From game-dev
Implements structured logging, player telemetry, alerting rules, and performance budgets for game server monitoring and ops. Includes TypeScript log schema and key metrics table.
npx claudepluginhub fcsouza/agent-skills --plugin standalone-skillsThis skill uses the workspace's default tool permissions.
Structured logging, player telemetry, alerting, and performance budgets for game servers.
Game server architecture, scalability, matchmaking, and backend systems for online games. Build robust, scalable multiplayer infrastructure.
Provides observability patterns for metrics, logging, tracing, alerting, SLOs, dashboards, and infrastructure monitoring using Prometheus, OpenTelemetry, Grafana, Loki, Jaeger.
Sets up service observability: structured JSON logging, Sentry error tracking, business/technical metrics, actionable alerts, and health endpoints. Useful for logging, monitoring, and alerting configurations.
Share bugs, ideas, or general feedback.
Structured logging, player telemetry, alerting, and performance budgets for game servers.
Trigger: monitoring, logging, telemetry, alerting, performance, metrics, observability, error tracking, player analytics, server health, uptime
game-backend-architecture — what we're monitoringredis-game-patterns — metrics storage| Category | Metric | Target | Alert Threshold |
|---|---|---|---|
| Server | Tick time (p95) | < 16ms | > 50ms |
| Server | API response (p95) | < 200ms | > 500ms |
| Server | WebSocket connections | N/A | > 80% capacity |
| Server | Error rate | < 0.1% | > 1% |
| Player | DAU | Trending up | -20% day-over-day |
| Player | Session length (median) | 10-30 min | < 5 min |
| Player | Day 1 retention | > 40% | < 25% |
| Player | Day 7 retention | > 15% | < 8% |
| Economy | Currency in circulation | Stable | +50% week-over-week |
| Economy | Revenue per DAU | Stable | -30% week-over-week |
interface GameLogEntry {
timestamp: string; // ISO 8601
level: 'debug' | 'info' | 'warn' | 'error';
service: string; // 'game-server' | 'api' | 'worker'
event: string; // 'player.login' | 'combat.resolved' | 'purchase.completed'
playerId?: string;
sessionId?: string;
data: Record<string, unknown>;
duration?: number; // ms, for timed operations
error?: {
message: string;
stack?: string;
code?: string;
};
}
game-backend-architecture — server topology to monitorredis-game-patterns — real-time metrics storagebullmq-game-queues — queue health monitoringstripe-game-payments — revenue trackingci-cd-game — post-deployment monitoring