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