Sentinel Enforcer - Client
Sentinel Enforcer Client Optional client-side companion to Sentinel Enforcer (the server-side reporter for dayz.fyi). Only needed on servers that list it in their required mods. What it does It counts presses of a short, fixed list of keyboard keys that are commonly bound to cheat menus and reports those counts to the server you are playing on, which forwards them to that server's dayz.fyi dashboard as something… (more)
Sentinel Enforcer Client Optional client-side companion to Sentinel Enforcer (the server-side reporter for dayz.fyi). Only needed on servers that list it in their required mods. What it does It counts presses of a short, fixed list of keyboard keys that are commonly bound to cheat menus and reports those counts to the server you are playing on, which forwards them to that server's dayz.fyi dashboard as something staff can look at. When you spawn into a server it also sends one short hello naming the item's version and a fingerprint of its key list. It does nothing else. Configurable key presses are sent as counts to the server. What it never does: it does not read what you type (chat, names, passwords, console), it does not read mouse input or movement, it does not take screenshots, it does not read files, and it cannot block, kick, or change anything in your game. When you spawn into a server it sends one short hello naming the item's version and a fingerprint of its key list. After that it sends one small message at most every 5 seconds, and only after one of the listed keys was pressed. A press of a listed key is a lead for server staff to check, not an accusation: many of these keys are bound to emotes and admin tools. Install (players) Subscribe. Your launcher loads it automatically when a server you join requires it. Install (server admins) Run Sentinel Enforcer 0.34.0 or newer on the server. Subscribe to this item and add @SentinelEnforcer_Client to your server's -mod= list (not -serverMod=). The item is signed with the same sentinel_enforcer.bikey you already have in keys/. Turn the reports on or off per server from the dayz.fyi dashboard (capture.input_keys, capture.client_hello), or disable the receiver for good with HookClientInput: false in the server's Sentinel config.json. The item itself keeps sending its small messages; the server discards them when the flags are off. Source and change history: this item is maintained alongside Sentinel Enforcer by dayz.fyi.
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
No server-side script overrides. Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 3 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
MissionGameplay.OnKeyPress |
— | yes | ✓ | sentinel_client.pbo::scripts\5_Mission\SentinelClientMission.c:16 |
MissionGameplay.OnKeyRelease |
— | yes | ✓ | sentinel_client.pbo::scripts\5_Mission\SentinelClientMission.c:22 |
MissionGameplay.OnUpdate |
T0 | yes | ✓ | sentinel_client.pbo::scripts\5_Mission\SentinelClientMission.c:28 |
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
sentinel_client.pbo
SentinelEnforcer_ClientrequiredVersion 0.1 — no requiredAddons
census 1.1 · findings 1.1 · hash 5ab7d366fc934c47