ludic/packages/ludic.telemetry/state.ludic

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# 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<TelemetryFact> = null
export function telemetry_facts() -> Queue<TelemetryFact> {
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)
}