# state.ludic - the game's config, the ports, the facts, and what is queued # where the events go and how often. An empty host or key sends nothing, ever. export property TelemetryConfig { host: string = "" # "https://analytics.example.com" key: string = "" # the project's public token (PostHog's phc_...) path: string = "/batch/" # the batch endpoint under the host lib: string = "" # every event's $lib queue_file: string = "" # the unsent lines between starts; "" keeps them in memory only id_file: string = "" # the player id's JSON file ({"id": ...}; other keys are kept) id_salt: string = "" # hashed with the machine's own id; "" makes a random id instead id_scratch: string = "" # where the machine-id child writes (unset: the temp directory) flush_ms: int = 30000 # a batch this often flush_at: int = 50 # or sooner, at this many events batch: int = 200 # events in one request queue_max: int = 5000 # the oldest go past this backoff_max: int = 6 # the wait doubles at most this many times save_ms: int = 5000 # the queue on disk at most this far behind } # what telemetry asks the game (unbound: yes, on, and the wall clock) export port TelemetryWorld { can_send: fn() -> bool = fn telemetry__yes # may this run send at all (a test, a dev build: no) enabled: fn() -> bool = fn telemetry__yes # the player's switch; off forgets everything queued now_ms: fn() -> int = fn telemetry__wall_ms # a clock in milliseconds stamp: fn() -> string = fn telemetry__wall_stamp # the ISO time an event happened } # how a batch travels (unbound: Http). send returns a handle (< 0: could not start); poll # answers -1 while pending, 0 on failure, 1 when the server took it; drop abandons one. export port TelemetryTransport { send: fn(string, string) -> int = fn telemetry__http_send poll: fn(int) -> int = fn telemetry__http_poll drop: fn(int) -> void = fn telemetry__http_drop } export const TELEMETRY_SENT: int = 0 # a batch went (count) export const TELEMETRY_FAILED: int = 1 # a batch did not (status, retry_ms) export const TELEMETRY_ID: int = 2 # the player id became known export property TelemetryFact { what: int = 0 count: int = 0 status: int = 0 retry_ms: int = 0 } const TELEMETRY_MARK: string = "@@TELEMETRY_PLAYER@@" var telemetry__cfg: TelemetryConfig = null var telemetry__ready: bool = false var telemetry__id: string = "" var telemetry__session: string = "" var telemetry__q: []string = null # the queued lines, oldest first var telemetry__dirty: bool = false # telemetry__q differs from the file var telemetry__h: int = -1 # the batch in flight var telemetry__sent_n: int = 0 # how many lines it carries var telemetry__next_ms: int = 0 # when the next send may go var telemetry__saved_ms: int = 0 # when the queue was last put on disk var telemetry__fails: int = 0 # sends failed in a row var telemetry__t0: int = 0 # the default clock's zero, wall seconds var telemetry__facts: Queue = null export function telemetry_facts() -> Queue { if telemetry__facts == null { telemetry__facts = queue_new("telemetry.facts") } return telemetry__facts } function telemetry__fact(what: int, count: int, status: int, retry: int) -> void { let f = new TelemetryFact f.what = what f.count = count f.status = status f.retry_ms = retry q_push(telemetry_facts(), f) }