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Monitoring game ops

Skill fcsouza/agent-skills/skills/monitoring-game-ops

Use when implementing game monitoring, structured logging, player telemetry, alerting rules, or performance budgets. Triggers: monitoring, logging, telemetry, alerts, observability, metrics.From its SKILL.md

Install
npx -y skills add fcsouza/agent-skills --skill monitoring-game-ops

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SKILL.md

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Monitoring & Game Ops

Purpose

Structured logging, player telemetry, alerting, and performance budgets for game servers.

When to Use

Trigger: monitoring, logging, telemetry, alerting, performance, metrics, observability, error tracking, player analytics, server health, uptime

Prerequisites

  • game-backend-architecture — what we're monitoring
  • redis-game-patterns — metrics storage

Core Principles

  1. Structured logging — JSON logs with consistent fields; never unstructured console.log in production
  2. Player telemetry — track actions, session length, retention, spending — anonymized
  3. Alert on anomalies — sudden drops in DAU, spike in errors, economy inflation
  4. Performance budgets — server tick must complete in < 16ms (60fps); API responses < 200ms p95
  5. Dashboard first — if you can't see it, you can't fix it

Key Metrics

CategoryMetricTargetAlert Threshold
ServerTick time (p95)< 16ms> 50ms
ServerAPI response (p95)< 200ms> 500ms
ServerWebSocket connectionsN/A> 80% capacity
ServerError rate< 0.1%> 1%
PlayerDAUTrending up-20% day-over-day
PlayerSession length (median)10-30 min< 5 min
PlayerDay 1 retention> 40%< 25%
PlayerDay 7 retention> 15%< 8%
EconomyCurrency in circulationStable+50% week-over-week
EconomyRevenue per DAUStable-30% week-over-week

Log Schema

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;
  };
}

Cross-References

  • game-backend-architecture — server topology to monitor
  • redis-game-patterns — real-time metrics storage
  • bullmq-game-queues — queue health monitoring
  • stripe-game-payments — revenue tracking
  • ci-cd-game — post-deployment monitoring

Sources

  • "Game Server Monitoring at Scale" — GDC 2020
  • "Player Telemetry Best Practices" — GDC 2019
  • OpenTelemetry documentation

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