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tws-zombies-scripts/t5/README.md
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# 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](NOTES.md).
## Files
| File | Role |
|---|---|
| [tws_common.gsc](tws_common.gsc) | Shared config, HUD helpers, spawn-handler registry, single `connected` listener + dispatcher |
| [tws_db.gsc](tws_db.gsc) | MariaDB pool config + reachability probe |
| [tws_hud.gsc](tws_hud.gsc) | Bottom-left HUD stack: timers, zombie count, health bar |
| [tws_bank.gsc](tws_bank.gsc) | Persistent per-player bank + console commands |
| [tws_afk.gsc](tws_afk.gsc) | `.afk` / `.back` chat toggle + `[AFK]` indicator |
| [tws_join.gsc](tws_join.gsc) | `.join` lets newcomers spawn before the current round ends |
| [tws_lock.gsc](tws_lock.gsc) | Lobby `g_password` lock at a milestone round |
| [tws_telemetry.gsc](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).
```mermaid
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_common` is 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 with
`tws_common::register_spawn_handler`.
- Any file except `tws_common` can be removed; the rest still load.
`tws_afk` has no downstream consumers — pull it independently.
`tws_bank` needs `tws_db`; `tws_lock` needs `tws_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_handlers` after `spawned_player` and 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 1` and flips `level.db_online`
- Fires `db_probe_done` so 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`, port `3306`, DB `tws_zm`, user `josh`, password `joshster`
---
## 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 from `tws_common`
- Stock BO1 state: `level.round_number`, `level.zombie_total`,
`level.players`, `self.health`, `self.maxhealth`, `self.name` /
`self.playername`, AI entities' `.animname` and `.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.bank` and `self.score` only 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_load` currently 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_handler`
- `tws_db` — waits on `db_probe_done`, gates on `level.db_online`
- `t5-gsc-utils` — `mysql::query`, `mysql::prepared_statement`,
`command::add_sv`
- Stock BO1: `self.score`
- Dvar: `tws_server_id` (optional; labels `last_server` on 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 `.afk` and `.back` (via `level waittill("say")` — not
`callbackPlayerSay`, 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),
writes `self.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 `.join` permanently 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 `.join` requests 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](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/Common/maps/_zombiemode.gsc)
and [spawn entry point](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/Common/maps/_callbackglobal.gsc).
**Live validation (requires a T5 server)**
1. 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.
2. Repeat `.join` rapidly; verify no duplicate spawns. Try it alive, while
downed, and after bleeding out; verify no revive or respawn.
3. Join and wait for the normal round-end spawn instead; after dying, verify
`.join` remains blocked, including on subsequent rounds.
4. Try during round transition and game over; verify no duplicate spawn or
restart of an ended match. Check that `.afk` / `.back` still work.
---
## tws_lock.gsc
**Features**
- Sets `g_password` to a random per-lobby value when the round crosses a
milestone (default: round 20)
- Existing players are unaffected; `g_password` is only checked at connect
- Clears `g_password` on `hud_game_over` so 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_or`
- `tws_hud` — waits on `hud_round_changed` and `hud_game_over`
- Stock BO1: `level.round_number`
- Dvar: `tws_lock_round` (int, default `20`)
---
## 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):
```cfg
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.
```json
{"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`](https://github.com/alicealys/t5-gsc-utils/blob/main/src/component/http.cpp)
and [`jsonSerialize`](https://github.com/alicealys/t5-gsc-utils/blob/main/src/component/json.cpp).
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](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/Common/maps/_zombiemode.gsc)
and [score tracking](https://github.com/plutoniummod/t5-scripts/blob/main/ZM/Common/maps/_zombiemode_score.gsc).
**Live validation (requires a T5 server)**
1. Start a match and verify one `game_start`, then an initial `round_change`
and one per new round. Check the exact server name, map, string GUIDs,
all player identities, and all five stats against the game.
2. Join again in the same round, go AFK, become downed, and spectate. Verify
the next report includes the full roster without another start event.
3. End a match and verify one `game_end` with 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.
4. 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.
5. 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 follows `game_end`, including with requests pending.
6. Change log level between `0`, `1`, and `2` without a map restart. Check
request IDs pair sends with completions and level `2` shows 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.
7. Point a test server at an endpoint that accepts a connection but does
not reply. Verify recurring `HTTP stalled` warnings 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](https://github.com/alicealys/t5-gsc-utils)** — required.
`tws_db` and `tws_bank` need the `mysql::` namespace; `tws_bank` also
needs `command::add_sv`.
- **MariaDB / MySQL server** reachable from the Plutonium container as
`mariadb:3306` (currently hardcoded — see `tws_db.gsc`).
- **Schema** — `bank(guid VARCHAR PRIMARY KEY, balance INT, last_name
VARCHAR, last_server VARCHAR)`. `tws_bank` lazily inserts rows on first
deposit.