Events are encoded once into lines held in memory; a batch is the first lines joined, with the player id put in where a mark stood, POSTed on Http's own thread every flush_ms or at flush_at events; a failure keeps its lines and doubles the wait up to backoff_max; the queue is on disk every save_ms and read back at the next start; off (the enabled port) drops the request in flight, empties the queue and deletes the file; and a run that may not send (can_send) keeps nothing. The player id is the machine's own id (MachineGuid, IOPlatformUUID, /etc/machine-id) hashed with the game's salt, else random; it lives in the game's id file beside whatever else the game keeps there. Ports: TelemetryWorld (can_send, enabled, now_ms, stamp) and TelemetryTransport (send, poll, drop; unbound: Http). Config is a record (host, key, path, lib, queue_file, id_file, id_salt, and the timings). Facts: TELEMETRY_SENT, _FAILED, _ID. Not a System: it runs from a launcher's first frame, before any world exists. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
5 lines
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5 lines
247 B
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# ludic.telemetry - events queued in memory, batched to a PostHog-shaped endpoint, backed off when
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# offline, kept on disk between starts, and forgotten when the player says no. See README.md.
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package "ludic.telemetry"
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version "0.1.0"
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kind source
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