Read telemetry names from running dedicated config; record Workshop 0.0.138
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@@ -256,8 +256,9 @@ update and receipt index migration; it does not require a new mission release.
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### Automatic server names
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New events resolve the reporting server’s name from `ServerLobbyApi.GetServerConfig().GetName()`,
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falling back to lobby metadata if unavailable. The optional profile `serverName`
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New events first read `game.name` from `BackendApi.GetRunningDSConfig()`.
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If unavailable or blank, they try `ServerLobbyApi.GetServerConfig().GetName()`
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and then `GetGame().GetServerInfo().GetName()`. The optional profile `serverName`
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remains an explicit override. Names are trimmed and bounded to 120 characters.
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Resolution repeats for each new event so startup metadata delays do not permanently
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leave a server unnamed. Neither scenario titles nor account identities are used.
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@@ -277,3 +278,9 @@ explicit override and absent-metadata fallback pass without script failures; the
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13 inherited resource/world errors remain. The local Workbench fixture has no
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configured server name, so the real dedicated-server name must still be confirmed
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from the first report after publishing.
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Dedicated-name follow-up: [validation evidence](evidence/telemetry-dedicated-name-2026-11-01/verification.json)
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records the added `GetRunningDSConfig().game.name` priority path. Production-method
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tests cover dedicated names and fallback conditions; native Workbench compilation
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and available-metadata checks pass. Workbench still has no running dedicated
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configuration, so this does not prove recovery on a live dedicated server.
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