Simplify telemetry to three game events
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@@ -10,7 +10,6 @@ import { komodoInspectHealthy } from '../integrations/komodo.js';
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import { restartSettling } from './restart-rollout.js';
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import { classifyHealth } from '../fleet/health.js';
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import { STATUS_REFRESH_MS } from '../../server-freshness.js';
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import { scanMatchState } from '../fleet/match-log.js';
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const TICK_MS = 15_000;
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// Cap concurrent UDP RCON calls so a 15-server fleet doesn't blast the
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@@ -44,61 +43,6 @@ async function runTick(): Promise<void> {
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} catch (err) {
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console.error('[worker] beta-runner error:', err);
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}
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try {
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await scanMatches();
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} catch (err) {
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console.error('[worker] match-scan error:', err);
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}
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}
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/**
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* Read every server's games_sp.log tail to advance game_started_at /
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* game_ended_at. Concurrency-capped so 15 servers don't hammer disk at once.
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*/
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async function scanMatches(): Promise<void> {
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const servers = listServers();
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if (servers.length === 0) return;
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let cursor = 0;
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async function pump(): Promise<void> {
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while (true) {
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const i = cursor++;
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if (i >= servers.length) return;
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const srv = servers[i];
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const result = await scanMatchState(srv.name).catch((err) => {
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console.error(`[worker] scanMatchState(${srv.name}) failed:`, err);
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return { kind: 'no-signal' as const };
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});
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const persistedInProgress = !!srv.game_started_at && !srv.game_ended_at;
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const persistedKey = srv.game_cycle_key;
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const now = new Date().toISOString();
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if (result.kind === 'in-progress' && result.cycleKey) {
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// New cycle when persisted key differs (fresh start, or a game
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// restart with the same players — new J; line = new key).
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if (result.cycleKey !== persistedKey) {
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setServerField(srv.name, 'game_started_at', now);
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setServerField(srv.name, 'game_ended_at', null);
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setServerField(srv.name, 'game_cycle_key', result.cycleKey);
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} else if (!persistedInProgress) {
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// Same key but previous cycle was ended — treat as new run
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// (shouldn't happen in practice since key would differ,
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// but be defensive).
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setServerField(srv.name, 'game_started_at', now);
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setServerField(srv.name, 'game_ended_at', null);
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}
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} else if (result.kind === 'ended' && result.cycleKey) {
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// Only stamp the end if it's the cycle we've been tracking and
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// we haven't already stamped it.
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if (result.cycleKey === persistedKey && persistedInProgress) {
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setServerField(srv.name, 'game_ended_at', now);
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}
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}
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// 'idle' / 'no-signal': leave state alone. UI hides the timer when
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// the server has no players (see ServerCard/detail page).
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}
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}
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await Promise.all(Array.from({ length: STATUS_CONCURRENCY }, pump));
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}
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/**
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@@ -169,8 +113,8 @@ async function refreshStatus(): Promise<void> {
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const nextPlayers = result.status.players;
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let activeSince = srv.active_since;
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let inactiveSince = srv.inactive_since;
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let gameStartedAt = srv.game_started_at;
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let gameEndedAt = srv.game_ended_at;
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const gameStartedAt = srv.game_started_at;
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const gameEndedAt = srv.game_ended_at;
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if (nextPlayers > 0 && (activeSince === null || prevPlayers === 0 || prevPlayers === null)) {
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activeSince = now;
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inactiveSince = null;
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@@ -181,14 +125,6 @@ async function refreshStatus(): Promise<void> {
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activeSince = null;
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setServerField(srv.name, 'inactive_since', inactiveSince);
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setServerField(srv.name, 'active_since', null);
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// Game timer cannot run while inactive. Drop any tracked
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// match state so the next active session anchors fresh
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// when a new J; line fires.
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gameStartedAt = null;
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gameEndedAt = null;
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setServerField(srv.name, 'game_started_at', null);
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setServerField(srv.name, 'game_ended_at', null);
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setServerField(srv.name, 'game_cycle_key', null);
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}
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// Persist last-observed state. last_seen_at is the health anchor.
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setServerField(srv.name, 'last_players', nextPlayers);
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