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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co-authored by
Claude Fable 5.1
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#pragma once
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#include "CoreMinimal.h"
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// The event names. Every call site passes one of these to UTelemetrySubsystem::Emit; a literal at a call site is a
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// typo waiting for the analysis to find it. A name is added here, to the catalogue in Docs/Spec/Telemetry.md and to
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// the feature spec's Telemetry section in the same change as its first emit call, so the three never disagree.
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namespace TelemetryEvents
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{
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// Session (step 2)
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inline const FName AppStarted(TEXT("app_started"));
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inline const FName SessionStarted(TEXT("session_started"));
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inline const FName SessionEnded(TEXT("session_ended"));
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inline const FName CheatUsed(TEXT("cheat_used"));
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}
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