The illustrative mod counts distinct arena contexts while its account-session history is retained and attempts a garage summary when a pending exit reaches the account GUI. Its small feature surface lets us examine the engineering details that keep larger battle mods reliable.
Follow current event producers, callers and cleanup paths before adapting this example.
What we’re building
From the player’s perspective, the mod remembers distinct arena contexts observed since initialization or the latest session reset. A pending summary can be submitted after account GUI entry, with text such as Battle Session Counter: 3 unique battles this session.
The message reports local observations. This mod does not know whether a battle produced valid server results, whether the player won, or whether the arena finished normally. It counts unique arenaUniqueID values observed while the local client owned a battle avatar. Re-entering the same arena does not increment the count while the account-session seen set is retained. A disconnect or account reset starts fresh local counting, even if the next arena ID is the same. Late initialization can seed the current arena but cannot recover earlier visits. Submission does not acknowledge a visible message.
Final result
- One self-contained Python 2.7-compatible source file.
- No monkey patch, polling loop, timer, custom UI, network request, or persistent file.
- Four owned lifecycle subscriptions with symmetric cleanup.
- Battle-scoped active state, account-session state, and a lobby-delivery flag kept separate.
- A
meta.xmlwhose version matches the module’s__version__.
What you’ll learn
- How to turn a player idea into claims the client can actually support.
- How to trace an event from definition to firing site instead of trusting its name.
- Why player-entity, battle, account-GUI, and connection lifetimes are different.
- How to own subscriptions, reject duplicate lifecycle events, and clean up partial installation.
- How to distinguish an observed arena visit from authoritative battle results.
- How to build, inspect, install, test, and later re-verify a minimal
.wotmod.
Difficulty and prerequisites
Level 3 — Battle. You should already understand Python functions, classes, imports, logging, init()/fini(), and the basic .wotmod layout. Read First Mod & Safe Patching, Lifecycle, and Tooling, Assets & Packaging if those are new.
You need a source snapshot matching the client you intend to support, a Python 2.7-compatible compiler for production bytecode, an archive tool that can create stored ZIP members, and access to the target client’s game.log. Source validation is possible without launching the game; runtime validation is not.
Requirements and constraints
Functional requirements
- Begin observing after the mod loader calls
init(). - Count a distinct arena once when a usable avatar and arena exist.
- Do not count avatar re-entry to an already observed
arenaUniqueIDtwice before an account-session reset. - Set one pending flag when an owned avatar scope ends; attempt submission on account GUI entry if the flag survives session reset.
- Preserve the counter across normal battle-to-lobby transitions.
- Reset account-session state on disconnect or account identity change.
- Remove only this mod’s listeners during
fini().
Non-functional requirements
- Successful initialization avoids duplicate installation; repeated finalization is safe for the recorded ownership state.
- Partial subscription failure attempts reverse removal of recorded additions; failed removals are logged and are not retained for retry.
- No retained
PlayerAvatar,Account, or arena object survives its lifecycle. - Unexpected caught exceptions retain traceback context through
_LOGGER.exception(...). - The implementation is Python 2.7 compatible and has no third-party dependencies.
- The optional Error Reporter can attribute the module through
__version__, but the mod does not depend on it.
Configuration: none. Adding a settings file would create persistence and schema concerns without supporting the core lesson. A later extension can make the notification optional.
Acceptance criteria
- After successful installation, two
init()calls retain one owned subscription per event. - Repeated avatar-entry notification for the same active context does not increment the total.
- Avatar exit and re-entry to the same arena keeps the total unchanged only when no disconnect or account-session reset intervenes.
- Observing a usable arena ID absent from the retained seen set increments the total exactly once.
- The normal avatar entry and exit handlers do not submit a system message; submission uses the account-GUI event path.
- The next
onAccountShowGUI(ctx)consumes a surviving pending flag before attempting submission; account reset can discard it. - Disconnect and a later known different account ID clear observed arena IDs, totals, pending output, and active battle state.
