Platform reference

Game server tracking

Understand profiles, recording states, classification, and the difference between combat stats and connected time.

Heir observes supported game servers directly. For setup steps, start with Connect a game server. A Discord integration is optional for this connection.

Supported recording

GameTeam modesStandalone observation
MordhauSkirmish (SKM), Hardpoint (HPT)Explicit Duel tracking; opt-in Deathmatch (DM) combat; connected time.
Chivalry: Medieval WarfareLast Team Standing (LTS), Team Objective (TO)Combat/presence infrastructure uses the events the adapter can report.

Unknown measurements stay unknown. Enhanced damage/defense fields require the appropriate game feed; a field's absence is not proof that the player did nothing.

Tracking profiles and defaults

Match tracking records qualifying team sessions. Duel tracking records observed combat without team-size floors or inferred duel wins. Presence only records connected human time without combat or match results.

Settings resolve from game defaults to League defaults to game-server overrides. An explicit value stays an override even if it currently matches the default. Changes normally apply at a safe session boundary so an ongoing confirmed match keeps its original rules.

When adding a game server, the Server name is 1–32 lowercase letters, numbers, or dashes; the connection port is 1–65,535; and a new server requires its RCON password. Replacing a password accepts up to 256 characters. With no overrides, the normal Match profile expects a 5v5 format, requires at least three humans on each side, allows casual recording, enables the game's supported team modes, and leaves Presence only disabled; a League's configured minimum can change the expected format. The effective values shown on the server card are authoritative.

Minimum match format

For team modes, the minimum is enforced on each side, separately from expected team size. Five-per-side means at least five humans on side 0 and five on side 1; ten humans split 6/4 do not qualify.

Standalone duel/Deathmatch combat does not require that sided roster. Enabling DM is explicit because Team mods can also report a Deathmatch base mode. Keep DM off when the intended SKM/HPT mode needs score-stream evidence.

Health versus activity

LabelMeaning
OnlineThe connection can be observed; this alone does not establish a match.
IDLENo qualifying match is being recorded; read the reason.
VERIFYINGMode detection is unresolved.
TRACKINGA match is recording while competitive/casual classification is still pending.
TRACKING-COMPCompetitive recording.
TRACKING-CASUALCasual recording, including explicitly enabled Deathmatch combat.
TRACKING-DUELStandalone duel-profile combat observation.
PRESENCE ONLYConnected-time observation without match/combat statistics.
Stale / reconnecting / authentication failureObservation needs attention; retained metadata is not current proof.

Classification can remain pending until a game's full roster is available. It is not a countdown that expires after one minute. Heir updates the displayed activity on its own; refreshing the page repeatedly does not make it check the game server any sooner.

Competitive, casual, overall

Team-match categories are competitive, scrim, and pug. Casual combines scrim and pug; overall includes the relevant approved data across categories. Final roster evidence and fixture binding determine classification, so live information can be provisional.

A tracked series and a scored League result are not interchangeable. Series completion, recognized sides, fixture rules, and approval can all matter before Elo or a schedule result updates.

Approval and corrections

The effective approval policy determines whether recorded matches count immediately or require review. Web-created Leagues use automatic approval in the current watcher; other configurations can use manual review. Check the match's actual status before assuming it counts toward ratings.

Organizers can review, void, import, or reclassify supported tracked data. Use the web management controls or /admin tracking, and avoid duplicate result entry while a series is finalizing.

In-game controls

Authorized referees use their linked in-game identity. Organizers and Members of the configured Ref role can use supported commands:

  • .start <code> binds an eligible team session to a fixture.
  • .start tries the available nearby fixture; .start force is the deliberate unscheduled competitive path.
  • .stop closes a team session; .void voids it.
  • .status reports its current state.
  • Side/orientation commands depend on the game; see Mordhau and Chivalry.

Incompatible fixture/override combinations are rejected. Do not use team-fixture commands as a substitute for selecting a standalone combat profile.

Server time

Server time measures observed connected human time, including AFK. Spectator time is a portion of that total where detectable; unknown spectator status remains unknown. Monitoring gaps earn no time. Match participation is a separate, potentially overlapping measurement and is never added to the connected total.

The former attendance table is not part of game-server management. Do not treat this accounting as a public attendance leaderboard or lifetime Steam playtime.

Next: Tracking reference, game server setup, or missing-stat troubleshooting.