Glossary
Terms and definitions used throughout Two-Face documentation.
A
Aho-Corasick
A string-matching algorithm that can match multiple patterns simultaneously. Used by Two-Face for efficient highlight pattern matching when fast_parse = true.
ASCII
American Standard Code for Information Interchange. A character encoding standard. Two-Face can use ASCII-only mode for maximum terminal compatibility.
Auto-reconnect
Feature that automatically reconnects to the game server if the connection is lost.
Auto-scroll
Widget behavior that automatically scrolls to show the newest content as it arrives.
B
Browser
In Two-Face, a popup window that can be opened for detailed interaction with game data. Examples: highlight editor, spell list browser.
Buffer
Memory area for temporarily storing data. Two-Face uses buffers for incoming game data, scrollback history, and command history.
C
Casttime
Delay after casting a spell before you can act again. Displayed by countdown widgets.
Character Code
Unique identifier for a character in the game’s authentication system.
Command Input
Widget type for entering commands to send to the game.
Command List (cmdlist)
Configuration that maps context menu options to game objects based on noun matching.
Compass
Widget displaying available movement directions in the current room.
Config
Short for configuration. TOML files controlling Two-Face behavior.
Core Layer
The middle layer of Two-Face architecture, containing business logic and widget management.
D
Dashboard
Widget type that combines multiple status elements into a single display.
Data Layer
The foundation layer of Two-Face architecture, containing game state and parsing.
Data Source
Configuration path identifying where a widget gets its data (e.g., vitals.health).
Direct Mode
Connection method that authenticates directly with eAccess servers, bypassing Lich.
E
eAccess
Simutronics authentication server for GemStone IV and DragonRealms.
Effect
Active spell, buff, or debuff affecting your character. Tracked by active_effects widget.
F
Fast Parse
Optimization mode using Aho-Corasick algorithm for pattern matching instead of regex.
Focus
The currently selected/active widget. Input goes to the focused widget.
Frontend Layer
The presentation layer of Two-Face architecture, handling rendering and input.
G
Game State
Central data structure containing all parsed game information.
Generation
Version number that increments when data changes. Used for efficient change detection.
GemStone IV
Text-based MMORPG that Two-Face is designed for.
Glob
Pattern matching syntax using wildcards (* and ?).
Glyph
Visual representation of a character in a font.
H
Hash Key
In eAccess authentication, a 32-byte key used to obfuscate the password.
Hex Color
Color specified using hexadecimal notation (e.g., #FF0000 for red).
Highlight
Pattern-based text styling that colors matching text in game output.
Hook
In some contexts, a callback function. Not currently used in Two-Face.
I
Indicator
Widget showing boolean status (on/off states like hidden, stunned, prone).
Injury Doll
Widget displaying injuries to different body parts.
Input Widget
Widget that accepts text input from the user.
K
Keybind
Association between a key combination and an action or macro.
Keepalive
Network message sent periodically to prevent connection timeout.
L
Layout
Configuration defining widget positions, sizes, and arrangement.
Lazy Render
Optimization that only redraws changed portions of the screen.
Lich
Ruby-based proxy and scripting platform for GemStone IV.
Lich Mode
Connection method that connects through Lich proxy.
M
Macro
Command or sequence of commands triggered by a keybind.
Mana
Magical energy resource. Tracked by vitals.mana.
Monospace
Font where every character has the same width. Required for terminal UI.
MUD
Multi-User Dungeon. Text-based multiplayer games. GemStone IV is technically a MUD.
N
Nerd Font
Font family including many additional symbols and icons.
Node
Individual XML element in the game protocol.
O
OWASP
Open Web Application Security Project. Security standards referenced in development.
Overlay
Widget that draws on top of other widgets.
P
Palette
Set of colors available for use in themes.
ParsedElement
Internal representation of processed game data.
Parser
Component that interprets XML game protocol into structured data.
Pattern
Regular expression or literal string for matching text.
Percentage Positioning
Widget placement using percentages instead of fixed coordinates.
PEM
Privacy-Enhanced Mail. Certificate file format used for TLS.
Popup
See Browser.
Preset
Named color with associated hex value (e.g., “health” → “#00ff00”).
Progress Bar
Widget showing a value as a filled bar (health, mana, etc.).
Protocol
Rules for communication between client and server.
Proxy
Intermediary that relays connections (Lich acts as a proxy).
R
Reconnect
Re-establishing connection after disconnection.
Regex
Regular expression. Pattern matching syntax for text.
Render
Drawing the UI to the screen.
Render Rate
How many times per second the UI updates (FPS).
Room
In-game location. Room data includes name, description, exits.
Roundtime
Delay after an action before you can act again.
RT
Short for Roundtime.
S
Scrollback
History of text that can be scrolled back to view.
Session
Connection session with the game server.
SNI
Server Name Indication. TLS extension disabled for eAccess compatibility.
Spirit
Spiritual energy resource. Tracked by vitals.spirit.
SSL
Secure Sockets Layer. Legacy term, now TLS.
Stamina
Physical energy resource. Tracked by vitals.stamina.
Stream
Category of game output (main, room, combat, speech, etc.).
Sync
Process of updating widgets to match current game state.
T
Tab
In tabbed_text widget, a separate pane within the widget.
Tabbed Text
Widget type with multiple tabs, each showing different content.
Terminal
Text-based interface environment.
Theme
Collection of color definitions for consistent appearance.
Ticket
Authentication token for game server connection.
TLS
Transport Layer Security. Encryption for network connections.
TOML
Tom’s Obvious, Minimal Language. Configuration file format.
Trigger
Automation that executes commands based on game output patterns.
True Color
24-bit color (16.7 million colors). Also called “truecolor”.
TTS
Text-to-Speech. Audio output of game text.
U
Unicode
Character encoding standard supporting international characters and symbols.
Update
Change to game state that triggers widget refresh.
V
Vitals
Character health statistics (health, mana, stamina, spirit).
Viewport
Visible portion of scrollable content.
W
Widget
UI component displaying game information or accepting input.
Widget Manager
Core component managing widget lifecycle and updates.
X
XML
eXtensible Markup Language. Format of game protocol.
Z
Z-Index
Layer order for overlapping widgets. Higher values display on top.
See Also
- Architecture - System design
- Configuration - Settings reference
- Widgets - Widget types