Repository navigation
Pulse v0.2.0-indev.1
Pre-release
Pre-release
·
357 commits
to main
since this release
First prerelease of the 0.2 line, carrying everything that landed since 0.1.0 went stable. Nothing here changes the metrics themselves; this wave is about running Pulse in production and trusting what it sends.
What's new:
- An operations kit:
contrib/alerts/pulse-alerts.ymlships ready-made Prometheus alerting rules for tick rate, tick saturation, sustained overruns, engine warnings, log errors, endpoint availability and a stuck worldgen queue, calibrated against the engine's own thresholds. Load it next to the provisioned Grafana dashboard and the monitoring side is done. ServiceNameinpulse-otlp.json(defaultvintagestory): sets theservice.nameresource attribute, so a backend receiving several servers can tell them apart.OTEL_SERVICE_NAMEstill wins when set, as the ecosystem expects.- A weekly CI tripwire now builds and tests the mod against the newest stable Vintage Story version, so an engine update that breaks the deep-engine probe is caught on the game's schedule rather than by a server admin.
- The grpc setting in
pulse-otlp.jsonis now proven on the wire: a scenario boots a real server against a fake gRPC collector and reads the export off the socket. Both protocols the config accepts are exercised end to end.
Two zips as usual: pulse_0.2.0-indev.1.zip alone gives you the Prometheus endpoint; add pulseotlp_0.2.0-indev.1.zip next to it in Mods/ to push over OTLP. Same game support: Vintage Story 1.22.x, dedicated server, .NET 10. Test bar for this tag: 152 tests including 21 embedded-server scenarios, 32 mutations killed, quality gate green.