify stale URL settings are ignored, an empty `.b`
shows zero, `.w all` reports insufficient balance, and an EC rebuild/removal
settles legacy and public journals without duplicate ledger entries or lost points.
## Core HUD and service window (T5 and T6)
The core uses a light, unboxed layout: match time above round time at the upper
left, `TWS ZOMBIES | discord.tws.lol` centered along the top, and the zombie
count centered near the bottom above a slim health bar. The complete
`N ZOMBIES` text uses one centered element at the health track's midpoint,
keeping the group centered as the count gains or loses digits. It uses a
uniform font scale of `1.25` and shows `-- ZOMBIES` before data is available.
Current/maximum HP appears to the right of the bar only while injured, then
disappears at full health. The AFK indicator sits above the zombie count. Text
uses an outline for contrast; there are no panel backgrounds or timer labels.
Fullscreen X/Y anchors bypass safe-area insets. Overlay positions and shader
widths use the normalized `640 × 480` viewport directly. Text uses a minimum
font scale of `1.0`. Check the upper-left timers
against stock map inventory/objectives and performance overlays, and keep the
upper-right service area below the Plutonium tag. Physical proportions vary
with aspect ratio, so verify text fit and screen-edge clearance in-game.
The core is created once per connection and stays in place when services open,
across death and respawn, and while newcomers spectate. Unavailable values use
placeholders until the first-spawn callback binds the data displays. Creation
does not start the match clock. Each engine retains its timer behavior; clocks,
health and zombie-count displays freeze at game over. Health display fallbacks
never modify gameplay max health.
Type `.hud` in chat to hide or show your core, including its branding, timers,
zombie count, health bar, damage-only HP and AFK indicator. The exact command
is case-insensitive. Visibility defaults on and persists across death/respawn
within the current connection/map; reconnecting or restarting the map restores
the visible default. Data and timers continue updating while hidden, so showing
the HUD restores current values or the frozen game-over values. Help, records
and the stock HUD remain unaffected.
Common owns one unboxed service area at the upper right. `.help` and its
`.commands` alias show all nine installed commands in one list with command
and description columns: `.help`, `.hud`, `.afk`, `.back`, `.join`, `.leaders`,
`.b`, `.d`, `.w`. Missing modules' commands are omitted. Bank syntax remains
`.d <amount|all>` and `.w <amount|all>`, and `.join` identifies its newcomer
restriction. Additional registered commands use pages of nine rows; a page
count appears only when more than one page is needed. Each page lasts
12 seconds and the list closes after the final page. Repeating either help
command restarts page one. Both engines position rows explicitly, avoiding
T5's newline-rendering problem.
Records use the same service area, right aligned: `Map record | Round N`
followed by up to three bounded holder lines. Single-page records have no
counter or footer; ties spanning multiple pages retain a page count and
12 seconds per page. Help pauses a visible record and resumes its remaining
page time when help ends. `.leaders` during help replaces the pending record
with a fresh replay from page one. One service is visible at a time. Services
remain private and work when the HUD module is omitted.
Both games allocate only the active service view and release it when idle or
before switching between help and records. Pages reuse the active view's
elements. The core uses 10 archived elements, plus one for AFK. The standard
nine-command help view uses 19 nonarchived elements, or 20 with a multi-page
counter; records use four, or five with a multi-page counter. Hidden elements
still occupy slots. The controller and pending requests are separate from
display lifetime, so an idle service holds no HUD elements.
HUD `1.4.2` requires matching common `1.4.0+` and
[Plutonium r5334+](https://plutonium.pw/docs/changelog/#r5334) on both games.
The centered counter uses `SetTextUnlimited` only when the count changes,
avoiding dynamic counter strings in the text config-string pool. Numeric HP
still uses `SetValue`. On r5334+, deploy the updated HUD script and restart
the map; no full server-process restart is required. On older Plutonium
revisions, update clients and server and fully restart them before deploying.
AFK `1.2.0` and leaderboard `1.1.0` remain compatible; AFK still requires
common `1.4.0+`. There is no new native-plugin or backend requirement. Existing
leaderboard plugin requirements still apply. Common retains its older panel
helpers for unchanged consumers; the new layout uses fullscreen overlay helpers
with the same integer shader-width handling.
### HUD validation
Run `node tools/check_hud.mjs` for portable pagination, service arbitration,
request replacement and cleanup checks, and `node tools/check_leaderboard.mjs`
for record data handling. Run `node tools/check_bank.mjs`,
`node tools/check_join.mjs` and `node tools/check_telemetry.mjs` for unchanged
command/lifecycle regressions. These
checks use engine shims and do not prove GSC VM behavior. Follow the
[T6 compiler instructions](t6/scripts/README.md#validation); T5 requires a live
Plutonium server because gsc-tool has no T5 backend.
