Skip to content

Pulse v0.2.0-indev.1

Pre-release
Pre-release

Choose a tag to compare

@github-actions github-actions released this 01 Sep 22:32
· 357 commits to main since this release
b198be7

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.yml ships 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.
  • ServiceName in pulse-otlp.json (default vintagestory): sets the service.name resource attribute, so a backend receiving several servers can tell them apart. OTEL_SERVICE_NAME still 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.json is 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.