Step 2: the telemetry seam
ITelemetrySink with the null, log and JSON Lines sinks, FTelemetryEvent and the envelope, TelemetryEvents, UTelemetrySubsystem on the game instance, ASaltyGameMode minting the session id into the replicated ASaltyGameState, bs.TelemetryTest, the git hash in the build string (D-42) and four Salty.Core.Telemetry tests replacing the placeholder. Proved standalone and with a headless server plus client sharing one session id. Also enables the engine's Editor, AutomationTest, GameplayTags, ConfigSettings and LiveCoding MCP toolsets (D-43) so the editor's MCP server exposes more than the skills toolset. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -26,7 +26,7 @@ Status: `☐` not started · `◐` in progress · `☑` done · `⊘` dropped ·
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| # | Step | Proves | Status |
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| --- | --- | --- | --- |
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| 1 | The project, two modules, tests, a dedicated server in the editor | It builds, tests run headless, and the server posture is real from the first commit | ◐ |
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| 2 | The telemetry seam | Every later step can emit into something | ☐ |
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| 2 | The telemetry seam | Every later step can emit into something | ☑ |
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| 3 | A body, a camera, an input map and the gym | You can walk, in both camera modes, on a server | ☐ |
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| 4 | The feel pass | The written checklist passes with a person at the keyboard | ☐ |
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| 5 | The ability foundation and the stat block, proved on dodge, blink and mud | Abilities predict cleanly, and every body has the one set of numbers every effect changes | ☐ |
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