Before rollout, validate both engines in Plutonium:
1. Check 16:9 and narrower/wider resolutions, safe-area settings, long match
timers, stock map inventory/objectives, performance overlays, player scores,
ammo and interaction prompts. Check upper-left timers, top-center branding,
bottom-center zombies/health and the upper-right service area. Text must stay
legible without panel backgrounds; services must clear the Plutonium tag.
Verify the health-bar fill stays within its track and damage-only HP clears
stock scores/ammo. Check text fit at other aspect ratios because horizontal
geometry scales with viewport width. Check `0`, `6`, `9`, `10`, `99` and
`100 ZOMBIES`: the entire text must stay centered over the health track,
including after `.hud` hides/shows it and after game over freezes the count.
2. Join before spawning, join mid-match, die/respawn and reconnect. Verify one
core per player, spectator placeholders, no early match-clock start, correct
health/Juggernog changes, and frozen timers at game over. HP numbers must
appear only while injured and disappear on full healing. Toggle AFK and back
without overlapping zombies/health or changing existing protection behavior.
3. Open `.help`, `.HELP` and `.commands` with all modules installed. Verify
one list of nine commands, full bank syntax, no single-page counter and
automatic dismissal after 12 seconds. Add custom registered commands to
exercise the nine-row page limit, page counter and repeat-to-restart behavior.
Remove optional modules and restart the map to confirm filtering, including
`.hud` disappearing without HUD, then restore them.
4. Interrupt records with help and check that the interrupted page resumes for
its remaining time. Repeat `.leaders` while help is open; only the latest
replay should start, at page one. Check long holder names, ties spanning
pages, no records, and unavailable records. Repeat without the HUD installed.
5. Disconnect or end the game while help/records are active, reconnect and
request them again. Verify no duplicate elements, stale timeout closures or
surviving service windows. Confirm `.join`, bank commands and lobby lock
retain their existing behavior with their required modules installed.
6. Toggle `.hud` and `.HUD` before spawning, during play, while AFK and after
game over. Check private visibility, all core elements and the AFK indicator,
continued updates while hidden, and unchanged help/records/stock HUD. Verify
death/respawn preserves the choice and reconnect/map restart restores visibility.
7. On T5, watch the first automatic record announcement and its dismissal, then
repeat `.leaders`, help and interrupted/resumed records. Verify the core
health bar, damage-only HP, zombie count and timers remain intact while a
service is visible and after it closes. Include stock round/connection
notifications and other installed HUD mods; portable allocation checks do
not establish live T5 SP rendering capacity.
## Map record announcements
Install `tws_t5_leaderboard.gsc` for T5 or `tws_t6_leaderboard.gsc` for T6,
**along with common `1.2.0+`** for that game when using leaderboard `1.1.0`.
The module privately announces the current map's fleet-wide highest recorded
round and every tied holder once per connection, including spectator newcomers.
Type `.leaders` to replay the record privately from the latest usable cache.
Repeating the command restarts the announcement from its first page. It appears
in `.help` when the leaderboard module is enabled. If no usable record is
available, the service identifies the record as unavailable; this differs from
a valid empty record history. Neither state adds a replay footer.
It reads Electric Cherry's public `/api/leaderboard` endpoint without a token;
only completed matches contribute. Ties may come from the same run or separate
runs. Names are the API's latest player names, with players identified by GUID.
Both versions default to `https://ec.thewrightserver.net/api/leaderboard`.
T5 discovers the map by engine identifier. T6 selects the exact variant using
the active mode/location, so Town Survival, TranZit and Town Grief stay separate.
See the game READMEs for plugin requirements and installation paths.
| Dvar | Default | Purpose |
| --- | --- | --- |
| `tws_leaderboard_enabled` | enabled | `0` disables announcements and requests |
| `tws_leaderboard_url` | endpoint above | Full HTTPS API endpoint, without query parameters |
| `tws_leaderboard_map_key` | automatic | Exact, decoded API map key when automatic selection is unavailable |
For example, `set tws_leaderboard_map_key "t6:zm_transit:town"` explicitly
selects Town Survival. Normally this setting is unnecessary. An override must
exist in the API's map list and match the current game and engine map. Clear it
when changing variants; restart the map after changing these settings.
The announcement starts five seconds after player readiness and waits for the
initial record fetch if necessary. It appears as right-aligned text in the
common-owned upper-right service area: `Map record | Round N`, followed by up
to three holder lines. There is no background or replay footer, and a page
count appears only for multi-page records. Each page lasts 12 seconds. Opening `.help` pauses the record's remaining
page time until help closes. A `.leaders` request during help replaces any
pending replay and starts from page one after help closes.
