ludic/packages/ludic.telemetry/send.ludic
Orkuncakilkaya e8c1d54a96 feat(ludic.telemetry): an event queue batched to a PostHog-shaped endpoint
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>
2026-09-25 05:33:16 +03:00

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# send.ludic - every frame: a batch when one is due, its answer when it lands, the wait doubled
# when it failed, the queue on disk every few seconds. One request at a time; nothing waits on it.
var telemetry__clock_on: bool = false
export function telemetry_tick() -> void {
if not telemetry__ready { return }
telemetry__id_tick()
if not telemetry__enabled() {
if len(telemetry__q) > 0 or telemetry__h >= 0 { telemetry_forget() }
return
}
if not telemetry__can_send() { return }
let now = telemetry__now()
let c = telemetry__conf()
if not telemetry__clock_on {
telemetry__clock_on = true
telemetry__next_ms = now + c.flush_ms
telemetry__saved_ms = now
}
if now - telemetry__saved_ms >= c.save_ms {
telemetry_save()
telemetry__saved_ms = now
}
if telemetry__h >= 0 {
telemetry__answer(now)
return
}
if len(telemetry__q) == 0 { return }
let early = telemetry__fails == 0 and len(telemetry__q) >= c.flush_at
if early or now >= telemetry__next_ms {
telemetry_save()
telemetry__flush(now)
if telemetry__fails == 0 { telemetry__next_ms = now + c.flush_ms }
}
}
function telemetry__answer(now: int) -> void {
let st = telemetry__poll(telemetry__h)
if st < 0 { return }
telemetry__h = -1
if st > 0 {
telemetry__queue_drop(telemetry__sent_n)
telemetry__fails = 0
telemetry__next_ms = now + telemetry__conf().flush_ms
telemetry__fact(TELEMETRY_SENT, telemetry__sent_n, st, 0)
} else {
telemetry__backoff(now)
telemetry__fact(TELEMETRY_FAILED, telemetry__sent_n, st, telemetry__next_ms - now)
}
telemetry_save()
}
function telemetry__flush(now: int) -> void {
if telemetry__h >= 0 or len(telemetry__id) == 0 or len(telemetry__q) == 0 { return }
let n = min(telemetry__conf().batch, len(telemetry__q))
let h = telemetry__send(telemetry_batch_body(n))
if h < 0 {
telemetry__backoff(now)
telemetry__fact(TELEMETRY_FAILED, n, 0, telemetry__next_ms - now)
return
}
telemetry__h = h
telemetry__sent_n = n
}
# a failed send: wait twice as long next time, up to backoff_max doublings
function telemetry__backoff(now: int) -> void {
if telemetry__fails < telemetry__conf().backoff_max { telemetry__fails += 1 }
telemetry__next_ms = now + (telemetry__conf().flush_ms << telemetry__fails)
}