Read telemetry names from running dedicated config; record Workshop 0.0.138
continuous-integration/drone/push Build is passing

This commit is contained in:
2026-11-01 19:49:47 +01:00
parent 6ba3036de6
commit 4f02ad64b4
11 changed files with 865 additions and 6 deletions
+9 -2
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@@ -256,8 +256,9 @@ update and receipt index migration; it does not require a new mission release.
### Automatic server names
New events resolve the reporting server’s name from `ServerLobbyApi.GetServerConfig().GetName()`,
falling back to lobby metadata if unavailable. The optional profile `serverName`
New events first read `game.name` from `BackendApi.GetRunningDSConfig()`.
If unavailable or blank, they try `ServerLobbyApi.GetServerConfig().GetName()`
and then `GetGame().GetServerInfo().GetName()`. The optional profile `serverName`
remains an explicit override. Names are trimmed and bounded to 120 characters.
Resolution repeats for each new event so startup metadata delays do not permanently
leave a server unnamed. Neither scenario titles nor account identities are used.
@@ -277,3 +278,9 @@ explicit override and absent-metadata fallback pass without script failures; the
13 inherited resource/world errors remain. The local Workbench fixture has no
configured server name, so the real dedicated-server name must still be confirmed
from the first report after publishing.
Dedicated-name follow-up: [validation evidence](evidence/telemetry-dedicated-name-2026-11-01/verification.json)
records the added `GetRunningDSConfig().game.name` priority path. Production-method
tests cover dedicated names and fallback conditions; native Workbench compilation
and available-metadata checks pass. Workbench still has no running dedicated
configuration, so this does not prove recovery on a live dedicated server.