- Two
fini()calls are safe, and successful teardown leaves no owned subscription. - Module and package versions are both
1.0.0.
Architecture
gui.mods loader
│ init() / fini()
▼
module-owned SessionCounter
├── subscriptions ──────────────── process/mod lifetime
├── account ID + seen arena IDs ─ account-session lifetime
├── active arena ID ───────────── battle-avatar lifetime
└── pending summary ───────────── transition to account GUI
│
▼
SystemMessages presentation
One module-owned object is enough. It owns installation, state transitions, and teardown; event handlers only delegate into that owner. The game owns player and arena objects, so the counter copies stable scalar identifiers and never stores those objects.
| Requirement | Owner and signal | Why it fits |
|---|---|---|
| Start battle scope | g_playerEvents.onAvatarBecomePlayer | The current avatar firing site has created the client arena before emitting it. |
| End battle scope | onAvatarBecomeNonPlayer | The current firing site emits it during avatar teardown; retained battle state must be invalidated. |
| Present in lobby | onAccountShowGUI(ctx) | The account GUI context exists. The feature does not require completed hangar or cache synchronization. |
| End login session | onDisconnected | Connection ownership ends; counts must not leak into another login. |
| Deduplicate | PlayerAvatar.arenaUniqueID | It identifies the same arena across avatar re-entry; deduplication still requires the session seen set to survive. |
Researching the implementation
Do not begin by searching for a method named “battle started.” Start with ownership:
Requirement: count one local participation in a distinct arena
↓ Which subsystem owns it? PlayerAvatar and ClientArena
↓ Which lifecycle owns that subsystem? Avatar player-entity lifetime
↓ Which signal exposes entry? g_playerEvents.onAvatarBecomePlayer
↓ When is the ID valid? After ClientArena creation in PlayerAvatar.onBecomePlayer()
↓ Authority? Observed client arena identity, not final battle results
↓ Verification? Event definition + firing site + current callers + game.log
↓ Recheck after update? event names, firing order, handler signatures, arenaUniqueID
The reset boundary is the emitted event, not the informal word “reconnect.” The current
connection manager fires
onDisconnected in its stage-6 path. The tutorial deliberately clears its count,
seen-arena history, active state and pending output on that event; known account-identity
changes and mod finalization also clear session state. A stable arena ID alone does not retain
that history. Trace the target client's actual signals before classifying a reconnect path.
Evidence chain in the inspected source
PlayerEvents._PlayerEventscreatesonAvatarBecomePlayer,onAvatarBecomeNonPlayer,onAccountShowGUI, andonDisconnected.PlayerAvatar.onBecomePlayer()constructsClientArenafromself.arenaUniqueIDbefore firingonAvatarBecomePlayer().PlayerAvatar.onBecomeNonPlayer()fires the matching non-player event during teardown.Account.showGUI()establishes account context and then firesonAccountShowGUI(ctx).- The connection manager fires
g_playerEvents.onDisconnected()when connection ownership ends. - Current client and repository call sites use
SystemMessages.pushMessage(text, type=SystemMessages.SM_TYPE.Information)for an informational lobby message.
This evidence proves enough for the chosen feature. It does not prove that the battle HUD, player vehicle, space, results, dossier, or post-battle notification pipeline is ready at avatar entry. We do not need any of those systems, so the design does not wait for or hook them.
Approaches considered
| Approach | Decision | Reason |
|---|---|---|
| Avatar lifecycle events | Use | Composable, scoped, and already exposes the needed ownership boundary. |
Patch PlayerAvatar.onBecomePlayer | Reject | Adds wrapper ordering and restoration risk without providing more useful authority. |
Poll BigWorld.player() | Reject | Duplicates a real lifecycle signal, adds repeated work, and creates timer cleanup. |
| Wait an arbitrary number of seconds | Reject | Time is not evidence of account GUI readiness. |
| Use battle results to count | Reject for this scope | Results can arrive later and require a different asynchronous data pipeline. Use them only if wins or authoritative outcomes become requirements. |
Source lookup
These pages expose the ownership and evidence behind the arena counter:
- Source tracing pattern — trace creation, registration, firing, and consumption before choosing a hook.
- Battle data lifecycle map — separates avatar, arena, vehicle, HUD, and result readiness.
- Player lifecycle anchors and exit/disconnect order — the boundaries used by the counter owner.
- Deduplicate by arena identity — how arena identity differs from result delivery and presentation state.
- Exact event-handler identity — why subscriptions retain bound handlers for reliable removal.
Start source searches with g_playerEvents, onAvatarBecomePlayer, onAvatarBecomeNonPlayer, PlayerAvatar.onBecomePlayer, ClientArena, and arenaUniqueID. Treat these names as investigation entry points: verify current callers, firing sites, signatures, and lifecycle order.
Lifecycle and ownership
- Import: define constants and construct one inert owner. No player, arena, or GUI access occurs.
- Mod initialization:
init()installs four saved handler objects. A registration failure logs a traceback and attempts to remove recorded earlier additions. - Late initialization recovery: after successful installation, the owner checks the current player. An existing arena with a usable ID can be captured once; unavailable state schedules no retry. The seed runs after installation is marked complete and outside the registration catch.
- Avatar entry: copy
arenaUniqueID; never retain the avatar or arena object. - Avatar exit: invalidate active battle state and mark a summary pending.
- Account GUI entry: detect account changes, then consume the pending summary through
SystemMessages. - Disconnect: invalidate all account-session and battle state.
- Mod finalization: attempt reverse removal of exact stored handlers and clear state. A popped pair whose removal fails is logged but not retained for a second call.
The counter schedules no asynchronous work of its own, so it needs no callback ID, generation counter, or cancellation token. Adding one “for safety” would create complexity with no stale completion to guard.
State and data-authority model
| State | Scope | Source and authority | Invalidation |
|---|---|---|---|
_subscriptions | Mod lifetime | Successfully recorded additions; a popped pair is not retained if removal fails | fini() or failed startup rollback |
_account_database_id | Account session | Copied from the current Account at onAccountShowGUI | Disconnect, finalization, or identity change |
_seen_arena_ids | Account session | Observed distinct avatar arena IDs; not a server battle history | Account-session reset |
_active_arena_id | Battle avatar | Copied from the current PlayerAvatar | Avatar exit, disconnect, account reset, or finalization |
_pending_summary | Transition | Derived: an owned battle scope ended | Consumed on account GUI entry or cleared on session reset |
If arenaUniqueID is unavailable, the implementation logs a warning and refuses to count. Silently inventing a replacement key from an avatar object address, vehicle ID, map name, or timestamp would weaken the acceptance criteria.
Implementation walkthrough
Metadata and owner
__version__ supports diagnostics and must match meta.xml. The module-level _COUNTER is not an unrestricted bag of globals: it is one explicit owner with private state and lifecycle methods.
Exact handler identity
Bound methods are saved once in __init__. The same callable objects are passed to addition and removal. A list records successful registrations so partial startup can remove only what this owner installed.
Battle-entry deduplication
An active-state guard handles repeated entry notification. A session-scoped set handles later avatar re-entry to the same arena while that set is retained. Both checks are necessary because “handler fired twice now” and “same arena observed again later” are different failure modes.
Lobby presentation boundary
Avatar exit only marks data pending. The account GUI event owns presentation. The pending flag is cleared before calling the UI API, preventing a failing presentation path from repeatedly spamming on later GUI notifications; the client event boundary supplies traceback logging for an uncaught message failure.
Complete source code
Save this complete implementation as mod_battle_session_counter.py. It contains no placeholders or omitted handlers.
# -*- coding: utf-8 -*-
"""Count distinct arena contexts observed during the current account session."""
from __future__ import absolute_import
# Reader map:
# 1. _SessionCounter owns account and avatar lifecycle state.
# 2. Arena IDs deduplicate repeated observations of one battle context.
# 3. Lobby readiness gates informational summary presentation.
import logging
import BigWorld
from PlayerEvents import g_playerEvents
from gui import SystemMessages
__version__ = '1.0.0'
_MOD_NAME = 'battle_session_counter'
_LOGGER = logging.getLogger(__name__)
# ============================================================
# State and ownership
# ============================================================
class _SessionCounter(object):
"""Own lifecycle subscriptions and all session/battle state."""
def __init__(self):
self._installed = False
self._subscriptions = []
self._account_database_id = None
self._seen_arena_ids = set()
self._battle_count = 0
self._in_battle = False
self._active_arena_id = None
self._pending_summary = False
# Preserve exact callable identities for removal.
self._avatar_enter_handler = self._on_avatar_become_player
self._avatar_exit_handler = self._on_avatar_become_non_player
self._account_gui_handler = self._on_account_show_gui
self._disconnect_handler = self._on_disconnected
# ========================================================
# Lifecycle
# ========================================================
def start(self):
"""Install lifecycle handlers transactionally and reconcile hot load."""
if self._installed:
return
try:
self._subscribe(
g_playerEvents.onAvatarBecomePlayer,
self._avatar_enter_handler)
self._subscribe(
g_playerEvents.onAvatarBecomeNonPlayer,
self._avatar_exit_handler)
self._subscribe(
g_playerEvents.onAccountShowGUI,
self._account_gui_handler)
self._subscribe(
g_playerEvents.onDisconnected,
self._disconnect_handler)
except Exception:
_LOGGER.exception('%s: lifecycle subscription failed', _MOD_NAME)
self._unsubscribe_all()
return
self._installed = True
self._capture_current_battle(expect_battle=False)
_LOGGER.info('%s %s: initialized', _MOD_NAME, __version__)
def stop(self):
if not self._installed and not self._subscriptions:
return
self._installed = False
self._unsubscribe_all()
self._reset_session()
_LOGGER.info('%s %s: finalized', _MOD_NAME, __version__)
def _subscribe(self, event, handler):
event += handler
self._subscriptions.append((event, handler))
def _unsubscribe_all(self):
while self._subscriptions:
event, handler = self._subscriptions.pop()
try:
event -= handler
except Exception:
_LOGGER.exception(
'%s: lifecycle unsubscription failed', _MOD_NAME)
# ========================================================
# Event handling
# ========================================================
def _on_avatar_become_player(self):
self._capture_current_battle(expect_battle=True)
def _on_avatar_become_non_player(self):
if not self._in_battle:
return
arena_id = self._active_arena_id
self._in_battle = False
self._active_arena_id = None
self._pending_summary = True
_LOGGER.info('%s: left arena %s', _MOD_NAME, arena_id)
def _on_account_show_gui(self, _ctx):
player = BigWorld.player()
account_database_id = getattr(player, 'databaseID', None)
if self._account_database_id is None:
self._account_database_id = account_database_id
elif (account_database_id is not None and
account_database_id != self._account_database_id):
_LOGGER.info('%s: account changed; resetting session', _MOD_NAME)
self._reset_session()
self._account_database_id = account_database_id
self._show_pending_summary()
def _on_disconnected(self):
if self._battle_count or self._in_battle:
_LOGGER.info('%s: disconnected; resetting session', _MOD_NAME)
self._reset_session()
# ========================================================
# Battle and session state
# ========================================================
def _capture_current_battle(self, expect_battle):
"""Copy the current arena identity without assuming HUD readiness."""
player = BigWorld.player()
arena = getattr(player, 'arena', None) if player is not None else None
arena_id = getattr(player, 'arenaUniqueID', None)
if arena is None:
if expect_battle:
_LOGGER.warning(
'%s: avatar entry arrived without an arena; not counting',
_MOD_NAME)
return
if arena_id is None:
_LOGGER.warning(
'%s: avatar entry has no arenaUniqueID; not counting',
_MOD_NAME)
return
if self._in_battle and arena_id == self._active_arena_id:
return
if self._in_battle:
_LOGGER.warning(
'%s: arena changed from %s to %s without avatar exit',
_MOD_NAME, self._active_arena_id, arena_id)
self._in_battle = True
self._active_arena_id = arena_id
# Re-entry within the retained session must not increment twice.
if arena_id not in self._seen_arena_ids:
self._seen_arena_ids.add(arena_id)
self._battle_count += 1
_LOGGER.info(
'%s: entered new arena %s; session total=%d',
_MOD_NAME, arena_id, self._battle_count)
else:
_LOGGER.info(
'%s: re-entered arena %s; session total remains %d',
_MOD_NAME, arena_id, self._battle_count)
def _reset_session(self):
self._account_database_id = None
self._seen_arena_ids.clear()
self._battle_count = 0
self._in_battle = False
self._active_arena_id = None
self._pending_summary = False
# ========================================================
# UI boundary
# ========================================================
def _show_pending_summary(self):
"""Present only after the account GUI owns SystemMessages again."""
if not self._pending_summary:
return
self._pending_summary = False
suffix = '' if self._battle_count == 1 else 's'
text = ('Battle Session Counter: %d unique battle%s this session.' %
(self._battle_count, suffix))
SystemMessages.pushMessage(
text,
type=SystemMessages.SM_TYPE.Information)
_LOGGER.info('%s: displayed session total=%d',
_MOD_NAME, self._battle_count)
_COUNTER = _SessionCounter()
# ============================================================
# Loader boundary
# ============================================================
def init():
"""World of Tanks mod-loader entry point."""
_COUNTER.start()
def fini():
"""World of Tanks mod-loader cleanup entry point."""
_COUNTER.stop()
Minimal project structure
battle-session-counter/
├── mod_battle_session_counter.py
└── stage/
├── meta.xml
└── res/
└── scripts/
└── client/
└── gui/
└── mods/
└── mod_battle_session_counter.pyc
The source remains one Python file. meta.xml is not runtime application code; the package format requires it. No Gameface, Scaleform, image, localization, configuration, or manifest-registration resource is needed.
<root>
<id>tutorial.battle_session_counter</id>
<version>1.0.0</version>
<name>Battle Session Counter</name>
<description>Counts distinct arena contexts observed during the current account session.</description>
</root>
Packaging and installation
- Keep the editable
mod_battle_session_counter.pyoutside the staging tree. - Compile it with the Python 2.7-compatible compiler used by the target client generation.
- Place the resulting
mod_battle_session_counter.pycatres/scripts/client/gui/mods/under a clean staging root. - Place
meta.xmlat that staging root. - Create a ZIP-format archive named
battle_session_counter_1.0.0.wotmod, preserving paths and using stored members (ZIP_STORED/ no compression) as established by this guide’s packaging workflow. - Open the archive and verify that its top-level entries are
meta.xmlandres/, not an extra project directory. - Copy the package to
<World_of_Tanks>/mods/<target-client-version>/. The folder name must match the installed client; do not substitute the documentation date.
C:\Python27\python.exe -m py_compile .\mod_battle_session_counter.py
Copy-Item .\mod_battle_session_counter.pyc .\stage\res\scripts\client\gui\mods\
Push-Location .\stage
7z a -tzip -mx=0 ..\battle_session_counter_1.0.0.wotmod .\meta.xml .\res
Pop-Location
For development, rebuild into a fresh staging directory so stale bytecode cannot survive. For production, automate compilation and archive inspection, fail on any compiler or archiver error, and compare the manifest version with __version__. This tutorial does not compile, package, install, or modify a client for you.
Remove or roll back by closing the client and removing this mod’s single .wotmod from the matching version folder. It creates no persistent data, so no preferences cleanup is required.
Testing and debugging
1. Static and source validation
- Compile with Python 2.7 and reject syntax errors.
- Confirm imports, event names, firing sites, and callback signatures in the target source.
- Check that every successful
+=registration is represented in_subscriptionsand removed by-=. - Check that no player/arena objects, callbacks, threads or monkey patches are retained. The seen-ID set grows with distinct observed arenas until reset; verify its session-reset boundaries rather than assuming a fixed-size history.
- Confirm
__version__equals the package version.
2. Packaging validation
- List archive members and verify
meta.xmlplus exactly one mod bytecode path. - Confirm the members are stored and paths use forward-slash archive separators.
- Extract to a temporary directory and compare the bytecode hash with the staged input.
- Install only in the exact target-version directory.
Selected tutorial-class controls checked same-arena exit/re-entry before reset, a second arena, explicit disconnect clearing the state, and same-arena entry after reset. The algorithm is unchanged; these controls used recording player/logger substitutes and do not establish live reconnect ordering, client event delivery or persistent history.
3. In-client runtime test matrix
| Scenario | Action | Expected evidence | Failure symptom |
|---|---|---|---|
| Clean startup | Start client and log in | One initialized line with version; no summary | Import traceback, duplicate initialization, or premature message |
| Normal battle | Enter one battle, then return | One new-arena line, one leave line, one “1 unique battle” message | No message, message during battle, or total of 2 |
| Consecutive battles | Play three distinct arenas | Totals 1, 2, and 3 after each return | State resets on ordinary lobby transition |
| Retained-session re-entry | Control avatar exit/re-entry with the same arena ID and no disconnect/account-reset event; runtime-test only if the client offers that path | Re-entered-arena log; total unchanged | Same arena counted twice within retained session state |
| Early exit | Leave before normal battle completion | Observed arena still counted; wording never claims completion | Message claims a win/result or stale active state remains |
| Rapid transition | Return to lobby and immediately queue again | Prior summary appears once; new arena owns new active state | Lost or duplicated summary |
| Disconnect reset | Observe or control onDisconnected, then enter an arena, including the previously seen ID | Seen IDs and old total cleared; next valid observation starts at 1 | Old account state survives the declared reset |
| Account switch | Log into a different account where supported | Identity-change reset before any summary | Previous account’s count appears |
| Repeated initialization | Use a controlled development reload path to call init() twice | One handler effect per event | Duplicate count/message |
| Repeated cleanup | Call fini() twice in a controlled test | No exception; one finalized line | Missing-listener error or later callbacks |
| Another lifecycle mod | Run with a mod subscribing to the same events | Both work; no overwritten method exists | Ordering dependency or removed foreign listener |
Inspect game.log in the client’s profile/log directory for the named logger output and full tracebacks. Exact log paths vary by installation and launcher configuration; locate the active file from the client instance you actually launched.
Failure modes and edge cases
- Partial initialization: the owner catches the failing subscription, logs a traceback, removes earlier registrations, and remains uninstalled.
- Duplicate avatar entry: active arena identity makes the handler a no-op.
- Missing arena or ID: the owner logs a warning and refuses to invent a key. This requires target-version investigation if it occurs in a normal battle.
- Avatar exit never arrives: disconnect and finalization still invalidate active state. A direct different-arena entry logs the unexpected transition and moves ownership.
- Account GUI never arrives: the pending message remains in session memory until a valid account GUI event or session reset.
- Notification failure: the pending flag was consumed, so later account events do not spam. The event boundary should log the uncaught failure; verify that behavior in the target build.
- Event removal failure: teardown logs a traceback. Treat this as a client-contract regression and inspect the target event implementation.
- Client update: an import, event, signature, or ordering change can stop initialization or shift the validity boundary. Static compilation alone cannot detect that.
Performance considerations
The mod uses four low-frequency lifecycle subscriptions. Routine set membership and insertion are effectively constant-time on average. The set retains one scalar per distinct observed arena until reset; clearing it takes work proportional to the retained IDs. The counter schedules no per-frame work, scans no entities, and performs no serialization, counter-file I/O or mod-owned network request. These lifecycle signals need no polling. This describes the inspected control flow, not a performance benchmark.
Compatibility and version sensitivity
| Dependency | Classification | Recheck |
|---|---|---|
| Python 2.7 language subset | Runtime constraint | Compiler version and bytecode format |
gui.mods filename discovery and init()/fini() | Internal loader contract | Prefix, extension, call behavior, exception handling |
g_playerEvents event attributes | Internal and version-sensitive | Definitions, signatures, firing sites, ordering |
PlayerAvatar.arena and arenaUniqueID | Generated/entity and version-sensitive | Availability before avatar-entry firing and identity semantics |
Account.databaseID | Entity field and version-sensitive | Availability at onAccountShowGUI(ctx) |
SystemMessages.pushMessage and SM_TYPE.Information | Lobby presentation contract | Import path, signature, and readiness at account GUI entry |
meta.xml, archive paths, stored members, install directory | Packaging contract | Current client and tooling guide |
No private API is promised permanently. After every client update, trace definitions and firing sites again; do not stop after confirming that imports still resolve.
Why this architecture?
- Why not initialize at import? Import proves only that the loader found the module. Explicit loader lifecycle is diagnosable and reversible.
- Why not retain
BigWorld.player()? The player entity changes between login, account, and avatar. Retaining it crosses ownership boundaries. - Why not count avatar objects? A reconnect can create another avatar for the same arena. Arena identity better matches the requirement, but the counter discards prior IDs at its declared account-session reset.
- Why not show the message during avatar exit? Battle teardown is not the presentation owner. Account GUI entry is a real lobby boundary.
- Why not patch a method? Events already compose among multiple subscribers and need no wrapper restoration.
- Why not catch every handler exception? Most handlers have no meaningful fallback. Catch only partial installation and cleanup boundaries where recovery exists.
- Why not persist the count? Persistence would contradict the deliberately session-scoped feature and add schema, migration, and write-failure responsibilities.
- Why one source file? The responsibilities are small and cohesive. Splitting them would add package/import boundaries without improving ownership.
Possible extensions
- Add a validated preferences setting that disables lobby messages while retaining logs.
- Add observed avatar-context duration, clearly labeled as client presence rather than official battle duration.
- Move to the battle-results service if wins, losses, damage, or authoritative completion become requirements; that is a new data pipeline, not a small counter tweak.
- Add a Gameface presentation only when a persistent visible panel becomes a real requirement. Keep the counter as source truth and the UI as a projection.
Each extension changes ownership. Re-run the requirement → subsystem → lifecycle → API → validity → authority → verification chain before adding it.
Maintenance checklist
- Confirm target client version and region before release.
- Re-open
PlayerEvents.py,Avatar.py,Account.py, the connection manager, andSystemMessages. The links follow the latest public source; reverify the complete contract for the client you package. - Verify event definitions, argument counts, and firing order from current call sites.
- Verify
arenaUniqueIDremains valid for retained-session re-entry, and trace whether the actual reconnect path emits a reset event before expecting deduplication. - Verify account identity is populated at account GUI entry.
- Compile with the target-compatible Python toolchain.
- Compare
__version__,meta.xml, and output filename. - Inspect every archive member and install only in the matching client-version folder.
- Run at least clean startup, two consecutive battles, early exit, reconnect, disconnect, and cleanup tests.
- Review
game.logfor duplicate lifecycle messages, warnings, and tracebacks.
What you learned
A reliable battle mod begins with a narrow claim. We asked the client for an observed arena identity, not information it could not prove. We mapped that claim to the avatar lifecycle, copied only scalar identity into mod-owned state, waited for account GUI ownership before presenting output, and made every registration reversible.
The reusable lesson is larger than this counter: identify who owns the fact, who owns its lifetime, and who owns its presentation. Then make cleanup follow those same boundaries.