Diagnostics

Self-diagnostics.

Two superadmin console commands verify the plugin is correctly wired into your server and force every monitored event, so you can confirm the whole pipeline without waiting for live activity.

Run a health report

The plugin ships with two server console commands that verify it is correctly wired into your server. Run them after installing, after a big addon or gamemode change, or whenever detections seem to have stopped. Both are superadmin-only and run entirely on the server.

Run this from your server console, or from your in-game console as a superadmin:

Server console
chrononlabs_diagnosis

It prints server uptime, then a status line for each event the anti-cheat relies on: player spawns (PlayerInitialSpawn), movement input (StartCommand), shots fired (PostEntityFireBullets), damage (PostEntityTakeDamage), deaths (PlayerDeath), and disconnects (PlayerDisconnected). A short summary and any recently logged errors follow. Each event is marked:

[OK]

Registered and has fired at least once. Working as expected.

[WAIT]

Registered but not seen yet. Usually harmless: that event just has not happened since the last restart (for example, no players have joined, or no combat has occurred). Confirm with the self-test below.

[FAIL]

Not registered. The anti-cheat could not attach to this event. This one needs attention. See troubleshooting below.

Run a self-test

If some events show [WAIT] and you would rather not wait for live activity to confirm them, run the self-test:

Server console
chrononlabs_diagnosis_test

This spawns a temporary test bot and, over about two seconds, drives it through every monitored event: it joins, fires a weapon, takes damage, dies, and disconnects, then removes itself. Re-run chrononlabs_diagnosis afterward and every event should read [OK]. If one stays [WAIT] even after the test, that event genuinely is not reaching the anti-cheat (see troubleshooting).

Note
The self-test briefly spawns and removes a bot on the live server, so run it on a test server or during low population. It needs a free player slot, and gamemodes that restrict weapons or react to players joining and leaving may affect the result.

Troubleshooting

  • An event shows [FAIL]. The anti-cheat could not attach its hook, almost always because of a Lua error during startup or a conflict with another addon. Check your server console from boot for errors mentioning ChrononLabs, and try starting with a minimal addon set to isolate a conflict. If every event shows [FAIL], the plugin likely failed to initialize. Confirm your server shows as active in the dashboard.
  • Shots stay [WAIT] after the self-test. Some custom weapon bases do not fire through the standard engine path the anti-cheat listens on. Test with a stock weapon; if that registers, the gap is specific to that weapon base.
  • Damage stays [WAIT] after the self-test. A gamemode applying fully custom or scripted damage can bypass the standard damage event. Confirm whether your gamemode uses custom damage handling.
  • Everything is [OK] but detections still look wrong. The hooks are healthy, so the cause is elsewhere (configuration or connectivity). Share your report with support.

When contacting support, copy the full chrononlabs_diagnosis output and include your gamemode and a rough addon list. That tells us straight away whether the issue is on the server or in our pipeline.