All holders are included; colour/control codes are removed, and overlong
individual names are abbreviated without splitting UTF-8 characters. Bounded
lines and additional pages preserve every tied holder. The window closes when
the announcement finishes. Both games release their view elements when idle or
changing service kinds. Disconnect or game end cleans up any remaining service
elements.
One level worker fetches the map list and pages of three players, stopping when
the highest-round tie ends. Successful snapshots refresh every five minutes.
Failures retry after 30 seconds and retain the last complete snapshot for up to
15 minutes. An empty selection says “No recorded high round yet”; unavailable,
malformed or ambiguous results are logged and skipped when no usable cache exists.
Partial page results never replace the cache. The API has no pagination snapshot
token: changed totals/record rounds reject the refresh, but concurrent renames can
still move entries between pages. Refreshes deduplicate GUIDs.
Requests have a 15-second GSC wait limit. The TWS plugins also enforce native
5-second connection and 15-second transfer limits. The leaderboard waits for native
completion before starting another request;
player threads never wait directly on HTTP. Responses at the plugins' 20 KiB
truncation boundary are rejected. The complete JSON grammar, UTF-8, string escapes
and response shape are checked before consuming data. These guards also reject
HTML/error bodies. Leaderboard still uses body validation; the new native HTTP
status diagnostics are consumed by telemetry.
Run the portable data/structure checks with `node tools/check_leaderboard.mjs`.
They execute the scripts' data helpers with engine-value shims, not a game VM.
Live checks: join while playing and spectating; die/respawn (no repeat); reconnect
(one new announcement); compare Town/TranZit/Grief; check one holder, ties across
pages, no records, and a slow/unavailable/malformed API. Disconnect or end the game
mid-announcement and confirm messages stop. Verify existing HUD, `.help`, `.join`
and telemetry still work. Open `.help` during a record page and check that the
record resumes afterwards without overlapping it. Runtime linking and client
readiness require Plutonium.
Try `.leaders` and `.LEADERS` after the announcement ends and during a later
page: each should start one private announcement from the first page. Repeat
while help is open, then disconnect or end the game during a replay to check
cleanup. Disable the leaderboard module and verify `.leaders` is absent from help.
## Telemetry authentication (T5 and T6)
Both reporters default to `https://ec.thewrightserver.net/api/telemetry` and send
`Authorization: Bearer <token>` plus `Content-Type: application/json` on every
POST. Authentication is also used for retried/replayed reports. An explicit
`tws_telemetry_url` override must also use HTTPS; remove any old HTTP override.
Before upgrading the API or loading these reporters:
1. Set the Electric Cherry service's **environment variable**
`EC_TELEMETRY_TOKEN` to a separate shared secret of at least 32 characters.
A missing service token disables ingestion.
2. Both telemetry scripts embed the matching reporter secret in
`level.telemetry_token`. No game-server token dvar or private config is needed.
3. Keep `tws_server_id` set to the exact registered server name, then restart
the map. Both reporters refuse to start with a short embedded token or a
non-HTTPS URL. Rotating the service token requires editing the token in both
scripts, deploying them to every game server, and restarting the maps.
The API also accepts `X-EC-Telemetry-Token`; these reporters use Bearer auth.
Cookies, query parameters, and JSON fields cannot authenticate telemetry.
Missing or incorrect request tokens are rejected before payload parsing or
recording. Reporters that cannot set headers need a trusted relay with an HTTPS
reporter-facing endpoint. The plugins used here accept a headers array.
After deployment, verify all four event types reach Electric Cherry. On a test
server, also verify that a short embedded token and an HTTP URL prevent startup,
that a wrong token is rejected without recording an event, and that deploying
the correct token restores ingestion. Plugin transport completion alone does
not prove API acceptance; inspect the API response or ingestion records.
## Validating T6
```powershell
powershell -File t6/scripts/tools/check.ps1 -CompilerPath C:\path\to\gsc-tool.exe
```
Requires PowerShell and `gsc-tool` (T6 PC).
## Player moderation (T5 and T6)
See [Moderation runtime](docs/moderation.md) for the instance credential contract,
policy persistence, command-result limits and deployment validation. New
`tws_t5_moderation.gsc` / `tws_t6_moderation.gsc` 1.0.0 require the corresponding
TWS plugin 1.3.0 and common script 1.2.0. Moderation is optional; without private
configuration it stays disabled. Existing bank and telemetry credentials are
never reused. Native plugin updates require a full game-server process restart.