Telemetry
When debuff build succeeds, the CLI tells debuff.jp that a project was built. We use it to find games made with debuff, so we can see what people make and later invite them to a showcase. That's all it's for.
What's sent
One small request per build to https://debuff.jp/api/telemetry:
| Field | Example | What it is |
|---|---|---|
id | 1b9f…c3 | A random id made the first time you build, kept in your project's .debuff/project.json |
name | my-game | The name in your package.json |
debuff | 0.8.0 | The debuff CLI version |
That's the whole request. No code, file paths, URLs, machine details or anything about your players. Games don't send anything when people play them: telemetry only runs on your machine, when you build.
On our side we keep one record per project id: the name, the debuff version, when it was first and last built, and how many builds. We don't store IP addresses.
Turning it off
Any of these:
npx debuff telemetry off- Set
DEBUFF_TELEMETRY=0in your environment. - In CI it's off automatically.
npx debuff telemetry shows whether it's on and where the setting is saved. npx debuff telemetry on turns it back on.
The first build that sends anything prints a one-line notice saying so. The request gives up after about a second and a half and never fails a build.
Questions
Ask on Discord or open an issue. The code is tooling/cli/src/telemetry.ts and the endpoint is src/telemetry.ts in the site's repo.