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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.

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