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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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34 Commits

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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

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34 Commits

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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

34 Commits

Folders and files

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Last commit date

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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

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34 Commits

Folders and files

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Last commit date

Repository files navigation

gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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gd-telemetry

Build and batch telemetry events in Godot 4.

Use this addon to collect structured game events and flush them through your own callback, HTTP client, file writer, or analytics bridge.

Installation

Via gdam

gdam install @aviorstudio/gd-telemetry

Manual

Copy addon/ into res://addons/@aviorstudio_gd-telemetry/ and enable the plugin.

Quick Start

constTelemetryModule=preload("res://addons/@aviorstudio_gd-telemetry/src/telemetry_module.gd")
vartelemetry:=TelemetryModule.new()
telemetry.configure(TelemetryModule.TelemetryConfig.new(true, 50, 0.5))
telemetry.add_event(telemetry.build_event(
Time.get_ticks_msec(),
"INFO",
"session-1",
"player-1",
"level_started",
{"level": 3}
))
iftelemetry.should_flush():
varbatch: Array=telemetry.drain_serialized_batch()
_send_batch_to_backend(batch)

Event Shape

Serialized events use this dictionary shape:

  • timestamp: event time in milliseconds.
  • level: caller-defined severity or category.
  • context_id: session, match, screen, level, or other grouping ID.
  • subject_id: player, device, actor, or other subject ID.
  • message: caller-defined event name.
  • metadata: JSON-compatible event details.

What You Get

  • TelemetryConfig: enable flag, batch size, interval, and flush callback.
  • TelemetryEvent: typed event container.
  • build_event: create consistent events.
  • add_event: queue events.
  • should_flush: check batch size/time thresholds.
  • drain_serialized_batch / flush: hand events to your transport layer.

Notes

  • No project settings are required.
  • This addon does not choose a telemetry vendor or network transport.
  • Avoid sending private user data unless your game has explicit consent and retention policy.

Repository Layout

  • addon/: Godot plugin source packaged for GDAM and manual installation.
  • addon/plugin.cfg: plugin name, version, description, and entry script.
  • addon/src/: reusable GDScript modules.
  • tests/: Godot test project/scripts for addon behavior.
  • .github/workflows/ci.yml: validates package shape and runs tests.
  • .github/workflows/release.yml: creates GitHub release ZIPs and publishes to GDAM.

Versioning And Releases

The version in addon/plugin.cfg is the addon package version. Releases are created from main with the manual release workflow and plain semver tags like v0.0.1; the workflow verifies plugin.cfg, builds @aviorstudio_gd-telemetry.zip, and publishes @aviorstudio/gd-telemetry to GDAM.

Testing

Run locally with:

./tests/test.sh

CI runs the same test script when available.

License

MIT

About

No description, website, or topics provided.

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages